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CK Basics: Credit Challenges

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#1
DarkRider

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Credit Challenge 01: The Underbuilding

Value: 10pts
By now you should have completed Lesson #1-2 at least and have learned how to add and link doors, create new cells, add NavMesh pathing, and clutter them, so for this Credit Challenge you need to add a 5x4 underbuilding to your tutorial interior. You are free to clutter design this area to suit whatever vision you have for your project provided you use all of the pieces listed below as required.

Prerequisite:

You must complete Lessons #1-2 and be able to create a teleport link between two load doors to attempt this challenge. [If you don't meet this last requirement, wait until after Lesson #3 to begin.]

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To begin, from WorldObjects>Door add FarmBTrapdoor02 to your existing interior and adjust your navmesh pathing to accommodate its addition.

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Create a new interior cell, with a unique name, ambient lighting, and owned by the player or player faction, just like we did in Lesson #1 with your first interior cell.

Build a small basement type underbuilding in your new cell using the static farm kit pieces that start with “FarmB”.

Clutter your basement using Statics, Furniture, and Containers

For this Credit Challenge you are required to use these pieces:

  • FarmBTrapdoor01 x1 (link to FarmBTrapdoor02 in your Interior)
  • FarmBWallTrapdoor01 x1
  • FarmBWall01 x2
  • FarmBWall03 x3
  • FarmBMiddle02 x6
  • FarmBWall04 x2
  • FarmBWall02 x2
  • FarmBCorner01 x1
  • FarmBCorner02 x1
  • FarmBCorner03 x1
  • FarmBCorner04 x1
  • FarmBColumn01 x4
  • CandleHornWall01 x6 (add candle light objects to each candlehorn)


:smarty: Smarty Says: Remember when starting your basement to set the first piece to the “0” point. To build your basement you will need to use Snap to Grid, as we covered in Lesson #1. TIP: Don’t rotate kit pieces, align them the way they are.

Once you have the pieces lined up properly, turn off snap to grid to clutter your basement; be creative and thorough!
Don’t forget to link your door and add navmesh pathing; make sure to use player safe containers! :ok:

When finished your basement should look like this:

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Post an image of your underbuilding to get credit for your work! XD
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#2
DarkRider

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Credit Challenge 02: The Crafted Sidebar

Value: 10pts

In this credit challenge you will have to design and develop the side porch of the exterior we established in Lesson #3 using some type of crafting materials from under WorldObjects>Furniture. Aside from the crafting component, this challenge is almost completely free form. You might design a chicken coup, or an outdoor eatery, maybe a shrine, smithy or a garden type retreat. There's no wrong answer here, this is an exercise in design and development. That said, students will need to demonstrate a clear plan of action and include some type of interactive component.

Prerequisite:

You must complete Lesson #3 before attempting this Credit Challenge, no exceptions. :bow:

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Begin by looking under Furniture for crafting materials or under MoveableStatics for activators you might use in your design. Remember to finish the NavMesh for this porch once you're finished.

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#3
DarkRider

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Credit Challenge 03: The Outbound House

Value: 10pts

Before attempting this challenge you should have completed lesson #1-4 in our course as you need to have an understanding of working in the exterior and editing the exterior NavMesh. For this challenge we're going to practice those skills we've been learning about editing exterior cells and build an outbuilding behind our tavern/house near the water.

Prerequisite:

You must complete Lesson #4 before attempting this Credit Challenge, no exceptions. :bow:

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Begin, from WorldObjects>Static and enter the term shack in the filter field on the object window to isolate the shack kit pieces. Use these shack pieces to build an exterior building in neighboring cell HalfMoonMillExterior02 (Do not rename this cell) near the water and adjust your navmesh pathing to accommodate its addition to the cell. Add a dock and a rowboat to the water leading away from the shack, we can be cluttered as a hunter's shack, or a fisherman's shack, or a tool shed etc. Design your outbound house.

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#4
DarkRider

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#5
anandus

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Overview:
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Navmesh:
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Inside view 1
Inside view 2
Inside view 3

One little remark:
This challenge expects the student to know how to link cells, but that's something we only learn at the end of lesson 3. It wasn't a problem, though, but just wanted to point that out :)

Another note, although that could be a mistake on my part by choosing the wrong lighting, but there are 6 lights here, and the lights I used (DefaultCandlelight01) were of the omni-whatshisname kind, so only 4 would show up at the same time (this was also discussed in the lesson 1-thread).
I didn't really have a problem with it, because most of the times I wouldn't be able to see more than 4 at the same time, but just wanted to mention that as well.
But I guess that falls on the designer's skill to place the lighting in a smart manner :)

Edited by anandus, 10 February 2012 - 10:26 AM.

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#6
DarkRider

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Great start on the challenge, Anandus, partial points awarded. Your Navmesh looks a little off there are loose quads that aren't attached except at one point, overlaps and gaps. Might want to give that pathing another go.

I do realize students don't learn how to link doors till lesson #3. This requirement can be met by people with CS experience. Beginners will have to wait until they learn that skill before attempting the challenge; so wait until after lesson #3 to start. I set it this way so more experienced modders could start before Lesson #3, not requiring students to do challenges until after that though. :good:
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#7
Vouivre

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Alchemy station, some hanging ingredients, tanning station, barrels with food, drink alchemy supplies. Static non container barrels. Pelts on floor. and mushrooms in the corner. It's a basement so decided for a small -root cellar- Nav mesh is large cause for ease of travel. In one image the trapdoor(with ladder) is seen.
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#8
DarkRider

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Great job Vou full marks :good:
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#9
Khettienna

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General Layout:

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Navmesh:

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Linked Door:

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Clutter:
(Note: The Player bookshelf, weapon racks, & mannequins are not functional yet, these are placeholders until I learn how!)
(Note 2: All containers are non-respawning, I made custom versions for any that needed it.)

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Edited by Khettienna, 29 September 2012 - 02:24 AM.

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#10
DarkRider

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Beautifully done Khett, it shows you took your time with this and made it your own. Full marks +5 for your ingenuity. :good:
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#11
DsoS

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Here's mine...

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This one is a gif to show more detail (per se) for some extra effects. I added in Water Drips from the ceiling (since the house is in a cell near water), then the water puddle on the floor with splashes/ripples and a little fog to give a nice little decomposing look for the mushrooms.
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On a side note Rider, I've noticed that the lights (HelgenSomethingSomthing (and even the Fireplace light), that was used in Class #1) that throw shadows, in game they tend to disappear and reappear depending on how I view them, and also they do the same if I'm a further distance. Any reason for this?
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#12
Tamira

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Here is mine:
I made use of the dividers to create two sleeping-rooms (for companions or for rent).
Between them is a storage-place. Then there is a corner to prepare food and another for studies/hobbys.
All containers (chests, barrels, sacks, drawers etc.) are not-respawning.

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Linked door:

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Navmesh:

https://picasaweb.go...feat=directlink
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#13
DarkRider

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Well done Ds and Tamira, full marks each, and a +5 to Tamira for a very unique interpretation of this challenge, I also like your use of dividers to create rooms, very nice. :good:

On a side note Rider, I've noticed that the lights (HelgenSomethingSomthing (and even the Fireplace light), that was used in Class #1) that throw shadows, in game they tend to disappear and reappear depending on how I view them, and also they do the same if I'm a further distance. Any reason for this?


Yes, we will be examining Skyrim's dynamic lighting in Lesson #4, you should have all the answers then. :)
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#14
krack

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Here's my work for Credit Challenge 01.
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Edited by krack, 16 February 2012 - 08:38 PM.

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#15
Maddox

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My work for credit challenge 01.

Navmesh:
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  • Decided to add well area that I found in the same kit we built the room with as we have built well outside our house in lesson 3.
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  • Linked door.
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  • Clutter
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#16
DarkRider

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Nicely done Maddox, full marks! :good:
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#17
Muffiny

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Overview:
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Storage:
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Entrance:
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Enchanting Area:
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Servant's Quarters:
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Linked Door:
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Navmesh:
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#18
DarkRider

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This looks really nicely done Muffiny, 10pts. +5 for the creative variety of clutter and statics, great job. :good:
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#19
Arion

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Here's my work for credit challenge #2

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Edited by Arion, 16 February 2012 - 09:36 AM.

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#20
DarkRider

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Really nice Arion full marks. :clap:
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