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Showing content with the highest reputation on 02/26/2012 in all areas

  1. Hello everyone! I've been modding Morrowind and Oblivion for my own enjoyment for many years, but before Skyrim I'd never let anyone see my work. I have only recently gotten involved with TES community. I've been on the Bethsoft forums less than a month but I joined Nexus back in 2006. I'm shy but trying to break out of my shell more and hoping that TESA will be a good fit for me. I'm mostly a builder, and idea person. I'm the most familiar with the Morrowind CS, but I'm learning Skyrim's CK. In Morrowind I made many houses for myself or modified already existing ones to fit my taste. I also made a custom race for myself, (Half-Nord Altmer) but that's pretty much all I've done. I've never tried voice acting. I have no clue when it comes to scripting. I'm not really a great texture artist and I've never made any meshes. I'm a stay at home wife, with no kids and no social life, due partly, to gaming addiction. That's all I can really think of to say about myself. I look forward to getting involved, learning and helping where I can.
    3 points
  2. Good day. It would only be fair if I, created a little topic to introduce myself to you. I got referred to TESA from Beth forums, when I was in dire need for some scripting help. After having a look around, I realized that this is a very nice and friendly community, with people who have great knowledge and are willing to share it with others. I like that very much and I wish to do it too. I have some skills in the CK, Texturing and 3d graphics. So if anyone needs an advice in those areas, you are welcome to ask. I have been working with every single "CS"-type tool since Morrowind. But I have always kept my small projects to myself. But now it has changed. With Skyrim, I have gained more confidence to show my mods to the public. I am interested in making lore-friendly, and somewhat unusual mods. Something unique. Here are some links to my works: Skyrim Nexus: Pretty much everything I have released so far, no matter how big or small: http://skyrim.nexusmods.com/modules/members/index.php?id=1486540 Steam Workshop: Only 'larger' projects for wider public: http://steamcommunity.com/id/0987654321098/myworkshopfiles/ I am looking forward to be a pert of this wonderful place.
    1 point
  3. You need to use the special buttons along the top right of the CK's toolbar. The 3 marked with a "C" are for making collision planes/cubes.
    1 point
  4. CK Basics: Introduction to Skyrim's Creation Kit Introduction: Welcome to Creation Kit Basics! It's time to begin your expedition into the wonderful world of modding for The Elder Scrolls V: Skyrim! Congratulations! If you are a fan of the Elder Scrolls series you will find no greater satisfaction than creating your own content and experiencing it first hand in your game just the way you envisioned it! By now you will certainly have lots of magnificent ideas about all the things you'd like to create, fix, or change and with some careful study of the tutorials available in the Creation Kit Wiki and here on TESA you will soon achieve those goals. However, it's recommended that you jot them down and set them aside for now. The first thing you want to do is spend some time studying the material, asking questions, and learning how to mod the game, rather than stumbling through your mod ideas one tutorial at a time. If you start with your ideas first the margin for error is typically greater, your experience can prove frustrating, fruitless, and you may find yourself having to fix or even redo things later when you learn new skills. So for now, clear your minds and let's dive into learning some CK Basics! Smarty Says: Hi! I'm Smarty, I know everything there is to know about modding for the Elder Scrolls and I will follow you along your course of study in all the classes on TESA. I pop up in some of the strangest places but always have useful tips and reminders for you, so keep your eyes open for me! What You Need: STEAM GAMING PLATFORMTES CREATION KIT v1.6.89 or higher (See Part I for Install Instructions)Terms to Know: CK: A shorthand term for Creation Kit TES: Not to be confused with CS, TES stands for The Elder Scrolls .esp: A common file extension for mod files or Elder Scrolls Plug-ins .esm: Another common file extension for Elder Scrolls Master files SKSE: Skyrim Script Extender, an extension for vanilla Skyrim code scripting abilities. Roombound (aka Room Marker): A room marker is a box used to unify many objects into a single unit of objects that belongs to that room. Portal: A Portal is a visual gateway used to connect room markers together, like a doorway between two rooms. They should be placed between rooms at any location where the player should be able to see from one room to another. Occlusion: The occlusion system tracks which objects render in the player view and which objects don't; a form that is occluded is not rendered Multibound: Similar to a room marker, multibounds are primarily used in exteriors to group objects together for rendering as a unit as opposed to rendering many objects individually. Collision: An invisible field form that cannot be passed through by players Current: The force of drift in water; what draws the player downstream Part I: Installing the Creation Kit Step 1: Launch Steam and log into your user account. Step 2: Click on Games>Game Library Step 3: On the drop-down menu labeled "ALL GAMES" select "TOOLS" Step 4: Under the title column look for "Creation Kit" Step 5: Right-click on the title and choose "Install Game" Part II: Anatomy of the Construction Set Now that you have the CK installed it's time to load up the Skyrim master file (Skyrim.esm) and get familiar with the primary tool of the Skyrim modding craft. Regardless of what you'd like to do in the modding world, sooner or later you will need the CK to make it happen, so let's get started! Click the CK icon on your desktop to start the program. When the CK opens you will have a total of 4 windows, 3 smaller ones nestled inside the main window. On the main window click File>Data A new window will open. On it, check the box beside the Skyrim.esm, and ONLY this box. Then click Ok. Smarty Says: What about the Update.esm? You should never check the box next to the Update.esm master file as it will make your mod dependent on that file. When Bethsoft overwrites the Update.esm, is can create problems for mods that depend on it. The only time you should load the Update.esm as well is if you are knowingly modding something the Update.esm added or changed. The CK will then load the Skyrim.esm. This may take several minutes depending on your rig's available resources, so be patient. NEVER EVER EVER click on anything on the CK while it's loading anything, ever. Just like its predecessors the CK doesn't like to be bothered while it's thinking and clicking on it impatiently can make it freeze, crash, or both, so just give it the time it needs. Smarty Says: Is your low to mid range rig taking forever to load the CK? Is everything really slow? Make sure you give your PC all the available resources you can spare to devote to the CK. Close other programs running in the background like web browsers, messengers, and media players to help improve performance. Once the Skyrim.esm is loaded, you'll see the little windows have now become filled with interesting bits of data. Go ahead and make the main window full screen by clicking the full screen icon in the corner. Once that's done, you can reposition the nested windows to suit your preferred layout for your workspace. This is one possible configuration, you can move them around until you find the configuration that best suits you: Okay so now what are all these windows for? This window is called the Object Window The object window contains all objects that can be used in creating mods, including static objects, clothing, armor, architecture, creatures, NPCs, furniture, quests, and loads more. Most things in this window can be added to the game by simply dragging and dropping them into the Render window. This window is called the Cell View Window The cell view window contains a list of all the cells in game, including interior and exterior cells. It also contains cells for all the various worldspaces available in the game. A cell is a canvas to build game content on. In the exterior world cells are placed side by side in a grid fashion. In the interior, a cell is a nebulous 3D space to build home/dungeon/castle interiors. An interior cell also has a grid but it's not visible to users. This window is called the Render Window The render window allows you to visually navigate the Skyrim game world. By dragging objects into the render window you can add things to the game world and make mods. The render window loads cells selected in the cell window. This window is the Main Window The main window not only surrounds the other three windows, it also contains a number of valuable shortcuts and tools. Examine the image above carefully for the coordinating numbers for the explanations below on what these tools are. This concludes the basic introduction to the Skyrim Creation Kit. You should now have the CK installed, have a workspace configuration that works best for you, and should have a good basic knowledge of where the most common tools can be found. Well done! If you have questions on what we've covered so far, post them here in the General Questions thread. If you're ready to move on, then head to CK Basics Lesson #1: Rendering Skyrim Make sure you read the next post below "About the CK Basics Class" so you know what's expected of you!
    1 point
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