Technical Info concerning Interiors
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04-24-2006, 05:37 PM,
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RE: Technical Info conc. the Reich Parkeep Interiors
The first Topic.
The Northmarker, the rotation and "XYZ" placement If the rotation of the exterior building is -40. The Northmarker placed aside the interior has a rotation of +40. The "WatersEdgeBieneAmelionsHouse" is nice example. XYZ is at 0, you can find many of these interiors in Oblivion. If you see an interior with a "XYZ" not equal to 0, I think the following applies. Many people start the right placement (XYZ=0) of the tileset pieces. But during the modding process they shifted the whole interior. I think that was the case with the Oblivion team as well, you'll see many interiors (in Oblivion) which differ (even with rotated interiors) from the ideal situation. The official guideline: Create a new interior with a "XYZ"=0. If the numbers are not equal to 0, it's not a big issue. The claimholder doesn't have to change "XYZ" numbers. The interior rotation has to be equal to 0. blue[/HR] Second Topic. Bartering If your NPC has to barter do as follows: First create a new container (or make a copy of a merchant container for your kind of class). Place the chest under the interior (floating in "space"). Add the objects you like to sell (-5 wine etc, -5 mugs etc.). Assign ownership to the chest and check "persistent ref.". The "-" means: Unlimited stock. Select your NPC and double click. Edit base. Go to the AI. Check what you like him to sell/buy (uncheck autocalc) . Give him barter gold and add e.g. "aaaserviceseditorloc8812". If you want to edit the time, create a new package. The defined time, is the time during which the NPC can barter. Save etc. Select your NPC again. Go to the tab "merchant container" and select "ref. in render window", select your merchant container. If you already assigned ownership to the container you don't have to select the container through the tab "merchant container". AI package. More info.
Dum loquor, hora fugit - While I speak the time flies
Ovid 43 BC - 17 AD |
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04-24-2006, 09:31 PM,
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RE: Technical Info conc. the Reich Parkeep Interiors
Third Topic.
Modder's Abbreviaton's Quote:Posted (by Razorwing) "Reich Parkeep Claims Board -Readme-" Resuming: When modding for Silgrad Tower: Oblivion, you'll use a StXX prefix when creating any new item. Whether you're re-ID'ing a static for a new purpose, putting together your own chest, importing a cool weapon made by someone else, or whichever may be the case. After the XX add your claimcode. Claim Your Abbrev.
Dum loquor, hora fugit - While I speak the time flies
Ovid 43 BC - 17 AD |
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04-24-2006, 10:37 PM,
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RE: Technical Info conc. the Reich Parkeep Interiors
Fourth Topic.
Dialogue ALWAYS EDIT the Dialogue through the quest window to avoid contaminations. Part I, Creating the Quest You need to define a "quest", before you can add the dialogue. I'll take ReichParkeep18, Nirtunus Rulician's home as a guideline. If you want to make a test file. Create an interior and one NPC (from scratch). Give the NPC this ID:"StSrRPC18NirtunusRulician1" and give the NPC the name "Nirtunus Rulician". If you follow the instructions, the NPC will have (when finished) one greeting and one topic "Owner". Create a quest (right-click and select new) and give it the following ID: "StSrRPC18Q1" (screenshot 1). In the "Quest data" tab set the priority to 6 (this means that your greeting has a higher pirority over the normal greetings and will be displayed first). Select "Start game enabled" In the conditions listing add: "GetIsPlayableRace == 1". Target = no and the function info = none (screenshot 3, quest for Reich Parkeep 09). Go to the "Topics" tab. Select it. You get a new screen. To your left you see the "quest listings", with your quest selected. Then (right of the quest listing, screenshot 2) you see the "Editor ID listing". Next (right of the Editor ID listing) top half of the screen you see the "Topic text" displayed and beneath it there you see the "info listing". Creating a topic. Go to the editor ID listing. Right-click. Select "Add Topic". You'll see a new listing "select topic". Select the existing topic "Greeting". Now you'll see the Topic text: "Greeting". The info listing is still empty. Create your first info. Put the mouse over the info listing and right-click. Select new. The "New response" screen appears. Type the following text "Hello, I am Nirtunus Rulician". Select "OK". Go back to the info listing and select the new ("Hello I...") info. At the bottom of the screen there you will find a "conditions listing". Select New. Leave the target as it is (no). Select "GetIsID" (Condition Function). Select "StSrRPC18NirtunusRulician" (Function Parameters). Select "==" (Comparison). Set value to "1". This means that the new info in the Greetings topic is assigned to Nirtunus, only he will say this greeting. Select "New" again. Leave the target as it is (no). Select the following data: Getdisposition Target >= 50. This means the info will be spoken if his disposition is higher or equal than 50. In this way you can determine if you want the player to raise the disposition before he/she gets the answer. The second info. Go back to the editor ID listing. Right-click. Select "Add Topic". You'll see a new listing "select topic". Right-click in the listing add select "new". Type "StSrOwner1". Hit enter. Edit the "Topic Text" which is "StSrOwner1" and change it to "Owner". In the Editor ID you'll see the new topic "StSrOwner1". Select this topic. Go to the info listing. Right-click and select new. The "New response" screen appears. Type the following text: "I am the owner of this house. Select OK. Keep the info selected and give this info the following conditions. Leave the target as it is (no). Select "GetIsID" (Condition Function) and select "StSrRPC18NirtunusRulician" (Function Parameters). Select "==" (Comparison) and set the value to "1". This means that the new info in the Owner topic is assigned to the Nirtunus NPC, only he will say this info. Select again New. Leave the target as it is (no). Select the following data: Getdisposition Target >= 60. This means the info will be spoken if his disposition is higher or equal than 60. You have to raise his disposition the get the answer. Add the new info to the Greeting Topic. Select in the Editor ID the Topic Greeting. Select in the info listing the first info "Hello I am ......". The only one, for now. In the middle of the screen, right side, there is small listing named "Add topic". Go there and right-click and select Add topic (*). Select the topic "StSrOwner1" and select Ok. Now Nirtunus has a Greeting and one topic named "Owner". Part II, The NPC In the CS. Go to the interior ReichParkeep18. Select the NPC Nirtunus Rulician (double click), select Edit Base and select Dialogue. In the editor ID you'll see the greeting and owner topics listed (among others). Go to the Greeting topic (listed in the Editor ID), you'll see that the quest has been added at the greeting topic. Select it and you'll see the greeting "Hello I am....", in the small listing "Add topic" you'll see the topic StSrOwner1. Playtest and in-game Nirtunus will greet you, raise his disposition and he will answer for the Owner topic. (*) From June first 2007 onwards, it isn't allowed to add topics through the add topic listing. Add the topics through the result script listing, to avoid problems when merged to the esm (topics don't show up in-game), because of bug in the CS. For example: addtopic StSrSol0501Soluthis. Look at the screenshot. sandor has attached these images (downsized versions): screen1.jpg (132 KB) | screen2.jpg (208 KB) | GetISPlayableRace.jpg (145.41 KB) | Result Script Listing.jpg (185 KB)
Dum loquor, hora fugit - While I speak the time flies
Ovid 43 BC - 17 AD |
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04-25-2006, 04:18 PM,
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Dialogue II
Adding topics via script and why to start from scratch with a new NPC (no copy). Adding topics via script. As I said in Dialogue I you can add topics via a small listing (add topic) in the topics tab of the quest menu. It's also possible to add topics via script. Go to your NPC. Double click and select "Edit base". Go to the script listing and click on the button with "...". Now you can add a new script. Type the following (for Baro Carbo in ReichParkeep18). Code: Scriptname StSrRPC18servantScript Don't copy a NPC. If you make a copy of an existing NPC, you copy everything. This means AI packages, dialogue etc. This could lead to unwanted side effcts in-game. For example dialogue you don't want or strange AI behaviour. Of course you can "clean" the AI and dialogue, a lot of work and it's easy to forget something. It's a lot more fun to start from scratch. Class and race determine the basics for the dialogue. For example a "Merch Publician" and "Imperial". The NPC will have the standard greetings for a Imperial NPC and the class arranges the correct answers for bartering etc.
Dum loquor, hora fugit - While I speak the time flies
Ovid 43 BC - 17 AD |
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04-26-2006, 01:50 PM,
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Fifth Topic
Light Settings Select your cell in the cell view window (screenshot 1), then right click and select edit. Select the "lighting" (screenshot 2) tab. You normally change the ambient one (Red, Green and Blue). Lighting is very important to create the right atmosphere. Make sure there is enough light, so the player can see what he/she should see or it should be intentional (dark) for example an abandoned house. I am talking about the interiors for Reich Parkeep, Soluthis, Steadhelm etc. I am not referring to dungeons or caves. If you set the light setting (intentional) very bright (e.g. 150,150,150), bear in mind that there should be some source from which the light is coming. You have to add enough "Candlestick04Fake" etc. If you place a lot of normal candlesticks etc. the interior gets even brighter! A very bright interior without any lights (it could be intentional) would be strange and not normal. So I recommend to start with a lower light setting (e.g. 50,50,50) and try to "light" the interior with real lights (no fakes). Check this link as well (especially for large interiors). If you think it's still too dark, it's possible to make it brighter via the edit function, as described above. If necessary, correct the number of light sources with a few fakes. There are also a number of other lights (looking like a lightbulb) for example ARBlueAmb300 (starting with AR..). You can use these to mimic sunlight shining into the interior etc. You could create special light effects, but always keep in mind (in a normal interior): Where does the light come from, the source e.g. sun, candles etc. Hereafter is a list with settings used in Oblivion, for your reference. It's a selection, maybe it can help you to find the right setting for your own interior. The numbers mean the settings for R, G and B. AnvilCastleDiningHallandServantQuarters hall 48 48 64 AnvilCastlePrivateQuarters 39 37 48 AnvilChapelHall 25 25 25 AnvilFightersGuild 30 29 35 AnvilTheCountsArms 31 32 37 BravilAndragilHouse 41 51 61 BravilCastleGreatHall 40 50 60 BravilFightersGuild 40 50 60 BravilFightersGuildBasement 40 50 60 BravilRanalineHouse 40 50 60 BrumaArnorasHouse 20 20 10 BrumaBradonLirriansHouse 53 67 83 BrumaCastleDungeon 25 25 25 BrumaCastleGreatHall 25 25 25 BrumaHelviusCeciasHouse 40 40 40 BrumaMagesGuild 35 35 35 BrumaMagesGuildBasement 70 70 70 CheydinhalAldosOthransHouse 50 50 50 CheydinhalBorbasGoodsandStores 50 50 50 CheydinhalFightersGuild 46 51 55 CheydinhalMachNasBooks 46 50 55 ChorrolFireAndSteel 35 35 35 ChorrolJirolinDoransHouse 45 45 68 ChorrolMagesGuild 75 75 75 ChorrolMagesGuildBasement 60 60 60 ChorrolReynaldJemanesHouse 25 25 25 ChorrolReynaldJemanesBasement 47 47 66. ICArcaneUniversitySpellmaker 50 50 50 ICArenaBloodworks 70 50 50 ICElvenGardensDovynArensHouseUpstairs 50 50 50 ICElvenGardensGeemJasaiinsHouseBasement 30 30 30 ICElvenGardensIdaVlinormansHouseBasement 30 26 34 ICElvenGardensRajhansHouse 50 50 50 ICElvenGardensRajhansHouseBasement 30 30 30 ICImperialLegionHQBarracks 50 50 50 ICImperialLegionWatchTowerNECaptainsQuarters 60 60 60 ICMarketDistrictAFightingChance 50 50 50 ICMarketDistrictDivineElegance 50 50 50 ICMarketDistrictDivineEleganceBasement 30 30 30 ICPalaceLibrary 15 18 18 ICPalacePrivateQuarters 15 18 18 ICTalosPlazaAgarmirsHouse 50 50 50 ICTalosPlazaAgarmirsHouseBasement 60 60 60 ICTalosPlazaHelvoAtiusHouse 50 50 50 ICTalosPlazaHelvoAtiusHouseBasement 50 50 50 ICTalosPlazaTheTiberSeptimHotel 75 75 75 ICTempleDistrictAmantiusAllectusHouse 50 50 50 ICTempleDistrictAmantiusAllectusBasement 50 50 50 ICTempleDistrictSalomonGeonettesHouse 50 50 50 ICTempleDistrictSalomonGeonettesBasement50 50 50 ICWaterfrontDarelothsHouse 50 50 50 ICWaterfrontImpTradingCoOffice 50 50 50 ImperialSewerSystemSE 10 17 14 KindredCavern02 20 21 22 KvatchCastleRooms 37 37 37 LeyawiinAhdarjisHouse 40 50 60 LeyawiinAlvalUvanisHouse 40 50 60 LeyawiinAlvalUvanisHouseBasement 40 50 60 LeyawiinCastlePrivateQuarters 32 32 43 LeyawiinFightersGuild 41 51 61 LeyawiinFightersGuildBasement 40 50 60 SkingradBernadettePenelesHouse 30 30 30 SkingradGlarthirsHouse 75 75 75 sandor has attached these images (downsized versions): screen1.jpg (134.02 KB) | screen2.jpg (105 KB)
Dum loquor, hora fugit - While I speak the time flies
Ovid 43 BC - 17 AD |
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04-27-2006, 03:16 PM,
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Sixth Topic
Havok About the "Havok" button. Many objects aren't static and can be thrown around with the havok button enabled. For example armor, weapons, clutter etc. Enable "havok" and drop an item in the render window (if you want to correct the placement during havok press CTRL and ALT, and hold). Save. Check the interior in-game. If you walk directly towards the object (e.g. placed on a the table) and move a bit (approach close enough), the object "jumps" (havok behaviour) from the table and falls down. After 3 days (in-game) the objects reset to their original position (thanks to Zekebe). Havoked objects will stay put unless you walk directly towards them or grab the objects in question.
Dum loquor, hora fugit - While I speak the time flies
Ovid 43 BC - 17 AD |
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04-28-2006, 04:30 PM,
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Seventh Topic.
AI packages Technical terms Types of Packages Quote:Originally written by Seafort Quote:From the Elderscrolls Construction set Wiki Priority of packages. In the AI window you'll see the packages listed. The higher the package, the higher the priority. Let's assume we have two packages, a sleep pack and an eat pack, both with a "duration 0 and time of any". The eat pack is above the sleep pack and therefore has a higher priority. Because of the "duration 0 and time of any" the eat pack will be executed and the sleep pack can't be executed, it has a lower priority. The meaning of "duration 0 and time of any" --> If there are no packages with a higher priority, this pack will run for ever. In general this type of packages has to be placed below (last in the list) the other packages unless you added a specific condition. In the next reply I'll start explaining a few packages e.g. eat, sleep etc.
Dum loquor, hora fugit - While I speak the time flies
Ovid 43 BC - 17 AD |
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04-29-2006, 02:55 PM,
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Packages explained
For technical terms the post "AI Packages Technical terms". The first package we'll to look into: Travel --> Service Package Necessary for bartering. First look at the menu Character and select the submenu Packages. Look for the following package: aaaServicesEditorLoc8x12. This is a standard package for letting a NPC barter. Double-click and you'll see the screenshot AI Package 1. If you go back and select the same package and right-click, you could make a new package, as I did for RPC18. Go to the NPC to which you want to add a package. Double click. Select "edit base". Now you'll see screenshot NPC 2 (for RPC18, Nirtunus). Here you'll see an option Autocalc stats, unselect it (if selected). Now you can change the data in the AI menu, after you're done, reselect the Autocalc stats. Select the AI button. You'll see screenshot NPC AI 3 with all the packages for Nirtunus. Here you can select what the NPC sells/buys, if the NPC repairs items or not etc. The bartering gold can be altered, as well (Auto calc unselected). How do you insert the package? Open the character, packages menu as described before. Select the package you'll need, and drag it from there into the AI window of the NPC (*). Double-click at the service package: StsRaaaServicesEditorLoc8x2. Now you'll see the next screenshot: NPC AI Service 4. As you see "Offer services" is selected (as we are making a service package). Two things are important: The schedule and the location. The schedule for Nirtunus is from 8 am to 10 am. Duration means in this case two hours: 8 am + 2 makes 10 am. It means he will barter from 8 am until 10 am. Select the tab: Location, you'll see the next screenshot, NPC AI Service Location 5. In the location tab select "near editor location". This is near where you placed the NPC in the cell. I selected a radius of 1024. This means the NPC will walk around, if you set it to 0, he'll wil remain on the same spot. If you select "Continue if PC is near" (only intended for shopkeepers) the NPC wil continue bartering even after 10 am (e.g. a shopkeeper NPC). After the PC is gone the next package will be executed. If you defined the next package to start at 10 am and the PC leaves at 11 am, the next package will start at 11 am and not at 10 am! In my case I didn't select it, Nirtunus will start to wander after 10 am. (*) If you right-click in this window you can select new and create a new package, as well. sandor has attached these images (downsized versions): AI Package 1.jpg (67.44 KB) | NPC 2.jpg (95.28 KB) | NPC AI 3.jpg (74 KB) | NPC AI Service 4.jpg (67.46 KB) | NPC AI Service Location 5.jpg (84 KB)
Dum loquor, hora fugit - While I speak the time flies
Ovid 43 BC - 17 AD |
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04-30-2006, 02:13 PM,
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Packages explained
For technical terms read the post "AI Packages Technical terms". The second and third package. Eat/Sleep Package. I'll use the eat package as an example. How do you insert the package ? Open the Character, Packages menu. Select the package you want, and drag it from there into the AI listing screenshot 2. You can also make a new package by selecting a package, right-click and select new. I am still using RPC18 as an example. Go to the interior and select the NPC (in my case Nirtunus) and double-click and select "edit base". Now you'lll see screenshot 1. Select the AI and you'll see screenshot 2. Select the eat package and you'lll see screenshot 3. Screenshot 4 is showing the location tab. I selected weapons unequipped . The schedule is from 22 pm for a duration of two hours (until 00 am). The package type is of course "eat" The location tab (screenshot 4). I selected "near editor location". You can also select "near reference". For example another cell (a tavern). Select a reference or place a X-marker, the NPC will have dinner outside. In order to eat, the NPC needs an ingredient that restores fatigue, in the inventory. If there's no food in the inventory the NPC starts wandering from time to time instead of eating. The NPC is trying to find food. This isn't a problem when he's in his own house or owns a food container. Add a food item count "-1" (never runs out) to his inventory and there's no problem. If the responsibility is lower than 30 the NPC can attempt to steal the food or even kill, for food . The sleeping package works in a similar way (of course without the food in the inventory). sandor has attached these images (downsized versions): screen1.jpg (95.28 KB) | screen2.jpg (75.35 KB) | screen3.jpg (67 KB) | screen4.jpg (86.13 KB)
Dum loquor, hora fugit - While I speak the time flies
Ovid 43 BC - 17 AD |
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