Talk:Bethesda Tutorial Creation Kit Interface

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Testing for access to the Discussion page.

Changing Pivot Point[edit source]

How do I move the pivot point of an object so that I can create an array of objects aligned in a semi-circle? King Mango (talk) 2014-05-26T01:11:59 (EDT)

Object Position[edit source]

"Rotation is accomplished by simply selecting an object and holding the right mouse button while moving the mouse." This is of course entirely false as a right click brings up a hot menu. I have found no way to rotate an object, including double clicking and editing the rotation parameters which apparently do not work. In addition to correcting this, we also need information on forcing an object to havok settle in the render window to create it's starting position. I'm assuming this is how you make a corpse not be standing up when you enter the room, and there are corpses in the game that are already settled, but I see no way to make this happen in the CK to get them into position.

I'm not sure what is preventing you from RMB rotating, but to answer your havok question you simply raise the physics item into the air and then press the "settle" button in the editor they will fall to the nearest collision surface. King Mango (talk) 2014-05-26T01:10:39 (EDT)

Correction[edit source]

Under the section Manipulating Objects regarding scaling it states: "Objects can be scaled as well. Scale by holding "S" while dragging with the right mouse button." However, in my CK objects are scaled while holding "S" and dragging with the LEFT mouse button. I didn't want to make the change in the Page myself because everything is new, but I did want to bring it to the attention of the administrators. Silmalel 15:39, 7 February 2012 (EST)

Actually I already changed that when I noticed the mistake earlier. Maybe I shouldn't have, but it was a mistake nonetheless and was confusing for me at first, so I don't really see anything wrong with fixing an error. --Gabeslave 23:43, 7 February 2012 (EST)

Why was Line 22 deleted?[edit source]

There was a line that said "Before you can start, you first have to load the data. From the 'File' menu, choose 'Data...', then double click 'skyrim.esm'. When you do this, the checkbox next to it will become checked, which indicates that it will be loaded." Why was this deleted? It seems helpful enough, and there are many users that may legitimately not know how to do this. In fact, this actually seems vital to new users and is not explained elsewhere on the page, many new users will be confused and lost without this step. --Gabeslave 20:56, 7 February 2012 (EST)

I agree with you, that content seemed appropriate and useful, and I can't think of a good reason to remove it. I've gone ahead and reverted that change, so the content is still there.
If the user that removed it (or someone else) can give a good reason why it shouldn't be there (or, better yet, why it should be somewhere else instead), then we might change it. In the meantime, this seems like a good place for that information
-- Cipscis 21:04, 7 February 2012 (EST)


Faster Zooming?[edit source]

Any way to speed up the camera zooming in/out with the mousewheel or other hotkey?

  1. Right-click the Render window
  2. Select "Render Window Properties"
  3. Select the "Movement" tab
  4. Increase "Zoom speed"

--GregariousJB 15:33, 8 February 2012 (EST)

Awesome! Thank You --Syneris 01:39, 9 February 2012 (EST)

Selecting an object in the Render window[edit source]

The wiki says:

"Your initial view should be centered on a yellow marker, as seen in Figure 2... Single-click this to select it. You should notice a thin outline of green, red and blue lines. This is the "bounding box", and for now we just care that it lets us know what's selected."

For me, clicking on anything in the Render window does not select it, although clicking on objects in the Cell View does select it. Is this normal? --GregariousJB 15:34, 8 February 2012 (EST)

I used to have this problem ALL the time in Hammer. I would fix it by pressing Ctrl + Alt + Del and clicking in the window (the full screen window that opens) a few times, then opening the task manager. I'm not sure if it's related, but it might help. --Gabeslave 16:47, 8 February 2012 (EST)
In this specific case, it may be that there's a giant item called defaultSetStageTRIG slap bang in the way, if you zoom out even a little bit. Adding a note about the 1 key will be useful, as it's about the most *critical* key for level design, and was very poorly documented for the GECK at least. I'm leaving this until I've worked through the later tuts, in case it's mentioned elsewhere, though. --Catwheezle 05:11, 21 February 2012 (EST)
The article should actually declare the yellow marker itself is defaultSetStageTRIG. For me, the only way to select/deselect it were checking the mouse icon is <arrow&plus>, not the <move> icon. Getting the icon to toggle from <arrow&plus> to <move> worked by either a small zoom-in or small zoom-out. This was the only way to see the thing selected/unselected in Reference List. Items in the Reference List don't have a deselect? Probably worth mentioning one way or the other.--Lmstearn (talk) 2014-10-31T07:44:45 (EDT)
Another complication is "With defaultSetStageTRIG, press the number 1, twice. The defaultSetStageTRIG will disappear." Click the yellow marker and the text defaultSetStageTRIG is highlighted blue. "Press 1 again, and it will reappear." But this will not make defaultSetStageTRIG toggle in the Reference List [RL}. In fact the only way to make it toggle in the RL is to click it in the RL. This is discussed, but a brief explanation of what the bound box for the original yellow marker is, and why it doesn't appear/toggle in the RL would be helpful.--Lmstearn (talk) 2014-10-31T09:29:40 (EDT)

Hotkey Change[edit source]

Reference: http://forums.bethsoft.com/topic/1405939-creation-kit-render-window-hot-keys-issue/

Summary: In CK 1.6, the keys Y and C were swapped for convenience. I changed the page to reflect that change in the CK. --Monsto (talk) 18:45, 27 December 2012 (EST)

Help with missing directions for new beginning users to the creation kit... Basics Series, Chapter 2[edit source]

I'm new to the creation kit and modding in general sure I have found a few mods from various sites that I liked and learned how to install them with a mod manager and even went further and learned how to make my own zip files of the mod's I like and used a mod manager to install that zip file... I enjoyed most of the mod's I found and some not so much but thought the whole idea was great in general... which got me to wondering how are these made? Who does this and can I do it? Well yeah turns out that I found this Creation kit by Bethesda and I couldn't wait to jump in and learn how to do this. Now this brought me here to the Tutorials!

I just now started and finished up Basics Series, Chapter 1 which in it I made a plugin named testquest.esp This finished up the first chapter and on I moved to Creation Kit Interface, Basics Series, Chapter 2 Now this is where it got confusing for me because there is some basic instructions MISSING... You can't teach a beginner how to do things and skip info and steps to get the tutorial finished.

Here is exactly where things went wrong for me,

Bethesda Tutorial Creation Kit Interface Basics Series, Chapter 2


Manipulating Objects NOTE: While you're getting used to these controls, it's a good idea to work in a throwaway plugin to avoid saving accidental modifications to objects that may affect other mods or the base game. You may want to use the testquest.esp file created at the beginning of this tutorial.

Okay Now here I am new to this and your suggesting that I use the testquest.esp that I created and I have NO idea how to load this into the creator to use it!

It just skips into telling me what to do in the testquest plugin... Remember I am new so please someone tell all of us new users how to do this using all the steps involved. If someone could edit the Chapter to show us how to do this it would be great.

Thanks for any help and as always your time and effort

Zooming Problem[edit source]

The zooming function with the middle wheel got lost somehow. Instead it would pan. But good old Shift-F got it back. In another scenario Shift-F didn't help, but then CTRL <middle wheel> brought back the zoom,- but not really the expected way. And then the CK crashed. Oh dear... <--Lmstearn (talk) 2014-10-31T06:49:00 (EDT)

The Yellow Marker and Orange Square[edit source]

It would help with a brief explanation when these disappear if another object or defaultSetStageTRIG are manipulated in any way after toggling "1". They are only brought back to visibility with F5 .--Lmstearn (talk) 2014-10-31T23:53:54 (EDT)

The "G" Toggle[edit source]

""G" can be used to toggle global/local movement and rotation." can be rephrased ""G" can be used to toggle movement for an object oriented on the global grid or movement for the object based on its current (local) orientation." A slight confusion is that the "G" button in the toolbar is actually labeled "Local trans" An easy demonstration is to drag in a pillar and rotate it so it leans. Now rotate around the z axis with the button depressed it's a clean turn. With the button off (in G mode) it gyrates.--Lmstearn (talk) 2014-11-07T06:25:29 (EST)