Technical Info concerning Interiors
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05-01-2006, 02:34 PM,
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Packages explained
For technical terms read the post "AI Packages Technical terms". The fourth package. The Wander package How to select (NPC) the wander package, look at the two previous posts. Screenshot 1. Select the time and duration. The time is 10 am and the duration 12 hours. The package ends at 10 pm. Screenshot 2. Select the location tab. The NPC starts wandering near the editor location (the location where you placed the NPC in the CS). The NPC unlocks the door at 10 am and locks the door at 10 pm. If you select "skipfallout behavior" the NPC will not engage in a conversation with other NPC's. If you set the time to 10 and the duration to 0, nothing checked. The NPC will wander until something with a higher priority occurs. Must complete has no meaning. If you check "Must reach location" means ---> No other package will start before the NPC has reached the location. When at location ---> Wander until something with a higher priority occurs. If you set Duration +1 or more and nothing checked. Wander at the location until the duration ends, unless something with a higher priority occurs. If you check "Must complete" means ---> No other package will start until the NPC reaches the location and the duration ends. If you check "Must reach location" means ---> No other package will start until the location is reached. At the location --> Wander until the duration ends, unless something with a higher priority occurs. Location tab, other selections. If you select near reference. You can make the NPC go outside the house (via a X-marker or a selected reference) and have an evening stroll. If you select In Cell. "In Cell" is not recommended. The NPC can behave in an other manner as planned (strange). If you select near current location. "Near Current location". For example the NPC was eating at a table in the interior (assuming this is not the editor location). The package (with near current location selected) will start at the same spot. Pathgrid. For letting NPC's wander and not to collide with other objects (walls etc.) you need to create a pathgrid. There is a normal pathgrid (red) for in the interior and a priority (blue) pathgrid for the exterior (can also be used in the interior). The next topic shall be: "the Pathgrid". sandor has attached these images (downsized versions): Schedule.jpg (67.30 KB) | Location.jpg (84 KB)
Dum loquor, hora fugit - While I speak the time flies
Ovid 43 BC - 17 AD |
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05-06-2006, 03:25 PM,
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The Eight Topic.
Pathgrid, Technical Quote:From the Construction Set Wiki CS Wiki Main page. To add the blue tetrahedrons (points) hold CTRL and ALT and right-click.
Dum loquor, hora fugit - While I speak the time flies
Ovid 43 BC - 17 AD |
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05-07-2006, 07:34 PM,
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Pathgrid Practical
Look at the screenshots (RPC18). To avoid the NPC running into walls. create a "priority" path. These are the blue points (or tetrahedrons (th)). The NPC is attracted tho these points as iron is to a magnet. Place them by holding CTRL and ALT and then rightclick. The NPC prefers the blue points above the red ones. In this way you can influence the NPC's behaviour, where he should wander or not. I placed some (blue th's) near the chairs at the table (downstairs). This will be the preferable seat, while eating. The place where the NPC sits down (for eating), changes randomly upstairs or downstairs. If Nirtunus (RPC18) goes for dinner downstairs, he often prefers the seat with the blue node. Make sure you place th's at both the sides of the chairs and the bed (PG1/2 and 5; screenshots). This to avoid strange behaviour like standing on the chair while getting up etc. Always test the pathgrid and see if every chair etc. is used correctly by the NPC. I know it takes a lot of time but it contributes in a massive way to the quality of the interior. Don't place red points on the middle of the stairs. The NPC will stand still for a long time. sandor has attached these images (downsized versions): PG1.jpg | PG2.jpg | PG3.jpg | PG4.jpg | PG5.jpg
Dum loquor, hora fugit - While I speak the time flies
Ovid 43 BC - 17 AD |
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05-08-2006, 12:28 PM,
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Ninth Topic
Making NPC's, Technical CS Wiki From the Elder Scrolls Construction Set Wiki. Quote:Editing NPC Stats
Dum loquor, hora fugit - While I speak the time flies
Ovid 43 BC - 17 AD |
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05-09-2006, 03:41 PM,
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Making NPC's, Practical
Creating the new NPC. In the CS. Go to the object window>actors>npc. Put the mouse over one of the NPC's. Rightclick and select new. Give it an ID according the modders abbrev. for example StSrRpc18Nirtunus (screenshot 1). Give the NPC a name. Select a class for example merch publician. It means the NPC is a inn or tavern owner. This will arrange the correct dialogue during bartering. Also there will be a set of standard replies etc. Select the desired Race. The inventory tab. Screenshot 2. Give it some clothing. Drag the desired object from the object window (Items>clothing) to the inventory tab. Add a food item (-1). This will never run out. For more info look at the post for packages. Face tab. Screenshot 3. The fastest way to create the face is to lock age, complexion and hair length. Set the sliders and lock all of them. Select the hair and eyes. Then select generate and save. You can also modify the face yourself. Try it, you'll see it's a very nice feature. For the AI, look in this thread for the relevant post. It's the best (if you are inexperienced) to create a NPC from scratch. If you are more experienced in making NPC's you can copy them. Only check the dialogue and the AI to make sure the NPC will act as you planned it. sandor has attached these images (downsized versions): screenshot 1.jpg (95.28 KB) | screenshot 2.jpg (96 KB) | screenshot 3.jpg (96 KB)
Dum loquor, hora fugit - While I speak the time flies
Ovid 43 BC - 17 AD |
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05-11-2006, 03:16 PM,
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General Remarks
Tenth topic. How to make the interior interesting for the PC. About expensive and rare property. Quote:Originally posted by Razorwing General remarks. No bleeding and floating. Check the pathgrid thoroughly. If you see NPC's walking against the wall etc., it's no good. Make sure the NPC who lives in the interior has interesting packages. For example eating (two / three times a day), sleeping, wandering etc. Add dialogue. At least one greeting, a Reich Parkeep (Steadhelm etc.) topic and one other, of your own choice. Make sure the interior is interesting enough. Add locked chests with keys. So the PC has to pickpocket the NPC. Add a lot of detailing. Add interesting objects. Make sure the lighting is ok. Check the interior settings. Make it for example off limits. Think about a storyline, it makes it more easy to create dialogue and to decorate the interior.
Dum loquor, hora fugit - While I speak the time flies
Ovid 43 BC - 17 AD |
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05-16-2006, 08:48 AM,
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Eleventh Topic.
Objects and Rugs Is it allowed to to place objects on rugs ? Of course it's allowed to place furniture on rugs. Only make sure that the legs are on the rug. When two legs are on the rug (for example a table) and two are not. It means two legs are floating. That can't be. In the case that an object bleeds into the rug (screenshot) for example a chest. You can move or resize ("S") the rug. If you are more experienced or feel comfortable doing so, look at the advise Razorwing gave. Quote:Originally posted by Razorwing The link is referring to a screenshot made by Razorwing. It shows an example of placing two legs on the rug. Example EDIT You can also rotate the table. Two legs on the rug and two floating above the floor. Lower the two floating legs until these hit the floor (X or Y rotation depending on the placement of the table). Thanks "HeIsTheDarkness ", for this idea. sandor has attached this image (downsized version): bleeding.jpg (128.17 KB)
Dum loquor, hora fugit - While I speak the time flies
Ovid 43 BC - 17 AD |
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05-17-2006, 03:08 PM,
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Twelfth Topic.
Factions and ownership of containers I checked many interiors because of Razorwings interesting remark, concerning the factions. As the faction is general for (let's say) one house. I noticed that in Oblivion containers / doors are given a specific owner (one NPC) to overrule (related to the PC, not the faction) the faction ownership. For the bed in Gogans (AnvilGogansHouse) house. The wife can still use the bed, as she is a member of the right faction, but the bed is specifically owned by Gogan. The faction is also used when a NPC has dinner at a inn or tavern (outside the house). The NPC is then made member of the inn / tavern faction. I saw these NPC's often don't have food in their inventory. Because they are member of the inn / tavern faction, they can eat (unpunished). There is no need (in general) to assign ownership to foodcontainers. As long the NPC is the owner or his/her faction is, he/she can eat. If a NPC should eat in a interior he/she doesn't own, then assign ownership. If you add an ingredient count "-1 " to the inventory of the NPC, there is no need to set ownership for the food containers, at all, as the NPC has his/her "own" stock of food.
Dum loquor, hora fugit - While I speak the time flies
Ovid 43 BC - 17 AD |
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05-22-2006, 11:32 PM,
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How to ?
Use Item At Package The NPC has to read a book in a chair (screenshot). Create a new Use Item At package. Define the schedule (screenshot). In the location tab (screenshot) select near reference. Select the reference in the render window. The chair (make it reference persistent). Go to the target tab (screenshot). Select a specific reference. Select reference in the render window. Select the book (reference persistent) near the chair. Now you are ready. At the specified time the NPC will go to the chair and read the book. The screenshots are taken from Reich Parkeep 29. sandor has attached these images (downsized versions): Schedule.jpg (68 KB) | Location.jpg (89.34 KB) | Target.jpg (81.08 KB) | Read.jpg (153.12 KB)
Dum loquor, hora fugit - While I speak the time flies
Ovid 43 BC - 17 AD |
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05-25-2006, 12:57 PM,
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How to ?
Use Item At Package II 'USE ITEM AT' package tutorial by HeIsTheDarkness You can use this package in many cases. One of them is to make NPC train. To make a training package you need to: 1. Place a chaindoll or target for archery in proper cell. Double-click it and check "Persistent Reference". 2. Find a static "XMarkerHeading". Place it where the NPC must stand while training (for example, near the chaindoll for melee training or at some range for archery training). Rotate it so that it points to the chaindoll or target. Double-click on the X-marker heading, select the 'X Target Data' tab and click on "select reference in render window" and select the chaindoll/target (that's why we checked persistent reference - otherwise you can't select target). 3. Create a new package. Choose 'Use Item At' type. Choose the time and duration. Under the "Location tab" check "Location" and click on "select reference in render window"' and select the proper XMarkerHeading. Under 'Target' select 'Any Object'. Object ID: None. Object Type: 'Weapon: Melee' or 'Weapon: Ranged' - depends on your weapon type. You can also select "Spells : Any" if you want NPC to cast spells (don't forget to add this spell to his SpellList). ----------------------------------------------[/HR] EDIT by sandor I added some screenshot from the interior made by HeIsTheDarkness (RPC08). Many thanks to HeIsTheDarkness for this tutorial :yes:. sandor has attached these images (downsized versions): XMarkerHeading.jpg (165 KB) | XMarkerHeading Data.jpg (48 KB) | Location.jpg (90 KB) | Target.jpg (79 KB) | Fighting.jpg (172 KB)
Dum loquor, hora fugit - While I speak the time flies
Ovid 43 BC - 17 AD |
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