Popular Content

Showing content with the highest reputation since 04/25/2017 in Tutorials

  1. 4 points
    Mod Cleaning FAQ Dirty mods! You probably hear this phrase a lot these days, particularly as TES4Edit and other such utilities have become all the rage, and compatibility is more important than ever. What does it all mean? What can you do to help clean up? The knowledge and tools are here and accessible to everyone, modders and mod-users alike! Q. What is a "clean mod"? A: A mod that isn't dirty, of course! ... Q. ...Well then, what's a "dirty mod"? A: A mod that contains any of the following: Records that are "identical to master", meaning something is marked as having been edited, but is in effect unchanged. Example: Modder moved a rock. Modder moved it back to exactly where it was before modder moved it. The CS has now flagged that rock as having been edited, but it is not any different than how modder found it!Deleted references. Modder found a rock, modder deleted the rock, and now it's gone. *poof* Edited vanilla base objects, when the intention was to change one instance of an object or create a new base object, and not change all instances of the original base objectWild edits, where a modder accidentally changed something, probably without ever realizing itUnrelated records; anything in the mod that has really nothing at all to do with the point of the mod, but was put there as a lark or test and not removed later (this one subject to debate)Any unintentional edit Q: Why does this stuff matter? A: We'll go point by point, respectively: Identical to master records - Let's say you're the modder who moved a rock, then put it back hoping nobody would notice. Then some other modder moves that rock on purpose for a different mod. Then a user installs both mods, and yours loads last - therefore defining that the rock is back in its original place. Now other modder's mod isn't working as intended! Sure, it's just a rock. But what if it's a big rock he had to move out of the way of something important? Or what if it's ten rocks, or twenty? You can't anticipate the scope of the consequences, really, because you never know what other modders are going to do. But it's rude to get in their way about it for no good reason by moving rocks all about and then putting them back all sneaky-like. Deleted references - So this time, there's a rock in your way, and you delete it. But what if other modder moves that rock somewhere else? One of two things, is what happens: the game CTD's when that cell is loaded as the engine tries to reconcile a rock being both present-but-moved and deleted, or the game crashes on exit (or "hangs" on exit, which is really just crashing and freezing instead of CTD). So deleting this rock is a bad idea. You'll have to find another way to handle it. Edited vanilla base objects - All you wanted was a barrel full of lockpicks, and now every barrel in Cyrodiil is full of lockpicks! Aaahh! Or you meant to make YOUR gate open when YOUR lever was pulled, not the lever in the dungeon containing the original lever whose script you borrowed! Eeep! Wild edits - All you meant to do was make the front yard of your house a little more level. Somehow, your cursor wandered away, and you clicked while the landscape editor was still open, and now there's a small crater half a Cyrodiilic mile from anything you meant to edit. Now anybody else who wants to work that land on purpose will create land tears for anybody who runs your mod and that guy's mod at the same time, and for no good reason! Unrelated records - Maybe while you were building your house mod, you forgot that you were also curious to see how Jensine rocked red hair. Well, now your house mod conflicts with any mod that edits Jensine, despite that the two (should) have nothing to do with each other. Any unintentional edit - Pretty much anytime you said "oops" but saved anyway, you made one of these. It happens! Q: How can I keep from making dirty edits? A: Pretty often, you can't. I used to reload my last plugin save because I moved a rock by accident. I didn't know what a dirty edit was then, or mod cleaning; but I saw the little asterisk in the title bar of the CS indicated the plugin had changed since the last save even after I used Undo to undo something, and that just seemed... funny. So okay, my cleanfreak is showing. But anyway, no matter how clean I thought my mods were, and no matter how careful I was while making them, I still found dirty edits later when I learned how to use TES4Edit. It's just not reasonable to mod that way. Sometimes you need to delete or move rocks to get them out of your way to build other things. Sometimes you make an "oops", and you don't want to lose forty minutes of hard work to it by reloading without saving. Sometimes you accidentally put a crater in the landscape in a spot so far away, you'd never think to look at it in-game. It happens. In these cases, all you can do is clean up after yourself. There are two exceptions: Unrelated edits, and edited vanilla base objects. Don't put stuff in your mods that doesn't belong in that mod, and you'll never have the first problem. For the second problem, duplicate the object first, THEN make your changes. Or if you forget to duplicate, click "yes" when you are asked to create a new form, and give your new thing an editorID that is completely unique to you and your mod. Now only YOUR barrel will be full of lockpicks. These two are completely in your control. However, if you do "oops" them, you can still clean them later. In regards to deleted references, you can also prevent those on the small-scale. If you only want to remove a few objects, check the "initially disabled" box on their edit boxes instead of deleting them, and/or drag the objects under the floor/land. This way if another modder moves them, there will be no crash. Things might not display optimally, such as if you disable a table another modder puts a planter on; but at least there will be no crash. In such cases, load order may solve the conflict alone, or a compatibility patch. If you want to remove lots of objects, just delete them, and use the automated cleaning steps described below to save time. Q: Okay, I get it. How do I clean mods? Yay! The first thing to do is to run the automated cleaner in TES4Edit. This will take care of "Identical to Master" records and "Deleted References". There is an excellent CS Wiki tutorial already posted on this. Go try it! Even if you've never used TES4Edit before, you'll be just fine with this guide. It is generally wise to use this automated cleaning process on all the mods in your load order unless a mod's documentation specifically says not to. You are taking responsibility for the cleanliness and compatibility of your mods, but not every modder will - and a lot of mods were made long before a cleaning tool was available, when the importance of cleaning wasn't widely known. The second thing to do is manual cleaning. DarkRider did an excellent job teaching us how to do this with TES4Gecko in Lesson #4 of the CS Basics tutorial right here at TESA! If you're a modder reading this, you've either taken the class already or should! For the mod users, skip down to Part III: Cleaning Your Mod. The steps for doing this in TES4Edit are very much like the steps to do it in TES4Gecko, and the cleaning guide above will have taught you the basics of TES4Edit you need to make the jump from one application to the other. I will simply add my usual process as an addendum: 1. Look at all the base objects (items, activators, scripts, statics, etc). Sort them by Editor ID, if you're in TES4Edit (you can't in TES4Gecko, as far as I know). If you've been using any kind of sensible naming convention, all your objects will now be grouped together because they will all have the same prefix. This makes it easy to spot if you have changed any vanilla base objects. If you changed any, was it the purpose of the mod to do so, or would it be better for you to go back and create a new base object with your customizations? 2. Look at the cells you edited, both under CELL (interiors) and WORLDSPACE (exteriors). Make sure you only edited vanilla cells that you really needed to for your mod to work, because every cell you touch is a cell another modder can't touch without creating a logical conflict with your mod. Not all conflicts are harmful, but don't risk it without purpose! 3. By going through all these steps, you will likely have found and conquered any remaining wild, unrelated, or otherwise unintentional edits, as well as any edited vanilla base objects. Save and playtest to be sure, though! You can try manually cleaning other peoples' mods this way if you like, but a lot of manual cleaning can only be done well if you really know the intention of the edits. So, tread carefully in that regard, and make sure to keep backups! This concludes my FAQ. Go clean stuff! Special thanks to Arthmoor for finding my crater behind Anvil and pointing me at TES4Edit.
  2. 3 points
    I - The tools you'll need The source files the Creation Kit needs to generate the LOD data for your world space. I compiled them for you already; you can download them here [SKY] LOD generation source files After downloading the archive, open it and place its content as following: - the "Source" folder must be placed in the Steam/SteamApps/common directory, next to the Skyrim folder, - the "lodsettings", "meshes" and "textures" folders must be placed in the Data directory. II - Generating the LOD for your world space IIa - Preparation The first thing you must do is make a copy of your plugin. Generating LOD doesn't add anything to the plugin but damages it by completely ruining the landscape. This happens even if you haven't worked on your world space landscape yet and the damages are irreversible (even by using TES5Edit). - launch the Creation Kit and load the copy you made of your plugin, - once your plugin has been loaded, in the menu bar go to "World" and then to "World LOD...". The following window will open: In this window, select your world space in the list on the left. (Do not load anything in the render window; it would just eat up precious resources.) IIb - Generation Now that the World LOD dialogue window is open and you have selected your world space in the list, follow the instructions below in that exact order: In "Meshes", select "Distant terrain / Water". Click on the button "Generate". Deselect "Distant terrain / Water". In "Textures", select "Generate Diffuse Textures" and "Generate Normal Textures". Do not modify the option "Source textures only". Click on the button "Generate". Deselect "Generate Diffuse Textures" and "Generate Normal Textures". In "Meshes", select "Static objects". Click on the button "Generate". In "Meshes", deselect "Static objects" and select "Trees". Click on the button "Generate". Once done, in "Tools", click on the button "Clear Scratch Files". Now that everything is done, delete the copy you made of your plugin and you used to generate the LOD. Carry on working on your mod using the original plugin. IIc - Finalisation The following files have been generated: - in the Data directory, "lodsettings" folder: a file named after your world space with the extension .LOD, - in the Data directory, "meshes" folder: a "Terrain" directory containing a folder named after your world space containing all the necessary data (.BTR files). - in the Data directory, "textures" folder: a "Terrain" directory has also been created but it's incomplete. To complete it, you must go to the Source folder, the one that you placed in Steam/SteamApps/common directory, next to the Skyrim folder when you extracted the archive. In this Source folder, open the DDSTextures folder, select the "Terrain" directory, cut it and paste it into the Data/Textures directory. Replace and merge each time Windows asks for it. IId - Note If your landscape shows black stripes in the distance, this is due to the normal maps not being correctly generated. Fixing this requires opening each of the normal maps (textures that have "_n" in their name) in an image editor and fill them with the same green colour they are made of, until all the lines (cell borders) in them disappear. III - Releasing the mod On releasing your mod, you'll have to put the following folders in your archive: - lodsettings and it's content, - meshes, containing only the terrain folder and it's content, - textures, containing the terrain folder. In this terrain folder, only the folder named after your world space must be added to your archive. Here you go!
  3. 3 points
    Since the article is incredibly long, I've hosted it on my website. Common Modding Questions If your question isn't answered, you can post it below and I'll try to answer. Please note that I don't know anything about mesh or texture creation so I can't help you with that. If you know a question a lot of people have been asking and you know the solution, feel free to post both below.
  4. 1 point
    Potion Rack Creation This tutorial is for making a Potion Shelf. It is BEST VIEWED by TESA Dark Pro THEME The example will be for the market display shelves seen at any vendor stand or store. I have managed to manipulate scripts to make 5, 15, 20,40,50 potion racks. So for this example I will use the 15 potion option. Every potion rack size from 1,2, 5, to 50 is posted in downloads: http://steamcommunity.com/profiles/76561198017160534/myworkshopfiles/OR http://tesalliance.org/forums/index.php?/files/file/1780-warehousecontainersash-potionracks/What it looks like: *Notice: You will not be able to drag and drop what you created into any other mod. The idea is to make the first shelf the hard way and drag and drop it anywhere else INSIDE the same mod you have created. SETUP: If you are advanced and do not need to hold hands, then click on this spoiler. Any reference to ModN must be replaced by the name of your mod or theabbreviation of your mod name. They must all be the exact same.Example, if you replace ModN with the letters Jane then all instances of ModN mustbe replaced with 'Jane'.COMPILE your SCRIPTS Click on the Object Window I. Placing the trigger first. A. Trigger 3. Orange container trigger that holds the potions. Find PotionShelfContainer15ModN in the object window *where ModN is your mod name or your name. ModN can only be ONE name consistant through out all of this tutorial. Drag it over to the render window and place it high and flush in front of the shelf. II. Placing potions. You will place your created dummy potions on the shelf. Find DefaultPotionShelfPotionMarker.Drag and drop DefaultPotionShelfPotionMarker to the shelf 5 times.Repeat until 15 potions, 5 per shelf are copied.III. Connecting The Trigger. A. Inside render window. Open (PotionShelfContainer15ModN)Click on SCRIPT tabADD your new script POTIONSHELFCONTAINERSCRIPT50x+MODN (this should be the only script here, remove other scripts if applicable).Click on the Linkreference tab.You will link ref a total of 15 times.Linkref to each potion and use keyword PotionShelfPot01 through 15Click on properties and auto fill all the variables. Ignore the item clutterMaxPotionsAllowed should be set to 15.It looks like this: (ignore potionshelftrigger01) http://tesalliance.org/forums/uploads/gallery/album_424/gallery_32134_424_23068.jpg] B. Put each of the 5 collision markers around the shelf. 4 sides, 1 on top. C. Test your potion rack in the cell you dropped it in. If you need step by step instructions then click on this spoiler. 1. Click on 'GamePlay' at the top. 2. Click on 'Papyrus Script Manager' 3. Right click script name area and choose 'NEW' 5. Name will be: PotionShelfContainerScript15+ModN 6. Extends : ObjectReference 7. Press Enter PASTE the following into your script editor. Very important that you press Ctrl+F to find ModN and replace it with your Mod Name or abbreviation of your mod name. They must all be the exact same. Example, if you replace ModN with the letters Jane then all instances of ModN must be replaced with 'Jane'. COMPILE your SCRIPTS Click on *AllFilter: PotionshelfYou should see the potion container that you created in SETUP called:PotionShelfContainer15ModN*where ModN is your mod name or your name. ModN can only be ONE nameconsistant through out all of this tutorial.Drag it over to the render window and place it high and flush in front of the shelf.II. Placing potions. You will place your created dummy potions on the shelf. 5 potions per shelf. 1. click on *ALL in the Object Window 2. Filter DefaultPotionShelf 3. Find DefaultPotionShelfPotionMarker. 4. Drag and drop DefaultPotionShelfPotionMarker to the shelf 5 times. Line them up on the SAME shelf, in a row.Press 'ctrl' key and click on each dummy potion.Make sure all 5 are selected.Right click any of the dummy potions and select 'duplicate'.Press 'e' to bring up the move arrows and click on the arrowthat will slide all 5 potions to the 2nd shelf.You should now have 10 potions.Repeat the duplicate process to put 5 more potions on the 3rd shelf.3 boards on this shelf is 5 potions per shelf = 15 potions.TIP* If they go over edge then delete them all. Place a new dummy potion but this time click on it, press '2' then resize it to make it smaller. Then duplicate the bottle. They will be linkref'ed later. III. Make trigger work. A. Setup properties and Linkref the orange trigger. Edit PotionShelfContainerModN.Click on SCRIPT tabADD your new script POTIONSHELFCONTAINERSCRIPT50x+MODN (this should be the only script here, remove other scripts if applicable).Click on the Linkreference tab.You will link ref a total of 15 times. One linkref to each of the DefaultPotionRackPotionMarkers that are on the shelf.Right click white area, click 'new'Click 'select reference in render window'Select your first dummy potion and double click.Click on the keyword drop down menu and type PO to make it skip the PO section.If you don't see PotionShelfPot01 right away then press PageDown one time.Click on PotionShelfPot01 for your keyword.Do this in order from left to right so the top left corner is PotionShelfPot01 andlower right corner on 3rd shelf board is PotionShelfPot15.Repeat the above process and make sure there are 15 keywords, one for each orange dummy potion.Click on properties and auto fill all the variables. Ignore the item clutterChange MaxPotionsAllowed to 15.Close your orange trigger/press OK.It looks like this: (ignore playerpotionrackclick) http://tesalliance.org/forums/uploads/gallery/album_424/gallery_32134_424_23068.jpg] B. Tidy up so items don't fall out. Put each of the 5 collision markers around the shelf. 4 sides, 1 on top. C. Making other racks of different quantity. For any new quantity, just duplicate PotionShelfContainer15Modn. Rename your duplicate to the name the refers to the new quantity. Example: PotionShelfContainer20xWHCA This will hold from 1 to 20 potions, you decide! D. Test your potion rack in the cell you dropped it in. * Remember that you can press 'm' to make invisible markers appear. When your potion rack is showing the invisible orange dummy potions, collision planes, and triggers; you can drag your mouse around all of them and right click on the shelf and select 'COPY'. You can then go anywhere you want to, in Skyrim, and PASTE the shelf. It only works in the active mod where you created the keywords, dummy potions, shelf, and triggers. Copying from one mod to another will not work. I have re done scripts to handle more than 15 potions. This is only one example. Enjoy! AshenFire
  5. 1 point
    Purpose: Beginners tutorial to add realism to your world with campfires. They can be lit, dowsed with water buckets, have logs added to them to prevent the fires from dying out. When to use and what to know: TOOLS: At any stage of mod creation, you can do all procedures on your mod. Must be knowledgable on making basic dungeons or houses. Knowledge about scripts is not necessary to get items to work. BSA pack/unpacker. I use BSAOpt http://www.nexusmods.com/skyrim/mods/247/? Creation Kit found at creationkit.com Computer that has at least dual core. Must have a mod that you have already created. Must download Camp Fire Stages mod from IsharaMeradin http://www.nexusmods.com/skyrim/mods/26799/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmoddescription%2F%3Fid%3D26799%26preview%3D&pUp=1 This is a project for campfires that did not have a tutorial to go with it. A. Start your project in the creation kit. B. Unpack a few files to the Skyrim game DATA folder. C. Duplicate / create necessary items before you drag them to your warehouse. Keywords -----------------ActorTypeNPC Navmesh Generation Info --Collision Geometry Destruction Data ---------- Onlocalmap/ignore sandbox color --------------------204/76/51 Right click area on right side, click on 'NEW'. Name it: abim_firestages. Verify Variable type is 'short'. Verify Value is zero. 2. Base Item ID --------------defaultBlankTrigger Location -- Object Window\WorldObjects\Activator How many times to duplicate --01 Click on 'edit' for the second time. You should be in the DATA\Meshes folder. You should see at least two folders {abim_meshes} and {clutter}. Open the Clutter folder. Click on Bucket02b.nif This is the graphic that will be used for firestopper, where you pour a bucket on the fire. Base Name ---------------NA Form Type ---------------Activator Base script name ----------na Navmesh Generation Info --Collision Geometry Destruction Data ----------OnLocalMap/ismarker color --------------------204/76/51 Open your new activator abim_campfirenologs by double clicking it Click on the 'NAME' field and type "Fire Pit" (no quotes). Verify following items are true: 3. Base Item ID --------------CraftingCookingPotInvisible Location ------------------ObjectWindow\WorldObjects\Furniture How many times to duplicate --02 D. Drag the necessary items to your 'warehouse' cell. 2. Reference ID to drop from warehouse to your house / dungeon. Name: abim_FireStarter and abim_FireStopper Location ------------------Object Window\WorldObjects\Activator Qty ----------------------1 of each. These are the two activators that you duplicated and renamed. You will drag them to your cell. Verify in your reference for FireStarter that the following are done: Verify in your reference for FireStopper that the following are done: 3. Reference ID to drop from warehouse to your house / dungeon. Name: abim_CampFireNoLogs Location ------------------Object Window\WorldObjects\Activator Qty ----------------------1 Verify in your reference for abim_CampFireNoLogs that the following are done: 4. Reference ID to drop from warehouse to your house / dungeon. Name: CampFire01Off Location ------------------Object Window\WorldObjects\Static Qty ----------------------1 Verify in your reference for CampFire01Off that the following are done: 5. Reference ID to drop from warehouse to your house / dungeon. Name: FXfireWithEmbers01_lite Location ------------------Object Window\WorldObjects\Movable Static Qty ----------------------1 Verify in your reference for FXfireWithEmbers01_lite that the following are done: 6. Reference ID to drop from warehouse to your house / dungeon. Name: FXfireWithEmbersLogs01 Location ------------------Object Window\WorldObjects\Movable Static Qty ----------------------1 Verify in your reference for FXfireWithEmbersLogs01 that the following are done: 7. Reference ID to drop from warehouse to your house / dungeon. Name: FXfireWithEmbersOut Location ------------------Object Window\WorldObjects\Movable Static Qty ----------------------1 Verify in your reference for FXfireWithEmbersOut that the following are done: E. Copy your warehouse items to the actual location. Once you copy from your warehouse, to the 'live' location, your xmarkers and objects need to be refined. F. Tidy UP G. Test Does it work in the game in the WAREHOUSE? Does it work in the game? In the game. Go to the city / house/ town (live location) and find your campfire. Click on the campfire. It should do nothing because you have no wood or torch. Gather wood and torch. Qty of wood is 6 for this tutorial, it is 4 in MY actual mod. Activate the firelogs. The fire should still be out, but now it will have firewood loaded and removed from inventory. Activate the firelogs for a second time and the fire will light. Wait Does the fire turn to embers? Wait Does the fire go out completely? Activate the firelogs for 3rd time and it will say can't start fire since logs are wet. Wait (duration depends on what you put in the script variable). .25 is 15 minutes in the game. Activate the fire again, does it start the process over? If so...then TEST Successful! H. Credits IsharaMeradin created the campfire mod that I used in this tutorial. Thank him for giving the green light to publish. Creation Kit CreationKit.com BSAOpt pack/unpacker for mods. TESA community for inspiration.
  6. 1 point
    Part of my Skybrary project. Part of my published HomeWarehouseCopyPaste project, started by Hellcat5 and updated by me. I. Whats required to make npc carry firewood. A. NPC that you created. B. Two location points. Each location will have woodpile dropped there. One is the start point, the other is the end point. C. NavMesh. You must have navmesh between locations for the npc to travel. D. A package you created to tell the NPC that it will be carrying firewood. E. A linkref from the NPC to EACH firewood location. *. Notice, I did not mention scripts. The firewood have the appropriate script and the NPC will not need them. II. Creation of NPC. A. Duplicate any actor that is not unique (preferable). 1. They are in the ACTORS listing in the Object Window 2. Right Click, press 'duplicate'. 3. Double click on your duplicate and rename the id window and the name. 4. Drop your NPC in to the cell you want it to do its firewood task. III. Location Points. A. You will drop woodpile in to the cell you want the task done. 1. Click on WorldObjects then on Furniture. 2. Use the Filter: woodpile and a picture of a chair with woodpile is next to it. 3. Drop it into your cell, once for each location (start, end). IV. Checking Nav Mesh. Click on your rendering window where you drop your items into. Press Ctrl- E. If you see red triangles where your woodpiles are, then you have navmesh. If you don't, then you need to learn how to nav mesh. Its a pain and creationkit.com can teach you. V. Create a package to tell your character to use woodpile. A. Its important to make the Npc travel to the wood, then ACTIVATE it. To do this: 1. Click on Object Window. 2. Click on Character. 3. Click on Package Filter: carryanddrop 4. Duplicate CarryAndDropItem. Name it something that reflects what task you are doing and how long it will be. Example: I named mine AshFarmWorkCarryDropWood8x3 (start at 8am and do it for 3 hours). 5. Open your created package. Notice that top right corner Package type is not ready. Click on drop down and change it to Package 6. Leave the rest alone, it is already setup. Notice in the Public Package Data that Num to activate is one. *Notice also that the procedure tree has an Activate then travel, Activate then Travel, one for each woodpile. VI. Tell your NPC what package to use. A. In the Object window, click on Actor and find the name of your NPC you created. 1. Double click on it (open it). 2. Click on the tab called AI packages. 3. Right Click 'add' and find the name of the package you created. example: AshFarmWorkCarryDropWood8x3 4. Right Click 'add' and filter:defaultsandboxeditorlocation. Choose one to do stuff when not carrying wood. 5. Make sure the Firewood package is above other packages, or at least in an orderly time line. That means don't put a package that starts at 23hrs (11pm) in between carrying wood that happened at 3pm, then expect some new package to start at 4p. Put them in order. VII. Link ref your NPC. A. You should already have dropped your NPC into the world where the woodpile is. B. Double click on the NPC and click on the tab linked ref Double click on the white area below in the references window. C. Choose a reference window pops up and you use the button called 'Select Reference in Render Window'. The target selector/ cursor will be white when it recognizes a good 'choice'. You will select your first woodpile. Now tell it the KEYWORD to use is called LinkCarryEnd. You can press 'L' and it will save you some time searching. D. Repeat same procedure and choose the second wood pile. Keyword is LinkCarryStart. As long as the navmesh works and you didn't do any complicated packages....this will work.
  7. 1 point
    Hello Everybody! In this tutorial you're going to learn the mystic art of decorating dungeons! Now first things first, you're going to need: 1x Computer 1x Empty Dungen. 1 Cup Creation Kit 2 Teaspoons Skyrim optionally( 1x Dawnguard); And about as much knowledge in level design as you may of gotten from my Basic Level Design classes. Now then, we're going to start with an empty(ish) dungeon, ja'? Very boring and stuff, so lets start start the tutorial with our good friend, Chibi-Tentain! The End -Tentain, The Dark Elf. If you would like to see more tutorials by me, perhaps consider supporting me on Patreon.
  8. 1 point
    As we left off, we were talking about patrol markers. If you haven't gone over the first tutorial I recommend viewing it unless you're already somewhat learned in level design. I hope you've had fun with the tutorial, and that you have learned something from this experience. - The End. -Tentain the Dark Elf. If I missed anything essential please mention it in the comments below and I'll add it in. To continue with this dungeon, check the Decoration Tutorial, . If you would like to see more tutorials by me, perhaps consider supporting me on Patreon.
  9. 1 point
    Hello everyone, so I'm going to teach you to design a dungeon from start to finish the way I do it! This is going to be the first in my trilogy of level design tutorials! What you'll need- 1x Computer 1x Creation Kit 1x Skyrim (preferably with a Dawnguard) 1x Basic Knowledge of Creation Kit (This is optional) 1x patience! So we're going to start with absolutely nothing, ja'! Now then, first things we shall do is to make a new cell! The quickest way to do so would be to Right Click on aaaMarkers and duplicate it! You should now have a cell named Marker Storage Unit with the id of aaaMarkersDUPLICATE So lets change it's name and ID shall we- First off, Left Click aaaMarkerDUPLICATE then press F2, type in what you want it's ID to be, for example aaCrypt, Press ENTER, and then Right Click It and click Edit! You should now have a screen like so- Welcome to the easy part of the tutorial! Also congrats on making a cell! Ok so lets actually start the tutorial with the help of our good friend, Chibi-Tentain! click on the Interior Data tab Lighting Tab Common data Now click OK and look at the bottom right area of our Cell View window. Select everything under Editor ID and delete it. Now Double Click on your dungeon in the left side box to load up the cell in the viewer. CONTINUED- Well actually I do enjoy it. In this dungeon I considered the Large Room as two rooms, count Hallways as however you see fit. For a more challenging dungeon just ignore this and keep it as a minimum. Continued in Part 2. If you would like to see more tutorials by me, perhaps consider supporting me on Patreon.