MOD MAKING
utilities/ tips, lookin for some opinions
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Sylock |
Sep 24 2004, 12:38 PM
Post #1
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Acolyte Joined: 18-August 04 |
alright i'm trying to expand on my modding skills, i
asked in the tcs forum but it seems kinda dead in there some
times: how can i make a npc attack? is this through dialog (automatic attack on site, not ask him questions hit goodbye then attack) the render window is hard, is there anything out there (a utility) that allows a more "free" movement? (or maybe its the fact i dunno how to rotate as cell as a whole (like my point of view i can never rotate it :( ) i'm finally getting time to actually work on things so i been working on misc. things, i found the tcs as a whole to be overwhelming so i started with a simple npc placement and stuff, i'm just now working on placing static items into the exterior world (now i gotta learn the whole teleport to interior cell and stuff :o ) any helps or guidance would be much appreciated :D ty |
Rogue_Shadow |
Sep 24 2004, 12:44 PM
Post #2
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Curate Joined: 1-September 04 From: Whenever and Wherever I want to be. |
You click on the npc you want to attack and go to the
AI box. There you will see options to change greeting, attack and alert.
The higher you set attack, the more likely it wil attack. The easiest way to rotate around something is to click on it and when it has a red, green and blue box around it move like you normally would and it will rotate. Here are some tutorials and other tools for modders. Hope those answer your questions. |
Sylock |
Sep 24 2004, 01:50 PM
Post #3
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Acolyte Joined: 18-August 04 |
QUOTE(Rogue_Shadow @ Sep 24 2004, 01:44 PM)
You click on the npc you want to
attack and go to the AI box. There you will see options to change
greeting, attack and alert. The higher you set attack, the more likely it
wil attack. The easiest way to rotate around something is to click on it and when it has a red, green and blue box around it move like you normally would and it will rotate. Here are some tutorials and other tools for modders. Hope those answer your questions. first does answer thanks i overlooked that, i saw that but i was thinking i had to find a script and such. well i was talking about rotating my point of view rather then objects in a cell, gewt what i mean? |
Nakanja |
Sep 24 2004, 02:01 PM
Post #4
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Disciple Joined: 5-March 04 From: Tawichi Zone |
QUOTE(Sylock @ Sep 24 2004, 01:38 PM)
i'm finally getting time to
actually work on things so i been working on misc. things, i found the tcs
as a whole to be overwhelming so i started with a simple npc placement and
stuff, i'm just now working on placing static items into the exterior
world (now i gotta learn the whole teleport to interior cell and stuff :o
) any helps or guidance would be much appreciated :D ty Use the grid snap in the preferences (with a power of 2 as a setting; 16 or 32 is good usually, and 45 or 90 for the angle). It saves a lot of headaches in lining things up. QUOTE(Sylock @ Sep 24 2004, 02:50 PM)
first does answer thanks i
overlooked that, i saw that but i was thinking i had to find a script and
such. well i was talking about rotating my point of view rather then objects in a cell, gewt what i mean? Holding down shift lets you rotate the view with the mouse. It's a lot easier to do if you have an object selected, because it rotates the camera around that object. |
Sylock |
Sep 24 2004, 02:03 PM
Post #5
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Acolyte Joined: 18-August 04 |
ha ok thats what i was looking for <3 for all the
help |
Støvhund |
Sep 24 2004, 02:05 PM
Post #6
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Acolyte Joined: 4-September 04 |
Click on a item, a door, house, plate, fork, NPC.
Anything, you thank find. Hold down the Z-button, while you also hold down the right mouse button, and then move the mouse around. See what happens. Instead of Z, try with X and also only with Right Mouse Button. And last, try only with Left Mouse Button. To zoom in the renderer-window, use the scrolls-thing on you mouse. To rotate, hold down Shift and move the mouse. This post has been edited by Støvhund: Sep 24 2004, 02:06 PM |
ThreadWhisperer |
Sep 24 2004, 02:29 PM
Post #7
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Disciple Joined: 4-October 03 |
Keyboard Controls... To my knowledge these key commands work while the render window is the active window. I am uncertain of any key commands that function any place else in the editors many windows as of this point in time. W == Toggles between Wireframe and normal mode T == Centers the camera directly over the selected object. If there is more then one object selected it goes over the first object that was selected. Y == Holding the Y key while dragging a selected item will force the item to move ONLY along the Y axis. A == Toggles between Bright mode and Standard mode regarding the lighting in the render window. S == Holding S down while dragging a selected object will adjust it's size. D == De-selects all items that are selected. F == Fall. It drops the object selected to the first solid object under it. It also will drop the object UP to ground level if the object is under ground. H == Brings up the Landscape editor while you are in the render window. (landscape editor must be closed with the button though.) L == Toggles the Light Radius view. Z == Holding this key down while dragging an item forces the item to move ONLY on the Z axis. X == Holding this key down while dragging an item forces the item to move ONLY on the X axis. C == Camera Angled. this places the camera at an angle to the selected object. If more then one is selected it goes to the first item selected. B == Toggles Cell Border Lines. F2 == Triggers the "Find Previous" feature. F3 == Triggers the "Find Next" feature. F4 == Toggles Collision View. F5 == From what I can tell F5 refreshes the current cell in the render window by reloading it. Arrow Left == moves the camera WEST by the amount set in camera pan in options. Arrow Right == moves the camera EAST by the amount set in camera pan in options. Arrow Up == moves the camera NORTH by the amount set in camera pan in options. Arrow Down == moves the camera SOUTH by the amount set in camera pan in options. CTRL + Y == this triggers the "Redo" command. CTRL + I == This brings up a message box asking if you would like to get information on references. The list it shows you if you say yes is for the Entire esp not just the current cell in the render window. CTRL + S == This "Saves" the active esp file. CTRL + D == Triggers the "Duplicate" feature. CTRL + F == This brings up the "Find" option that allows you to search for the first placement of a specific render. CTRL + Z == This triggers the "Undo" command. CTRL + X == This "cuts" the selected render(s) CTRL + C == This "copies" The selected render(s) CTRL + V == This "Pastes" the current renders in the clipboard. **** TIPS **** #1* When placing a lot of exterior objects of the same ID you can speed things up by placing them quickly in the general area you want them then using the Z key drag them below the surface of the ground. Then use the F key and they will raise above the ground surface. Now go to the Cell view window and click on the header labeled Object ID this groups the items alphabetically. Now scroll down the list and find the object ID you just added select ALL of those ID's and return to the render window. You will see that ALL of those objects are now selected. zoom in on one of them and then use the Z key to drag the item to the desired level in the ground that you wish. All the other items will go down this same amount. Because they were all placed below the surface and raised up to the top of the ground they will all now fit just right into the ground. This saves much time when doing large amounts of flora and such in exterior cells and offers a fairly reliable accuracy if done properly. Of course double checking is always recommended when doing large scale modifications to item placement. Happy placing! . #2* When first building an interior cell place the very first object, then double click it and set all the axies to ZERO. This will make aligning things to each other much much easier as you go on. Along these same lines I suggest that you use the grid snap feature found in the options as well as the snap to angle option also. For grid snap it helps to find out the number of units the tileset you are using is based on. You can do this after placing the first tile and setting it to zero place a second one and line it up then open it and read the numbers in the Axis section, this is the size of the tiles you are using...most are based on the power of 2 settings though so generally a setting of 64 128 or 256 is functional and makes things quicker when building with tile sets. . #3* If your building sits at an angle to true north you can compensate for this by using the NorthMarker and setting true North in your buildings cell so it does not have to be angled. This too allows you to keep all interior pieces aligned vertically in the editor which in turn helps a great deal with alignment of pieces. This post has been edited by ThreadWhisperer: Sep 24 2004, 02:38 PM |
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