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I'm trying to convert some (seemingly) long abandoned armours to BHUNP 3.0. I'm fine with converting standard outfits, but when it comes to SMP effects, I struggle. I don't know how to conform, copy weights etc. without screwing the SMP effect up, or having crumpled meshes. Can anyone recommend a good tutorial on converting SMP outfits? I've looked, but I mostly find tutorials on adding SMP to an outfit, rather than preserving SMP during conversion. Thanks in advance, for any help.
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Does the community have recommendations for a best Bodyslide Tutorial that demonstrates how to add physics to armors in Skyrim SE? Thanks for ideas!
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Hi, Recently I've been messing around with bodyslide creating my own presets, refitting outfits, etc. Some of my console friends have been asking me to port my preset as a body mod for xbox, but idk how to do that, and every tutorial I find only tells me how to save and apply my preset to my game on pc. I know the body has to be a nevernude version, to comply with MS TOS, and any outfits have to have permissions from the original author. However, at this stage I'm just wanting to port the body and a vanilla clothing refitter. Can anyone point me in the direction of a step by step tutorial? I'm new to modding in general, and really have no idea what I'm doing. Thanks in advance.
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We have searched Google and other engines for "Converting 2D-photos to 3D skinned-head-and-body-meshes" with little success, but perhaps our search lacks imagination or maximum effort? Does anyone know of a tutorial that would, say, guide us on how to build Skyrim-enabled custom followers that look like us, starting from front and profile face and body photos? Thanks in advance.
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Ive been modding FO4 for a year now,just plug and play mods.Now I want to install some more complicated mods that require input and tweaking. I always read everything on the mod authors page including comments but sometimes people use unfamiliar abreviations and terms I have to look up individually which takes a long time and doesnt fully explain their function as it relates to modding. I don't know what I need to study to figure out how to work with, for example, wrappers and ba2 files, or loose files. I realize a lot of those who mod know this, I assume they have some computer language based background.So where do I go to learn basic file types, as they relate to modding and how they function without having to take a computer language course?Is it possible to use Complicated mods without knowing exactly how they work? I have done research about this but can't find an easy to understand tutorial or video.Does anyone know of such a tutorial?
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I'm fairly new to modding, I've been messing around with the creation kit and tutorials to learn it but it is a vast ocean to learn. I'm trying to create a mod that overhauls combat, from bullet damage to health to AI tactics. Could anyone point me to a good tutorial on any of these or related things? Most tutorials I find are too general and don't go into detail because they are trying to cover large sections of the kit. Thanks in advance for any help!
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I am creating this topic as centralized resource for everyone, who would like to mod XCOM with a help of UDK. May the Force be with you. --- Table of contents: 1. What release of UDK to use for XCOM modding and where to get it 2. Install and initial setup - How to set install location - How to create working shortcuts 3. Cooking XCOM mods - How to cook into CookedPCConsole folder - How to cook texture file cache files without additional bloat - Where to set what to cook 4. Working with UDK --- Changelog: 08-09-2017revised How to set install location under point 2 (added image, renamed path to location)revised How to create working shortcuts under point 2 (added image, removed -log switch from shortcut's target for its instability and added an advice how to view the log)
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OK so basically I made this mod called Ancient Soul Trap (Details on steam workshop) and my original script writer dropped out of contact so I need someone who can rewrite the script to add a Custom Black Soul Gem (Empty) to inventory basically I'm trying to remake WOW's old Soul Siphon spell cause I'm sick of hunting for black soul gems every 5 mins. to that end the current mod works but I want to make some adjustments as currently here's my issues: Inventory can become clogged with hundreds of empty soul shards (Value 0 empty & filled)I want to make tired spell variations for Adept, Expert, & Master but my scriptwriter's MIA so I can't edit the script at all So for issue 1 I have an answer but I don't know if its at all possible I want to add a decay timer of 10sec to the empty Soul Shards so if the spawn on hit generates many shards all the empties just vanish while the filled ones remain, I also want to change the model of my soul shard to a different gem (one of the flawless ones) & its weight down from 1 to 0.1, the weight I can probably figure out in the Creation kit but I'm not sure the rest is even possible. Lastly I'm working on another spell one to make a trueish Necromancer essentially I want it to work like Summon Dead Thrall in which it revives 1 (2 with perk) nearby corps as an un-timed Zombie My spells in this regard are going to be Summoning "armies" the first one will use corpses to summon Skeletons up-to 5 (10 with Perk) at once But I'm not sure how to set the limits for this or again even if its possible to adjust the limit of summons per spell, The Second spell here will Summon 5-10 Dead Thralls I don't plan on any Deadric variations for these but would like some help if anyone can please. Again my questions are: Can I make a De-spawn timer on inventory items? if so how? Can I alter the model of a black soul gem empty/filled? if so how? Can I alter the Spawn limit of Conjuration spells? if so how? Are you willing to help me with the creation processes / Scripting?if so to number 4 please PM me here so we can get started I'll explain all the details in the PM's you will also receive credit for your work on my Workshop Page(s) For those who made it this far thank you for your time and I look forward to all your responses / any help you can provide have a nice day.
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Hi all I figured this is probably the best place to ask for help...so hear goes... I'm trying to learn how to create my own armour for Origins. There's one piece I've seen in artwork that I really want to try and recreate. The only issue is I'm having trouble finding the relevant tutorials to help me. After looking at the design of the armour, I'm waiting on a response from someone to use one of their imports to edit, so that's one thing down. I already have toolset, Gimp and Blender downloaded and that's as far as I got...(please don't laugh) If someone could either direct me to the relevant tutorials or post some pointers I would be very appreciative. Thank you in advance :smile:
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http://i.imgur.com/jiJLJ3w.png Hi folks. I'm a fan of Skyrim modding (specifically making dungeons, a couple of which I've released here) and I wanted to share the research and knowledge I've accumulated over the years. Awesome Levels The content I write is mainly long-form tutorials and articles that go in-depth on various subjects pertaining to level design. The engine showcased is Skyrim's Creation Kit, but I'm open to trying other avenues in the future too. If you check out the site, I'd love some feedback - I haven't made a website before so I don't really know best practices for usability, web design aesthetics, etc. It's all pretty new to me, and any feedback is a godsend. If you'd like me to play your level and post a review on the site, just let me know. I have one posted in the "Articles" section to give you a preview of how detailed I get with my analysis, and I would be happy to check your stuff out so I have more material to create content with. Anyway, thank you for your time and I hope the site is useful to you. Again, feedback on the site design, tutorial ideas, formatting, etc. are all extremely welcome.
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this is a Q&A site that has many professionals in game development as well as other things from my previous experience has helped me with a lot of development struggles specifically with modeling. recently i found that it had a page for the creation kit so i wanted people to try it out http://gamedev.stackexchange.com/questions/tagged/skyrim-creation-kit
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Hello. First off, I want to apologize. I'm new here, and it probably shows. Secondly, I've just started using Creation Kit- and so far, I've had a bit of fun with it. I've made several mods that I use privately, so I think that many mods I've *wished* would be made, I might yet be able to make. However, the most I've done is mere stat changes. Most of my mod ideas rely on changing the circumstances under which certain options and in-game actions are possible or otherwise can happen- or, by contrast, are locked from showing or being accessible. For the mod ideas at the front of my mind right now, I'm especially interested in doing this for dialogue options, quest resolutions, and the relationships between the two. Idiot I am, I haven't been able to find a tutorial on any of this latter stuff. I'm sorry to do this, but I'm really eager to try to bring my ideas to life in Skyrim, and for that, I need directory from you veterans. So, I humbly ask you all, where might I find a tutorial that explains how to adjust the conditions under which certain dialogue options are available, certain quests are or aren't resolved, and/or both. Again, sorry, I know how pathetic this probably comes off as.
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Recently followed a tutorial by MightyNINE titled "Fallout 4 tutorial building prefab mesh in Nifskope". I followed the tutorial to the letter, and created my own double capsule/bunkhouse thingy. Excellent, thorough tutorial. When I took that knowledge and tried to create another masterpiece, I got an unusable decoration that could be placed using the workshop, but had no other interactions once placed. It had no collision properties, and became a permanent "non-thing" thing. Here's what I've figured out so far - If I use the assets as provided in MightyNINE's download, the object works as advertised. When I use assets I've extracted from my own game, or combine them with the provided ones, I get the aforementioned "non-thing" thing. Are all Fallout 4 games not using the same assets? This is the most unusual conundrum I have encountered yet. Not sure if I can blame Nifskope just yet, as I can create working objects with alternate assets. Any Mighty Modders out there with any insight/suggestions/anecdotes? Edit: I feel like such a newb. Actually, I am, but... I think I solved the mystery - Nifskope and the assets need to be on the SAME drive. Not necessarily in the same folder, but on the same physical drive. I was running Nifskope on one drive with the assets on another. The tutorial worked because I had Nifskope and the provided assets in separate folders on my desktop. D'oh!
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Hallo zusammen ich stelle auf meinem deutschen Youtube Kanal immer wieder interessante Fallout 4 Mod vorund zeige auch wie sie installiert werden. Schaut doch mal rein, ich freu mich auf eure Fragen und Wünsche: https://www.youtube.com/channel/UCRzW_ty2qhy1HygKBRNvXDw Gruß, Zap __________________________________________________ Hello everybody I put on my German Youtube channel always interesting Fallout 4 Mod pre- and see also how to install them. A look at it, I look forward to your questions and requests: https://www.youtube.com/channel/UCRzW_ty2qhy1HygKBRNvXDw Greeting, Zap
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Just as the title suggests. I am requesting, if there are none (I've been unable to find them), tutorials for... How to make a Holotape that lets you configure your mod (not just a simple menu or audio files). How to add Robot Parts to the Robot Workbench. Preferably using the CK, but FO4Edit would do, too, as this should be something to help the community and not just myself. Of course, if there is already one for either (or both) of these things, please throw me a link, instead. :p Thank you. :smile:
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Hello my friends, For many years - a fair share of our life - we played Morrowind and learned that there hardly is a game of comparable depth and beauty, and a better creative outlet. Morrowind was the first game that allowed us to roam freely in astonishing, beautifully detailed world, so very detached from our earthly struggles. But more importantly - at least as I see it - it gave us the freedom and easy means of changing this world according to our desires, our vision of it, the freedom (and much incentive!) to expand on it, enlarge it and beautify it to perfection. Where the developers stopped, we continued, and we will hopefully never stop doing so. Not in the least many of us continue to care about the game thanks to you, my dear community. Rarely do I see a company of so intelligent and friendly, and helpful, and talented people on the Internet. But the time goes on, and with Morrowind being a game of such a venerable age, we are forced to deal with a set of problems. We saved our mods (thanks Nexus! Thanks MMH!), but there is more: as forums are purged and websites go dark, we are loosing valuable resources: modding guides, forum threads, which long served us as a reference to troubleshoot various problems, and tutorials, which helped to properly set up and enjoy the modded game. And the information that is available is so dispersed that it becomes a chore to find what you are looking for. No doubt that for the newer players and modders this proves especially difficult. With this in mind, Brucoms and AndalayBay of The Assimilation Lab about a year ago started Morrowind Modding Wiki, dedicated to preserving, centralizing and expanding Morrowind modding knowledge. We are not that big yet, but have got all the basics covered and can be useful for new and experienced players, and for modders alike. Things move pretty slow right now, but I wouldn't worry about it. New people will come and pick up the reigns (maybe you?). That's because the format of a wiki, for all ordinary uses, is the ultimate way of storing and verifying information (hundred editors > one editor) on a subject in one place, and keeping it up to date. And we NEED such a place, it is just obvious. And no, the UESP wiki is not enough. Why? Let me explain.The UESP is large, way too large to navigate it easily. The UESP covers all entries of The Elder Scrolls series, including the newest popular MMO spin-off, ES Online. We restrict ourselves to Morrowind exclusively. The main focus of the UESP is to provide gameplay information, lore, walkthroughs, to tell about a game world and its inhabitants, describe quests and storylines. It has a respectable modding section - unfortunately pretty well hidden - but it is apparently of secondary importance for the editors. Morrowind Modding Wiki has different objectives: to provide people with exhaustive information on mod-building and to give them educated advice on how to play modded Morrowind without problems. Our wiki aims to gather and conserve all kind of technical information concerning modding, including articles, guides and forum threads. This is just out of scope for the UESP.I would like to stress that I deeply respect writers and editors of the UESP as I would respect anyone who freely donates their time and energy to help others. The UESP is and always will be a number one general Morrowind reference resource, and Morrowind Modding Wiki is absolutely not intended to compete with it in any way. On the contrary, it exists to complement the UESP in the areas specified above. Needless to say, the Morrowind Modding Wiki has nothing to do with money. It is a fan-driven project, by gamers for gamers, started for the sake of continuing prosperity of our fine community. Now let's have a quick look at what we've got. Players might be interested in:Beginners Guide, to get you startedWrye Mash, to learn how actually easy it is to remove and add mods on the fly, and how to tend the health of your savesMod Loader Order Expert (Mlox), to sort your load order so the game wouldn't break.GMST Contamination, to know your enemyTES3cmd, to clean your mods of said contamination (and other nasty things) in a breeze (or use TESTool, which is easier to get into)Morrowind Graphics Extender XE, to bring your Morrowind to entirely new level of beautyMorrowind Code Patch, to get rid of those pesky bugs in the code, and get some great new features to boot 4GB Patch, to take advantage of your large RAMCreating a Compatibility Patch, to make those stubborn mods compatibleMorrowind Patch Project, to take advantage of previous gamers' experience, who took their time to squash every one of them insects (kinda)Modders may find useful the following:Morrowind Mod Maker's ManualScripting for DummiesMorrowind Script LibraryScripting with MWSEBump and Reflection MappingMWSE, featuring extensive documentation on the newer version of the extender made by Merzasphor recently (pretty unique development)Storing NPC related dataCustom FacesCreating dialogue and Dialogue WindowNifSkope Hints and Tips and MaterialProperty - a little piece of advice for NifSkope usersScripts from LofZ and Creation and Management of Factions - straight from Russia, with love (for once)Additionally, we have these supplementary materials:Modder interviews - contains the old Bethesda Morrowind modder interviews, and DarkElfGuy's video interviews, some of which were transcribed by Brucoms.Morrowind Hyperlinks Compendium - our WIP internet links collection. if only everybody had just dropped a line about their Morrowind fansite - that would have been really great. We can hope...If you want to participate, we'll be delighted! Here's the information to get you started: First, give the Getting Started page a read. To edit and create pages you will need to sign up. This is necessary to keep unwanted bots out.Have a look at the Stubs category for pages that need work, and to the Task List page for things other editors have flagged up as needing work. If you have an idea of an article, or a guide - you can create a new page right away and go ahead! Just be aware that your material may be edited or overwritten - because this is how wikis work and this is what makes them preferable for keeping data relevant and correct. If you're unsure as to how to format a page, give the Formatting and Style guides a read. One of the main difficulties we face at the wiki is procuring the right to copy guides. Given the game's age, many authors are not available anymore, so it's not possible to get their assent for saving their work for the future, in case sites it is hosted at close. We implore everybody to always specify permissions you give (or don't) for modifying, copying and hosting your work, be it a guide, or a script, or a mod. Absence of such information means a 'no' to us, though I'm sure most people wouldn't care, they have just forgotten to write that last line. If you're an author, and wish that your article be copied to the wiki (rest assured that the authorship will be indicated), please write us a note. Maybe just right here. Things are a lot easier with forum threads, because a forum administration is usually around. Right now we have a permission from Matt Grandstaff, the Bethesda community manager, to copy material from official Morrowind forum. And lastly, here are the links to discussions of Morrowind Modding Wiki at various forums.The old thread at official forumThe new thread at official forumThe discussion at The Assimilation LabThe discussion at RedditWe'd like to express our gratitude to AndalayBay for allowing the wiki to be hosted by The Assimilation Lab. Thank you so much Anda! Thank you for reading and have a nice day! P.S. Morrowind Modding Wiki and OpenMW.
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Although the skyim creation kit is very simular to the FO4 kit there have been a fair few improvements and changes. For instance the dialogue is quite dissimilar as it adds; camera angles, speech from your character, speech from the respondent, followers now have a array of affinity settings, what they love, what they hate, what events they interact with ext. I found that the visual mapping of the dialogue system seems to be missing as well as gui being mixed up. What I'm trying to say is; we still need tutorials guys! What do you think? Please post you tutorials below:
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I am trying to create a new skill tree, or a few if possible. I don't plan on using the level menu, but independent skill trees like the vampire or werewolf trees. The plan is to activate and open the new menus by reading a book. So far I have no idea how to even edit a preexisting skill tree, so does anyone know where to start, or if there are any tutorials out there to look at? I know other people have done it, like in the mod SkyRe and other skill tree mods.
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About a few days back, I decided to try out Skyrim's Creation Kit during my free time. I had bought Skyrim during last year's Steam Winter Sales. Back then, I played it for a while, but never got to finish the game. I think I hit up the Creation Kit a couple of times, but didn't go ahead since I knew nothing about it. And it looked vastly different from UDK. So this time, I checked out a few tutorials in youtube before diving into Creation Kit. For starters, I checked out the tutorial series by BestinSlot. It covered the basics required for making your own mod with custom quests, dungeons, etc. And he does a good job of explaining how to start working with the Creation Kit. You can find the playlist over here: https://www.youtube.com/playlist?list=PLE3E7CC13B95E5AB6 I did not go through all of those tutorials. Just the areas that I wanted to focus on for now. And then I started looking for tutorials on how to export my Blender models into Skyrim. Surprisingly, in spite of having such a huge modding community, I was disappointed to notice that there weren't any useful tutorials in youtube for what I was searching for. Sure there were a handful of them, detailing bits and pieces of the process. I had seen this issue when I first worked with UDK. Doing something based on a video, only to realize that there was some other video explaining some other part of the workflow that you had to do. I didn't wanna go through the same s*** again. And the import/export thing was starting to look like a more difficult process this time around with the Creation Kit. I got a few links from some of my friends, but most of those tutorials covered only certain parts of the process. So I started checking out other websites for tutorials on how to use Blender models in Skyrim. I soon came to realize that, it was a more time consuming process compared to the Blender UDK workflow. And yet again, I failed to find all the necessary details in one single place. So I decided to make one myself. I'm not going to explain all the steps in detail over here. This is just a collection of useful resources that people can use to get their models in Skyrim. However, I will give a small description about the links that I have posted over here. First of all I'll provide the links to all the softwares that you need to download. For some of them, details about how and where to install them are given below. I'm using Windows 7 64-bit version, but you can find 32-bit versions of the softwares in the same links. So depending on your version, feel free to download the appropriate installer of these softwares. 1) Blender v2.49b 32-bit >> http://niftools.sourceforge.net/wiki/Blender [Note: If you're a Blender 2.6,2.7 user, no need to fret. There is a workaround listed below. Just download the 32 bit version of 2.49b first]2) Python v2.6.6 >> http://niftools.sourceforge.net/wiki/Blender 3) PyFFI v2.1.11 >> http://niftools.sourceforge.net/wiki/Blender4) Blender Nif Scripts v2.5.9 >> http://sourceforge.net/projects/niftools/files/blender_nif_scripts/2.5.x/2.5.09/5) NifSkope v1.1.3 >> http://sourceforge.net/projects/niftools/files/nifskope/1.1.3/ [Edit: 1.1.3 is latest official release but 1.2 should be going alpha soon, but is already more stable than 1.1.1 & 1.1.3 - Thanks to neomonkeus for this info]6) NifUtilsSuite v1.2.2 >> http://niftools.sourceforge.net/forum/viewtopic.php?f=38&t=41287) 7-zip Archiver >> http://www.7-zip.org/8 ) GIMP (or Photoshop) >> http://www.gimp.org/downloads/9) BSAopt >> http://www.nexusmods.com/skyrim/mods/247/?10) DDS file support plug-in for GIMP >> https://code.google.com/p/gimp-dds/downloads/list For BSAopt and DDS plug-in for GIMP, I've given links below on how to install them. As for the rest of the softwares, just install all of them. They're pretty straight forward. For importing your Blender models into Skyrim, first you need an existing Skyrim mesh to act as the template for copying it's settings to your mesh. This is where BSAopt comes in. It can be used to unpack the .bsa game files into nif files that we can use for our modding purposes. Instructions can be found here:http://wiki.tesnexus.com/index.php/Skyrim_BSA_Extraction Creation Kit recognizes only the .dds file format for it's textures. So your .png file is not going to cut it. If you're using GIMP, you can download the plug-in from the 10th link given above. For setting up the plug-in for GIMP, you can check out this video: Once that's done you need to convert the textures for your model into .dds format. Youtube user Vornez has covered that part in this tutorial: (6:00 to 9:00) https://www.youtube.com/watch?v=RcTtMrhgzfQ Also, if you're like me, and would like to use Blender 2.6/2.7 versions, this link is for you:http://forums.nexusmods.com/index.php?/topic/944160-blender-249b-26x-workflow-what-you-can-do/However, note that you do need a 2.49 version at least for exporting the models in nif format. For the rest of the modeling process, you can use your own version. I run a 64-bit 2.7 version for my modeling purposes and 2.49b only for exporting it. After all the installations are done, first create a model in Blender. And then you can hit up this link: http://tesalliance.org/forums/index.php?/topic/5541-3d-craftworks-from-blender-to-skyrim/[Note: He uses two softwares called Nifconvert and ChunkMerge. There's no need to download them. It's already part of your NifUtilsSuite that you installed earlier]He explains it really well. It consists of the workflow from Blender to NIfskope only. You can see the rest in the next link. Once you set up your model in Nifskope properly, you can easily import your model into Skyrim. First save your nif file. Details on how to use it in the Creation Kit can be found here: [Note: Go directly to part 6: Exporting mesh to Creation Kit] http://www.creationkit.com/Exporting_meshes_to_Creation_Kit Other links which might be useful:1) http://www.darkcreations.org/forums/topic/1920-exporting-static-meshes-for-skyrim-from-blender/2) http://www.darkcreations.org/forums/topic/4457-exporting-models-from-blender-to-skyrim-because-all-the-other-tutorials-are-missing-something/3) If you're having trouble with your textures not getting displayed in NifSkope, in spite of having it in the Skyrim textures folder in .dds format, post#7 in this link might be worth checking out:http://forums.nexusmods.com/index.php?/topic/797398-nifskope-will-not-display-textures/ So there it is. All the resources that helped me get my first model into Skyrim. I hope this would be helpful to others who are new to Creation Kit. And here's a picture of my Skyrim character standing proudly next to my first in-game model. :D http://1.bp.blogspot.com/-shwZMq_a9Ko/U7Oce-4KN4I/AAAAAAAAH8o/s4gmarCVqVI/s1600/ScreenShot3.jpgA miniature version of my tower mesh from Helm's Deep UDK map
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So, it pretty much speaks for itself. Are there any detailed explanations for creating a custom staff from scratch, like meshes, enchantments, etc? The only tutorials I've been able to find are ones that go over how to make swords.
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After googling around, all find are random encounter mods but no random encounter tutorials. Would anyone be able to point me in the right direction? It would be much appreciated. Just to be clear, by random encounters i mean X has a random chance to spawn at Y location. If possible, at Day or Night (im assuming it would be by game time). Any help would be greatly appreciated.
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I'm working on a mod called the Mage-Light Underground and anyway, there aren't a lot of meshes out there that exude the kind of atmosphere I'm trying to set up. An underground club, lit by mage-light selling 'illegal' spells and artifacts. At any rate, Is there a tutorial out there that tells me the programs I need and a tutorial to follow to create my own custom meshes for my mod?
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Modding Tutorials By Matthiaswagg Tutorials Included: Making an NPC attack in Dialogue Adding Items to Container via Script Adding Subcategories to the Quests tab in the CK Intro: I am somewhat of a beginning modder, but I have found that finding tutorials on specific subjects has been very difficult. Besides, some of the tutorials on www.creationkit.com are a bit advanced for creating simple quests and the like. As I learn new things, I want to create a compilation of tutorials for both complex and simple functions of the Creation Kit. Whenever possible, and if I know how, I will create more tutorials. If you have a question about how to do something in the CK, post it below, and I will try to write a tutorial to the best of my ability. Glossary: * = Taken directly from the Creation Kit wiki Response: A single line of dialogue said by an NPC. The text is limited to 150 characters. It can be assigned an emotion and animation for the NPC to play physically while saying it.* Info: A collection of responses put together for a single circumstance. When a character says multiple lines one after the other, that's a single Info with multiple responses.* Topic: A collection of infos that an NPC might say in a given situation, often in response to a specific dialogue choice.* Branch: A collection of topics that comprise a particular piece of conversation flow from the player's perspective* Mod: A modification to the game. CK: The creation kit, the tool used to modify Skyrim. Making NPC's Attack in Dialogue This tutorial can teach you how to use dialogue to initiate combat with the player, or other NPC's. A good example of this the encounter with the Old Orc. (Skip to step if you just want the code to paste in) Step 1) Open up your quest in the Character-->Quest tab. (I'm assuming you already have a quest made) Step 2) Go to the Dialogue Views tab. Step 3) Select your branch, and then go to the topic that you want to initiate combat, and double click on the info. Step 4) In the box Scripts, click on the small Papyrus Fragment tab. There should be two white squares labeled 'Begin' and 'End'. In the 'End' box, type: akSpeaker.StartCombat(Game.GetPlayer()) Step 5) Hit the 'Compile' button, and there should be no errors if you typed that in correctly. Step 6) Close out of the CK, making sure to save, and start up your game. The dialogue option should now make the speaker attack you. Adding Items to a Container Via Script This tutorial will teach you how to add items to a container via script, and how to do it at a certain stage of a quest. Skip to step 3 for the script, or step for the script with quest stages. Step 1) Open your script editor of choice (or the script editor in the CK). Step 2) Add two properties - one pointing to your container, and one pointing to the item you want to add. For this script, we'll be using the example of Gold001 and a container called MyContainer. We will be using the event onActivate, but you may use a different one for your own script. Step 3) Type in the following: Scriptname Yourscriptname Extends ObjectReference ObjectReference Property MyContainer Auto MiscObject Property Gold001 Auto; this points to gold, which is a misc object, but the object you want to add may be different Event onActivate If akActionRef == Game.GetPlayer() MyContainer.AddItem(Gold001, 100) EndIf EndEvent Step 4) Save your script and attach it to your container, making sure all the properties are pointing towards something. This is the way to only add it if a quest is at a certain stage. Step 5) Click the Edit Properties button by right clicking on your script and selecting it. Step 6) Add a property, which we'll call MyQuest, and attach it to your quest (the one that has a stage that will allow the item to be added to the container). For our example, we will pretend that stage 30 is the one that adds the item to the container, but it could be any stage. Step 7) Open up your script, and change the script to this: Scriptname Yourscriptname Extends ObjectReference ObjectReference Property MyContainer Auto MiscObject Property Gold001 Auto; this points to gold, which is a misc object, but the object you want to add may be different Quest Property MyQuest Auto Event onActivate If akActionRef == Game.GetPlayer() && MyQuest.GetStage() == 30 MyContainer.AddItem(Gold001, 100) EndIf EndEvent Adding Subcategories to the Quests Tab This tutorial should teach you how to add subcategories to the quest tab in the Object Window. If you click on Quest (the + sign next to it) you should see multiple categories. (If it doesn't, make sure you have Skyrim.esm and Update.esm loaded up.) If you click on those, it should show you quests that are of that type. I'm going to show you how to make your own subcategory. As far as I know, this only works for the Quest tab, but feel free to comment if you figure out a way to do it in the other tabs. Step 1) First, either create a quest or navigate to a quest that you have already created. Step 2) Open up the Quest. Step 3) Navigate to the Quest Data tab, if you're not already in it. Step 4) Go the Object Window Filter (it is to the far right of the Quest Data tab). I'm not talking about the one in the Object Window. There is one in the Quest Data tab as well. Step 5) Type in "YourSubcategoryName/" without the quotes. Step 6) Exit out of the Quest Window by clicking OK. Step 6a) If you have more quests to add to subcategories, repeat steps 1-6. You can create as many subcategories as you want. You can even create layers within subcategories by typing YourSubcategoryName\SecondSubcategoryName\ in the Object Window Filter. You can go on and on with that, just make sure there is a \ at the end of every subcategory name. It is likely (if you use two layers) that you will end up with two subcategories: YourSubcategoryName (no + sign next to it) and YourSubcategoryName (with a + sign next to it). As far as I know, there is no way to fix this. Step 7) Save your mod. Step 8) Exit the CK. Testing it Worked Correctly: Step 9) Reload the CK (reopen it), and load up Skyrim.esm, Update.esm, and yourmod.esp Step 10) Click the + sign next to the Quest tab, in the Object Window. Step 11) Look for YourSubcategoryName and click on it. Step 12) In the right side of your Object Window, it should show the quest you put into the subcategory.
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Hello people, I would really like to get my hands on some tutorials on how to create meshes with physics sins the tools were resently provided. I have searched for tutorials but cant find any so if anybody out there knows where i can find some please point me in the right way. I would also like to know how to make animated meshes like in the mod "animated gauntlet prototype", im pretty sure that im not the only one who would like to have this provided so if someone has the time to make a tutorial i would be very happy!
