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Need Help with Basic Stuff


admielke

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I've tried the tutorial on the construction set wiki but I still don't get how to make anything. Can someone tell me a quick demonstration on how to make land, an item (by scratch), a spell, a structure, and how to test this all out. Please be as simple as possible like making steps "open oblivion data" and "go to world>blah>blah" are needed for me. I'm a terrible noob.

 

Thanks.

 

Edit:

I'd also like to learn:

How to change spawn rates on creatures and their path of a continuous route from spawn point to destination.

Be able to break a castle wall (not to interior but just a wall).

Make a stationary pet.

Able to make siege weaponry (trebuchet, ballistas, etc).

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I've tried the tutorial on the construction set wiki but I still don't get how to make anything. Can someone tell me a quick demonstration on how to make land, an item (by scratch), a spell, a structure, and how to test this all out. Please be as simple as possible like making steps "open oblivion data" and "go to world>blah>blah" are needed for me. I'm a terrible noob.

 

Thanks.

 

Edit:

I'd also like to learn:

How to change spawn rates on creatures and their path of a continuous route from spawn point to destination.

Be able to break a castle wall (not to interior but just a wall).

Make a stationary pet.

Able to make siege weaponry (trebuchet, ballistas, etc).

 

The things you are asking can't really be explained by a "quick demonstration" if you couldn't manage to go through the tutorial(s) on the construction set wiki. You've pretty much asked for advanced topics which require you to already understand how to make the TESCS work.

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"Make an item by scratch" sounds like a problem for Blender, not for the CS. Making siege equipment would also involve Blender. Actually it sounds like most of your ideas are for advanced modeling and/or animation which would require a fair bit of experience and skill.

 

Changing rate of spawn is easy. Many vanilla spawn points will say something like LL0Bandit50 or LL0Bandit100. The 100 has a 100% chance of there being a bandit there. The 50 has a 50% chance of there being a bandit there. You can make custom spawn points with any number between 1 and 100.

 

their path of a continuous route from spawn point to destination.

 

This is not how the game works. Spawns usually have a wander or explore AI package within a radius around the spawn point, such as 1500 or 512 units. So you just place the spawn point in the center of the area you want the creature to be at.

 

Stationary pet? If you mean static pet that would be more like a Blender or NifSkope problem. If you want a creature like a vanilla Oblivion dog to stay in one spot, you can remove all his AI packages. If it has to be an exact spot and directional facing, you can place an X-marker heading and make a custom wander AI package with a 0 wander radius using the X-marker heading as the spot to center on.

 

I suggest that you jump on in and start building your mod. Build until you get stuck and then skim and scan through tutorials and documentation pages to find your answer to get unstuck, and then build some more. Alas, there is no royal road to modding.

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"Make an item by scratch" sounds like a problem for Blender, not for the CS. Making siege equipment would also involve Blender. Actually it sounds like most of your ideas are for advanced modeling and/or animation which would require a fair bit of experience and skill.

 

Changing rate of spawn is easy. Many vanilla spawn points will say something like LL0Bandit50 or LL0Bandit100. The 100 has a 100% chance of there being a bandit there. The 50 has a 50% chance of there being a bandit there. You can make custom spawn points with any number between 1 and 100.

 

their path of a continuous route from spawn point to destination.

 

This is not how the game works. Spawns usually have a wander or explore AI package within a radius around the spawn point, such as 1500 or 512 units. So you just place the spawn point in the center of the area you want the creature to be at.

 

Stationary pet? If you mean static pet that would be more like a Blender or NifSkope problem. If you want a creature like a vanilla Oblivion dog to stay in one spot, you can remove all his AI packages. If it has to be an exact spot and directional facing, you can place an X-marker heading and make a custom wander AI package with a 0 wander radius using the X-marker heading as the spot to center on.

 

I suggest that you jump on in and start building your mod. Build until you get stuck and then skim and scan through tutorials and documentation pages to find your answer to get unstuck, and then build some more. Alas, there is no royal road to modding.

 

  • I'd like to make a Warcraft III Defense of the Ancient mixed with World of Warcraft's Strand of the Ancients but with multiple sides. Creatures that patrol a specific route away from their side to an enemy side.
  • Stationary pet meaning a pet that stays in a single spot and will never move but will cast spells on nearby enemies. Like World of Warcraft Shaman's totems, or Dark Age of Camelot Animist's turrets.
  • I've tried and tried reading the tutorials but I'm extremely stuck on just starting. If I could just get someone on ventrilo or something to chat me through each delicate step.

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I believe that many of the creatures in Shivering Isles dungeons use patrol AI packages sort of like you describe. You might copy those techniques. You might also examine the AI packages that Black Horse Couriers use as they gallop up and down a road. The custom AI packages you make will have to be specific to one individual creature on one specific battlefield at one specific time, so you may have to create a great number of custom AI packages.

 

Stationary pets: for your purposes, you might try giving your pet a speed stat of 0. That should keep it from moving around the battlefield. You would need to test that it could still do combat and cast spells with a speed stat like that. Alternately you might try changing the movement boxes so that only "None" is checked.

 

If you are stuck on starting: Open the CS> File > Data > Put an X by Oblivion.esm. > Click OK > Click the floppy disk icon to save the mod. > Give it a name when prompted.

 

Presto! You have a new mod. Now you can add stuff to it so that it does something.

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