Talk:Bethesda Tutorial Clutter

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Lootable Corpses[edit source]

Can someone add a section explaining how to place a lootable corpse? Apparently you can't just drag and drop a treasCORPSETYPE into your level. It doesn't show up in game King Mango (talk) 2014-05-31T18:00:19 (EDT)

Trouble With Find and Replace[edit source]

I am having trouble using "Find and Replace". It freezes my machine for a good 30 seconds. Thus I try to avoid using that function, which sucks because it has a lot of potential. Can anyone give me any tips on this problems? Thanks Motanum 20:00, 8 February 2012 (EST)

I am also having problems with the CTRL+F functionality. My computer is plenty fast, but I believe this can be attributed to the function failing to respond. In general, all windows will stop responding sporadically. The find and replace box also errors once completed - it will stay open. I'd actually like to keep the box open, as I use it so much, and re-loading it each time takes ~20 seconds. The currently open window will not update, so you have to close it and re-open it.Arsonall 15:41, 22 February 2012 (EST)

It takes a few seconds on my computer, but definitely not 30. I think your computer may be a bit slow, or not have enough memory, or have fragmented hdd. Bwillb 02:23, 10 February 2012 (EST)


Pnelson 14:56, 15 February 2012 (EST) Disabling Aero or any other fancy desktop effects you have may help speed this up

Disabling Aero had no discernible effect on my machine. It takes a good 5 seconds to appear, which isn't bad, but considering how useful (and frequently used) this feature is, it would be nice if it were a tad faster.--Electrosheep 00:26, 17 February 2012 (EST)


The worst part is when you mean to Shift-F and accidentally Ctrl-F instead XD --Bwillb 03:53, 20 February 2012 (EST)
Undo also appears to be broken for any operations before the CTRL-F as well.--Lmstearn (talk) 2014-11-06T06:53:03 (EST)

Placing Doors[edit source]

Shouldn't the tutorial have the player place a door or two before having them lock a door? A few example doors that fit in the large and small exits used in lokir's tomb would be nice. Should probably also mention that many doors are one-sided such as most the ones with load in the name. --Syneris 19:16, 9 February 2012 (EST)

Pnelson 14:56, 15 February 2012 (EST)

  • Generally our door syntax matches the kit's. So if you are looking for a door to use in the small rooms you would use NorDoorSm01 or NorDoorSm02. For larger entrances use the NorDoorMedium01.
  • Doors with Load in the name should only be used as load doors. Their animation only opens a little to a black plane so you don't have to build rooms behind the load doors.



When I am making Lorkir's Tomb, in the doors section of the Nordic subkit there is no NorDoorSm01, only these: http://oi45.tinypic.com/2q82eti.jpg Hellish73 20:08, 3 April 2013 (EST)

The problem you're having is that you're in static doors. You need to go back into the World Objects, then click on Doors from that menu. I had the same problem. Static doors do NOT open.
My issue is that the doors I have chosen (Exit piece is NorRmSmWallFrontExSm01 and the door I was trying to use was NorDoorSm01, which didn't fit). SterkOks ([[User talk:SterkOks]) 2013-10-08T00:17:06 (EDT)
EDIT: I just ran my instance ingame and the doors are functional, however the frames and some pieces of the wooden doors are all black. Any help would be greatly appreciated. SterkOks (talk) 2013-10-08T00:33:58 (EDT)

Dragging dead bodies[edit source]

This tutorial mentions dragging individual bones of a corpse. How do you do this? I tried holding alt and dragging but that had no effect at all. Bwillb 02:06, 10 February 2012 (EST)

Pnelson 14:56, 15 February 2012 (EST) Unfortunately you can't drag a corpse by the individual bones, but to help you pose one:

  • Add the NPC you want to pose to the world (TreasCorpseBanditBretonMale)
  • Double Click to open properties and check Starts Dead at the bottom
  • Press ok on the window
  • With the corpse still selected click the Run Havok Sim button(looks like a red ball bouncing over the letters HK)
  • Hold alt, try grabbing and dragging the corpse in different places
  • When you're done turn off Run Havok Sim
  • You may also want to toggle Don't Havok Settle on the Reference

Currently this is the best way we have of posing a corpse on the fly.


Thanks. That's what I was trying but it didn't work. However, I found the issue I was running into: It doesn't let me do the posing unless I'm zoomed in on the corpse quite a bit... Like, it has to more than fill the screen :\ --Bwillb 03:51, 20 February 2012 (EST)

ruinsFloorCandles?[edit source]

There is no object called "ruinsFloorCandles". I'm wondering if this is deliberate, and the reader must actually use his/her brain and figure it out, or if this was unintentional and should be corrected. It appears quite intentional, and as such, I'm wondering if a warning would be appropriate. For example, you might say "Up until this point, we held your hand and walked you through step by step, but now, we will assume you have functional gray matter, and you will need to use it to get through the rest of the tutorial. For example, there is no object called ruinsFloorCandles but there are objects called ruinsFloorCandleStandMid, ruinsFloorCandleStandSmall etc."

Feel free to be more or less rude at your discretion. It just seems a bit sudden that everything in bold was an actual object, and suddenly, they aren't the names of real objects. --Electrosheep 00:40, 17 February 2012 (EST)

I agree: when talking about a class of objects rather than a specific object, it seems fit to indicate that syntactically. I replaced the terminating s with an elipsys, and will do the same for any others I notice. --Catwheezle 14:05, 17 February 2012 (EST)

A bug? Leveled Lists don't work[edit source]

I've tried adding vanilla leveled lists for items in containers. The CK's "Preview Calculated Result" shows the correct item, but in-game it just don't work : all items rendered are those of level 1, even though the "Calculate from all levels <= PC's level" is unmarked (not set). To test this, simply add LitemArmorCuirassHeavyBest into a cupboard : you'll see that ing-ame, whatever the PC's character's level, you'll always get the "ArmorIronBandedCuirass"... Leveled Lists work fine when trying to render a random item from a list of items of the same level ; they also work if we check "Calculate from all levels". However, if the later is unchecked because we want the item of which level is the closest to <= PC's levels (i.e. select an item depending on the PC level), there's a bug, they just don't work. And that's really annoying... I hope that I just missed something, any solution ? --HawkFest 14:45, 10 April 2012 (EDT)

1- check if the cell's encounter zone is set to "NoResetZone".
2- check if the instantiation of a container (with leveled list) in another cell will level its content when loaded for the 1st time : even though it could be a NoReset zone, or the container isn't set to respawn, such a new instantiation in another cell should level all its leveled lists to the first PC encounter. However that's not happening when using player's home cells.
--HawkFest (talk) 01:26, 27 July 2012 (EDT)
EDIT : this is an oldie, and I must update the info : it's tied with the Location (region). So even though you haven't been in Whiterun nor near Breezehome (as an example), the fact of going to the stable which is in the same region will generate all leveled lists (it sets the level for all the containers of that region). Which is odd IMHO : regions are big relatively to the map, hence most containers will have their leveled lists generated quite soon in the game, especially player's homes (I'm modifying player homes in a soon to be released new mod called "Better Homes", and I've tested this extensively. However I can't conclude for all other regions like outside a city, special game areas - if there are any - and such).

Leveled Items Won't Spawn[edit source]

Now I'm sure I'm doing something incredibly stupid, which is why I normally don't like asking questions in places like this. So if I am being stupid, please just come out and say it and then move on to the answer.

I have been trying to get loose leveled loot to spawn. I placed some random loot by following the tutorial and then got the goofy idea to see if scaling up the size of the dummy item scaled up the size of the leveled item that would spawn. No leveled loose loot I have placed has spawned. I don't think all of it is falling through the level because I should be able to see several items when entering the area. I have also turned off Havok Settle on the items just to be sure. I have placed several more potions following the tutorial exactly and none of them have spawned. Respawn is checked by default so I have left it on my test potions. The AI can't be picking them up as the starting area is sealed by a gate with a lever on the player side only. Also, I have placed Daedric armor, which works just fine.

Is there some trick to this that I am missing in the tutorial or am I making some rookie mistake? Thank you for the help in advance.

Yes, I feel your pain too. One has to be out of the cell and COC back in, for the game to spawn them.--Lmstearn (talk) 2014-11-08T16:43:13 (EST)

Non Uniform Scaling[edit source]

What do they mean by that in "Although the scaling gizmo has axis handles, non-uniform scaling is not supported except when dealing with editor-created primitives such as triggers and roombounds."? I came to the conclusion that if one presses 2 and scales RuinsAltar the same scaling is achieved on any axis chosen, thus a more explanatory scaling gizmo for a non EC primitive might be just one arrow.--Lmstearn (talk) 2014-11-07T05:34:05 (EST)

Moveable Clutter[edit source]

All the entries for "Misc Item" are found in MiscItem under Items. The MovableStatics in World Objects contain BoneDeerSkull, not BoneDeerSkull01 and HandCart01Wheel not HandCartWheel.--Lmstearn (talk) 2014-11-07T07:41:59 (EST)

Dummy items not spawning items from leveled lists.[edit source]

It appears these will only work properly if it's placed in a cell you have yet to enter for the first time, based on my testings. If you add a dummy object to a cell you have already visited, it will not spawn, no matter how many times you reset the cell. If it's in a cell you've never been in, it will spawn items normally from that point forward. I have tried every method I can think of to work around this, from force resetting the item itself to force resetting the cell. Rasikko (talk) 2017-11-24T16:00:47 (EST)