windows
Chapter 4 - Windows
In this chapter I will discuss all the main windows the CS uses to function (i.e. Object,
Render, Cell View), plus I will go into depth on quite a few others that in the last chapter
I only provided small pieces information on (i.e. Dialog, Scripting, Quests, etc.). I will
provide, as much information as I can, along with any tips and tricks I have come across,
but that doesn’t mean this is a complete guide. There is no doubt much I do not know, or
have not discovered, in the CS. There are far more savvy people out there who can tell
you much more than I about any single function of the CS. I merely have tried to get it in
one place, for basic instructional use by those unfamiliar with the CS, and as a reference
for the rest of us.
Note: (In this note I will use the races window as an example) In almost all, if not all, the
windows there is a list to the left, this has the IDs of the Races. To create a new, edit or
rename a race simply R-Click on the list and press new, rename or delete.
The Object Window:
Most objects in the game that can be considered an ‘item’ are listed within the Objects
Window, grouped in a dropdown menu, though many are not (Path nodes, scripts,
Birthsigns, etc can be considered objects in some ways, and are things that have to be
created or put into the game, but not from the Object Window). Some items are passive;
others are active. Passive meaning you cannot ‘use’ the item (like a wall). Some items
can be changed from active to passive in nature. Scripting could possibly be used to make
a passive item operate in an active role, though that takes some original and creative
thinking.
The object window contains all the objects, characters, items you can add to the game.
You can also add items into the game by going to the correct place and right clicking then
selecting new. The navigation in the Object Window is intimidating at first but becomes
simple after a while. The object window is separated into 5 categories:
• Actors – All the creatures & NPC’s in the game.
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• Items – Contains all the items the player can interact with and use. (Armor,
Weapons, Books, etc.)
• Magic – Contains the spells, potions and enchantments.
• Miscellaneous – Contains the sounds, effects, combat styles, and animations.
• World Objects – Contains the things the player can’t pick up or use. (Houses,
doors, furniture, beds, and activators.)
Things you should know about the Object Window:
Creating New Objects:
Don’t create a new object unless you need to, use what the game provides if you
can. But if you need to change an object please do create a new one. Just rename
the ID of an object and when a prompt comes up asking if you wish to create a
new object, click ‘Yes’. If you click ‘No’, the old object effectively no longer
exists, and all references of that object take on the new name you gave it. Most
likely this will cause problems; not only that, but you can’t just rename the object
back to it’s old name. This creates a dirty mod.
Naming New Objects:
When you name a new object ID use a unique name that no one else will likely
use. Use your initials somewhere in the name to identify them as an object you
created. If you use a name for an object in your mod that someone else also uses
in his or her mod, and someone loads both to play, they will conflict, probably
screw up their game, and maybe cause a CTD.
Deleting Objects:
Don’t delete objects! It’s ok to delete a reference, assuming it isn’t important to a
quest or the game in general (and you better be sure about it), but there is no
reason to delete an object based in the
.esm
. If you want to delete an object you
created, go right ahead. You can delete objects from an
.esp
; at worst it will
screw up a plug-in.
Stat Window for Objects:
To bring up the statistics window for any object you can D-Click that object, or
R-Click on it. This will bring up a menu with several options on it; New, Edit,
Delete, etc. You do not get this stat window if you click on a reference, which
will bring up a Stat Window.
Object Meshes and Textures:
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Where are they? They are located in the .bsa files. You need to unpack them with
a BSA utility.
Adding an object:
To add an object to the world simply click and drag it to the Render Window
where a reference will be created of it. If you need to add several objects,
highlight those you wish to add and then click and drag the group of objects. (Of
course now you have to sort and place said objects in the Render Window).
Activator:
These are objects that activate something, usually by script, though some
things are hard coded to operate a certain way. Often these are static like
objects. Signpost, barriers, beds, etc. are all considered activators. You can
attach scripts to activators. (Activators are located in WorldObjects-
>Activator)
Mesh:
The top button is for the mesh of the activator. The meshes are found in
the .bsa file called meshes.
Looping Sound:
This is the sound played when the object is activated. You don’t need to
have a sound though.
Dangerous check box:
At the moment I do not know what this does. If you do, please email me
so I can place it into this manual.
Quest Item check box:
At the moment I do not know what this does. If you do, please email me
so I can place it into this manual.
Ammo:
The ammo window lets you edit or create new arrows in the game.
(Ammo is located in Items->Ammo)
Enchanting:
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Click this drop down menu to see a list of all enchantments from the
Enchantments tab, choose one to add to an arrow.
Enchantment:
This is the maximum potential magicka pool an arrow can have.
Ignores Normal Weapon Resistance check box:
If checked, this weapon can hit any NPC or creature with the Resist
Normal Weapons spell effect active, either as a spell or an ability.
Quest Item check box:
If this is checked then the item cannot be dropped or sold in game; the
player is forced to keep it.
Damage:
This is the attack power of the arrow; be sure to make it balanced.
Speed:
This is the speed that the arrow travels through the air.
Apparatus:
These are the objects are used to create potions in game. You can attach
scripts to them. (Apparatus is located in Items->Apparatus)
Type:
This drop down menu lets you select what type of apparatus it is, there is
either Alembic, Calcinator, Mortar/Pestle or Retort.
Weight:
This is the weight of the object; this is how much it will take up in the PCs
inventory.
Value:
This is the monetary value of the item if bought or sold. Keep in mind you
will pay more than this if buying, and will get less than this if selling.
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Quality:
This is how 'good' the apparatus piece of equipment is:
Novice = 10
Apprentice = 25
Journeyman 50
Expert = 75
Master = 100
Mesh:
The top button is for the mesh. The meshes are found in the .bsa file called
meshes.
Icon:
The bottom button assigns the icon for the inventory. Found in the .bsa
named textures.
Quest Item check box:
If this is checked then the item cannot be dropped or sold in game; the
player is forced to keep it.
Armor:
You must understand how armor is rendered in the game to grasp how to
modify or create new armor. When the PC or an NPC wears armor (or
clothing), the armor is not placed over the body part it is assigned to, it
replaces that body part. The game is not rendering a body part ‘under’ the
armor, only the armor. What this means is you must assign parts of armor
under the Biped Object section (even if only one part). This may be
confusing, but if you look at a few pieces of armor already listed, it will
make sense. Double clicking on an armor object opens a window to define
stat values for the armor for use in the game. The easiest way to create
new armor types is to simply open up a piece of armor, change the object
name of it (as explained in a bullet at the beginning of this chapter), and
click ‘Yes’ when asked if you want a new object. If you want a full suit,
make sure you do this for each piece of armor (i.e. a new type of steel
armor? Make sure to create a new set of gauntlets, boots, greaves, a
cuirass, helmet, and shield). (Armor is located in Items->Armor)
Script:
You can attach a script to the armor here.
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Weight:
This is the weight of armor. Here is a table showing, as best I can
determine, the weight classifications. Armor types are listed on the left;
the maximum weight that can be assigned to that armor type and still be
considered of a weight class is listed across the top.
Table 4.0 Armor Type Weight Allocations
Light Maximum
Weight
Medium Maximum
Weight
Heavy Minimum
Weight
Boots
12
18
Above 18
Cuirass
18
27
Above 27
Gauntlets
3
4.5
Above 4.5
Greaves
9
13.5
Above 13.5
Helm
3
4.5
Above 4.5
Shield
9
13.5
Above 13.5
Heavy/Light:
In this drop down menu you select if you want the armor heavy or light.
Health:
This is the ‘hit points’ of the armor. The Armorer skill and a repair
hammer are used to restore these points. If a piece of armor is reduced to
zero, the armor will become unequipped and useless.
AR:
This is the value of the protection the armor gives. This number is set
upon a skill level base of 30. This means that if the appropriate armor skill
is 30, and the AR of a piece of armor is set to base 50, the armor has an in
game current value of 50. If the skill is lower than 30, then the value of the
AR will also proportionally be lower. If the skill is above 30, then the AR
value will also be proportionally higher. Try to assign values that are
balanced.
Value:
This is the monetary value of the item if bought or sold. Keep in mind you
will pay more than this if buying, and will get less than this if selling.
Enchanting:
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This drop down menu lists enchantments from the ‘Enchantment’ section.
Choose one to add to your armor to make them magical.
Quest Item check box:
If this is checked then the item cannot be dropped or sold in game; the
player is forced to keep it.
Playable check box:
This is whether or not the armor is playable in game; if it is not playable
the PC will not be able to pick up the armor.
Hide Amulet/Rings check boxes:
If these are checked then the armor will make any amulets and rings the
PC or NPC are wearing disappear; although they will still be equipped
Biped Object:
These drop down menus are used to assign the parts that this armor covers.
Note that some armor covers more than one body part (ie. boots cover
both the left and right foot, and also the left and right ankle). Look at other
armor types if unsure what to include.
Male section:
This section contains the following buttons; I will explain each as well as I
can (These apply for the female section as well):
Biped Model button:
This is the mesh seen in game when equipped on the PC or NPC.
World Model button
This is the mesh seen when the armor is dropped on the ground/
Icon image button:
The lower button is used to assign the icon for the inventory.
Books:
Books are easiest to modify or create by just renaming one and inserting
your own text. They can do a couple of other specific things. A ‘book’ can
actually be a scroll or a book. Scrolls can also cast a spell (one time). You
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can attach a script to a book (or scroll). (Books are located in Items-
>Book)
Weight:
This is the weight of the book.
Value:
This is the value of the book.
Teaches:
You can click this drop down menu and choose a skill from this list. The
first time a copy of this book is read by a PC they will receive a one-point
increase in that skill.
Mesh:
The upper button is used to assign this file. Found in the
.bsa file
named meshes.
Icon:
The lower button is used to assign this file. Found in the
.bsa file
named textures.
Scroll check box:
Click this box if the object is a scroll. Make sure to use the correct mesh.
Can’t Be Taken check box:
If this box is checked then the book/scroll cannot be picked up or stolen.
Quest Item check box:
If this is checked then the item cannot be dropped or sold in game; the
player is forced to keep it.
Clothing:
The Clothing Window works exactly the same as the Armor Window
(detailed above) works. The difference is what body parts are covered by
types of clothing. (Clothing is located in Items->Clothing)
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Shirt
Upper Body.
Skirt
Lower Body.
Pants
Lower Body.
Shoes
Foot.
Robe
Upper Body, Lower Body.
Ring
LeftRing or RightRing.
Amulet
Amulet
Container:
These objects are barrels, chests, boxes, etc. Containers cannot be picked
up or moved. You can remove and place items in containers. You can add
a script to a container. (Containers are located in WorldObjects-
>Container)
Quest Item check box:
At the moment I do not know what this does. If you do, please email me
so I can place it into this manual.
Respawns:
If this is checked, objects inside the container will respawn about every 4
months or so.
Weight:
The total weight of all objects within a container cannot exceed the weight
value listed here. To the right is listed the encumbrance so you don’t
exceed this value.
Inventory List box:
Here is where you put items to be found in the container. Just open
another tab on the Object Window and drag and drop an object into the
list. L-Click once to highlight, and then L-Click again (not a D-Click)
over the Count column to adjust the number of objects found in the
container. If you enter a negative number the container will respawn stated
amount of that item (which means they will always have that many, no
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matter how many times you remove the objects). Infinite items respawn
after 24 hours.
Creatures:
The Creature Window is used to modify and create the beasties that annoy
and chew on our PC during the game (Ain’t they cute when they do that).
You can also attach a script to a creature. If you want to modify and/or
create new creatures I suggest you write down the information for that
creature first. Get it the way you want it. Once satisfied, then open up this
tab, R-Click to open a creature or create a new one, and fill in the data.
Try to keep the balance of the game and your creature in mind. (Creatures
are located in Actors->Creature)
Type:
Decide if the creature is a Creature, Daedra, Giant, Horse, Humanoid, or
Undead.
Weapon & Shield:
If you check this box, and you indicate they can use the Biped animations
for movement, the creature will use the best weapon and shield you
include in their inventory (if you give them any).
Level:
This is the level of the creature. This is 1 by default; the CS does not
compute this for you. If you forget to change this, the creature will stay
level 1.
PC Level Offset check box:
If this is checked then the Creature will always be around the same level
of the player.
Combat Style:
This is the Combat Style used by the Creature; you should just keep this
on default.
Death Item:
This is an Item that appears on the Creature’s corpse when they are dead,
it will only be found there when the Creature is dead.
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Movement:
Flies check box:
Check this if the creature flies… in the air of course.
Biped check box:
At the moment I do not know what this does. If you do, please email me
so I can place it into this manual.
Walks check box:
Check this if the creature walks.
Swims check box:
Check this if the creature swims.
None check box:
Check this if the creature does nothing… it just ‘lays’ there.
Quest Item check box:
If this is checked then the creature’s corpse will not disappear, it will stay
there forever.
Essential check box:
If checked the creature will be tagged essential; this means that it cannot
die, if you attack it in game and their health reaches 0 they will only
become ‘unconscious’ and then get up off the ground.
Respawn check box:
If checked then the creature will respawn after they have been killed. It
takes 7 in game days before the creature will respawn. (The creature will
respawn at his/her original position)
No Head/Left Arm/Right Arm check boxes:
Check these if the creature doesn’t have a head or left or right arms. This
is only used on zombies in game. This doesn’t actually remove the
creature’s arms or head, this only applies for the biped, but you should
check this if your creature doesn’t have arms or a head.
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No Low Level Processing check box:
At the moment I do not know what this does. If you do, please email me
so I can place it into this manual.
No Combat In Water check box:
If this is checked then the creature will not be able to attack while in
water.
Can Corpse check box:
At the moment I do not know what this does. If you do, please email me
so I can place it into this manual.
No Shadow check box:
Check this if you don’t want the creature to cast a shadow.
Dialog button:
Creatures do not have any dialog by default. If you choose to add it click
this button to open the Dialog Window, filtered to this creature.
AI button:
This is where you add AI Packages to the creature; you can also change
their Aggression, Confidence, Energy Level, Responsibility and more.
Refer to the AI Window for more information on this.
Stats Tab:
Attributes:
These are the stats for this creature. You can set these as low as 1, or as
high as 255. Most creatures should have a stat value between 1-100.
Soul:
This is the value of their soul for charging a soul gem.
Skills:
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The creature only has three skills, Combat, Magic, and Stealth. This is the
skill level used for any skill from one of those categories. You can set
these manually. Maximum skill level is 255.
Attack Damage:
This is the creatures attack damage; be sure not to set it to high or to low,
keep the game balanced.
Attack Reach:
This is the reach of the attack from the creature.
Factions Tab:
This is where you can drag a faction from the faction window and place it
here to assign the creature to a faction. Refer to the Factions Window for
more information.
Inventory Tab:
This is where you can drag an object from the object window and place it
here to put it in the creature’s inventory.
SpellList Tab:
This is where you can drag a spell from the Spellmaking Window and
place it here; the creature will cast this spell if he/she has high enough
stats and attributes.
Animation Tab:
This is where you can preview animations on the NPC. Make sure you
check the full check box to the right; just D-Click on the animation to
view it.
Model Tab:
This is where you can assign meshes to the creature; in the list you can D-
Click any of the meshes to activate or deactivate it.
Blood Tab:
This is where you choose what blood the creature has; choose a mesh and
texture with the two buttons there.
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Sounds Tab:
These are the sounds that the creature makes when it walks, fights etc.
Doors:
Doors are just that, doors. You can attach a script to them. When you
place them remember you need a doorframe for them to fit into. (Doors
are located in WorldObjects->Door)
Open:
Click on the middle button to assign a sound for when the door is opening.
Close:
Click on the bottom button to assign a sound for when the door is closing.
Quest Item check box:
At the moment I do not know what this does. If you do, please email me
so I can place it into this manual.
Hidden check box:
At the moment I do not know what this does. If you do, please email me
so I can place it into this manual.
Oblivion Gate check box:
Check this if the door is an Oblivion gate.
Minimal Use check box:
At the moment I do not know what this does. If you do, please email me
so I can place it into this manual.
Automatic Door check box:
Check this if the door opens and doesn’t teleport the PC or NPC
somewhere; this makes the door an animation.
Randomly Teleports to these Interiors/World Spaces only:
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If you put interiors in here the door will teleport you to any one of these; it
chooses randomly which on. Just drag and drop the interior or world space
into here.
Enchanting:
The enchanting window is used to make enchantments for objects.
(Enchantments are located in Magic->Enchantment)
Type:
In this drop down menu you choose what the enchantment is for; you can
choose Apparel, Scroll, Staff or Weapon. (Apparel is clothing and armor)
Effects List:
To the right of the window is the effects list, R-Click here and press new
to bring up the Effect Item window. Here is some information on the
Effect Item Window:
Effect:
This drop down menu controls what the effect is. There are quite a few of
these; some are very interesting.
Range:
This changes depending on what the Type of enchantment is, they are as
follows:
Apparel = Self
Scroll = Self
Staff = Target
Weapon = Touch
Area:
This is the area that the attack affects; if this is very high and you cast a
lightning bolt at an enemy it will hit enemies all around that enemy, be
sure not to make this to high!
Duration:
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This is how long the enchantment lasts; for Apparel it lasts forever.
Magnitude:
This is the power of the enchantment, if you have a fortify skill ‘Blade’
enchantment that has a magnitude of 10, it will set the PC or NPCs Blade
skill +10.
ActorVal:
This drop down menu only appears when the effect is a Fortify/Drain Skill
or Attribute. This controls what skill or attribute you wish to affect for the
chosen effect.
Script Effect Info:
The Script Effect Window only becomes visible when the Effect for the
enchantment is set to Script Effect.
Script:
This is the script you wish to be assigned to the enchantment.
Effect Name:
This is the in game name of the effect.
School:
This is what school (Skill) the effect is dependent on.
Visuals Effects:
This controls what visual effect is cast by the effect; this would usually be
none.
Effect is Hostile check box:
If this box is checked this effect is classed as hostile; if you cast it on
somebody you will get in trouble with the guards.
Ingredients:
These objects are able to instill a limited spell effects if eaten or used, or
mixed with other ingredients to create potions. You cannot determine the
amount of an effect; this is determined by the PC’s Alchemy skill. You
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can also attach a script to an ingredient. (Ingredients are located in Items-
>Ingredient)
Weight:
This is the weight of the Ingredient.
Quest Item check box:
If this is checked then the item cannot be dropped or sold in game; the
player is forced to keep it.
Food Item check box:
If this is checked then the PC or an NPC can eat the ingredient.
Results:
Up to four spell effects may be assigned to an ingredient, one for each
drop down menu. Only the first one listed will have any effect if eaten.
Leveled Creatures:
This list acts as a reference in the game world. When the cell loads the
PC’s level is checked against this list. If a creature is on the list that meets
the parameters as set on this list for the PC, that creature is added to the
world at the reference’s grid. If no creatures on the list meet the parameter,
no creature appears. (Leveled Creatures are located in Actors-
>LeveledCreature)
Marker Script:
At the moment I do not know what this does. If you do, please email me
so I can place it into this manual.
Creature Template:
At the moment I do not know what this does. If you do, please email me
so I can place it into this manual.
List box:
This is the listing of creatures. Drag and drop creatures (or an NPC) into
this box. They will load top to bottom, and cannot be shifted about in the
list. Each creature listed must be set to a level equal to or higher than the
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creature above it. You can add another leveled creature list in this box (no
kidding, you can, it is considered a creature. Just give it a level, and if
chosen, that list picks randomly from any creature within it, regardless of
level associations).
Calculate From All Levels<=PC’s Level check box:
If this box is not checked, only creatures that are equal to the level of the
PC will be placed at that location. If checked, any creature equal to or
lower in level to the PC will be placed at that location. (If more than one
creature meets these parameters, one is chosen at random).
Chance None:
This is the percent chance that no creature will be chosen when the cell
loads.
Object:
This is the spell that is selected in the list.
Level:
This is the PC’s level at which you want this creature to appear. This must
be equal to or higher than the creature above it. This defaults to 1, but can
be adjusted manually. To do so l-click once and highlight a creature, then
l-click again on the list and enter a level you wish.
Count:
This is how many spells of that type are in the barter menu.
Leveled Items:
This works similar to the leveled creature list. The leveled item list is
placed within a container or on a creature/NPC. When the host object is
activated, or opened, the game checks the PC’s level and places an item,
or items, accordingly. If no item meets the parameters, no item is placed.
(Leveled Items are located in Items->LeveledItem)
Calculate From All Levels<=PC’s Level check box:
If this box is not checked, only items that are equal to the level of the PC
will be placed at that location. If checked, any item equal to or lower in
level to the PC will be placed at that location. (If more than one item
meets these parameters, all items will be placed).
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Calculate For Each Item In Count:
If unchecked, each time the container (or creature/NPC) is opened, the
same items will be placed that meet parameters. If this is checked, a
random choice and number of items that meet the parameters will be
placed.
Chance None:
This is the percent chance that no creature will be chosen when the cell
loads.
List box:
This is the listing of creatures. Drag and drop items into this box. They
will load top to bottom, and cannot be shifted about in the list. Each item
listed must be set to a level equal to or higher than the item above it. You
can add another leveled item list in this box (just like leveled creature lists
above).
Object:
This is the spell that is selected in the list.
Level:
This is the PC’s level at which you want this item to appear. This must be
equal to or higher than the item above it. This defaults to 1, but can be
manually adjusted. To do so l-click once and highlight an item, then l-
click again on the list and enter a level you wish.
Count:
This is how many spells of that type are in the barter menu.
Leveled Spells:
The leveled spell list is placed on an NPC. When the player goes to the
spell barter menu the game checks the PC’s level and places the correct
spells accordingly. If no spell meets the parameters, no spell is placed.
(Leveled Spells are located in Magic->LeveledSpell)
Chance None:
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This is the percent chance that the spell will be chosen when the player
activates the spell barter menu.
List box:
This is the listing of spells. Drag and drop spells into this box form the
Spellmaking Window. They will load top to bottom, and cannot be shifted
about in the list. Each spell listed must be set to a level equal to or higher
than the item above it. You can add another leveled spell list in this box
(just like leveled spell lists above).
Calculate From All Levels<=PC’s Level check box:
If this box is not checked, only spells that are equal to the level of the PC
will be in the barter menu. If checked, any spell equal to or lower in level
to the PC will be placed in the barter menu. (If more than one spell meets
these parameters, all spells will be placed).
Calculate For Each Item In Count:
If unchecked, each time the barter menu is opened, the same spells will be
placed that meet parameters. If this is checked, a random choice and
number of spells that meet the parameters will be placed.
Use all Spells:
At the moment I do not know what this does. If you do, please email me
so I can place it into this manual.
Object:
This is the spell that is selected in the list.
Level:
This is the PC’s level at which you want this spell to appear. This must be
equal to or higher than the spell above it. This defaults to 1, but can be
adjusted manually. To do so L-Click once and highlight a spell, then L-
Click again on the list and enter a level you wish.
Count:
This is how many spells of that type are in the barter menu.
Loading Screens:
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The loading screen window allows you to create loading screens for any
cells in the game. (Loading Screens are located in Miscellaneous-
>LoadScreen)
Displays only when these forms load list:
This lists all the cells that the load screen is displayed on. To add cells,
open up the Cell View Window, then drag and drop a cell into the list.
Loading Screen Image:
This is the image displayed on the loading screen.
Loading Screen Text:
This is the text displayed at the bottom of the loading screen.
Lights:
The light does not have to be a physically seen item; it can just be a source
of light. It can also be an item that can be picked up and carried. You can
attach scripts to lights. (Lights are located in WorldObjects->Light)
FOV:
This is the Field of View; this controls how far the light shines.
Falloff Exponent:
At the moment I do not know what this does. If you do, please email me
so I can place it into this manual.
Radius:
This is the radius in units the light shines on objects. Thus highlights and
shadows will only be created for objects that fall within this radius.
Color:
This is a standard color palette. Choose the color you want the light to be.
Flicker Effect:
Chose one of these if you wish the light object to vary its brightness. They
are as follows:
Flicker:
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For a varied flickering effect such as that given off by a torch or campfire.
Flicker Slow:
The flickering effect is slowed down.
Pulse:
For a constant altering change in the light intensity.
Pulse Slow:
For a slower constant altering change in the light intensity.
This light can be carried:
Can Carry check box:
Check this box if the object can be picked up and carried. Make sure an
icon is assigned.
Off By Default check box:
This box is normally grayed out. If you check the Can Carry box, this box
becomes available. If this box is checked for an object that can be carried,
when the PC puts the object down (drop) the item will not ‘light up’. If
this box is not checked, and an inventory Light object is dropped, that
object will begin emitting light (if you put a candle down it will start to
burn). If checked, the item must be equipped to begin emitting light.
Name:
This is the name of the light; this only becomes visible when the Can
Carry box is checked.
Time:
Number of seconds the light will burn when equipped by the PC, and only
the PC. Grayed out if the object can’t be carried.
Negative check box:
If checked, the light does not emit light, but removes it. Example: you
create a white source of light and check this box. When the light is lit,
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instead of a white color of light emitted in the defined radius, all white
light is removed from within the defined radius.
Dynamic check box:
If checked, the game will apply lighting affects to moving objects.
Quest Item check box:
If this is checked then the item cannot be dropped or sold in game; the
player is forced to keep it.
Spot Light check box:
At the moment I do not know what this does. If you do, please email me
so I can place it into this manual.
Spot Shadow check box:
At the moment I do not know what this does. If you do, please email me
so I can place it into this manual.
Misc. Items:
These are objects that don’t necessarily fit under any other tab. You can
add a script to these objects. (Misc Items are located in Items->MiscItem)
NPCs:
NPCs can be just as robust and detailed a character as the PC. Scripts can
be added to an NPC. A great deal of information needs to be assigned for
an NPC. For an average Joe it may not require much work, but for an NPC
that is a focal point of a quest you may need to do quite a bit of thinking
before you actually sit down and modify or create them in this window. I
recommend you sit down and detail all information pertaining to an NPC
on paper to get it the way you want it, before doing any typing on the
keyboard. (NPCs are located in Actors->NPC)
Class:
Click this drop down menu and choose from any class. If you want a
customized class you must first create it.
Summonable check box:
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This is whether or not the NPC is summonable by a spell used by the
player or another NPC.
Level:
This is the NPCs level. To the right of it is a check box saying ‘PC Level
Offset’. If this is checked then the NPC will always be around the same
level of the player.
Race:
Click the drop down box and choose which race your NPC will be. Unlike
the PC, an NPC can be any race that has been created.
Female:
If this box is checked then the NPC will be female.
Combat Style:
This is the Combat Style used by the NPC; you should probably just keep
this on default.
Death Item:
This is an Item that appears on the NPCs corpse when they are dead, it
will only be found there when the NPC is dead.
Quest Item Checkbox:
If this is checked then the NPCs corpse will not disappear after a certain
amount of time, it will stay there forever.
Essential Checkbox:
If checked the NPC will be tagged essential; this means that the NPC
cannot die, if you attack this NPC in game and their health reaches 0 they
will only become ‘unconscious’ and then get up off the ground.
Respawn Checkbox:
If checked then the NPC will respawn after they have been killed. It takes
7 in game days before the NPC respawns. (The NPC will respawn at
his/her original position)
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Can Corpse Check Checkbox:
At the moment I do not know what this does. If you do, please email me
so I can place it into this manual.
No Persuasion Checkbox:
If checked this will disable the persuasion menu for this NPC, this means
you cannot ‘tell jokes’, bribe etc.
No Rumors Checkbox:
If checked the NPC wont display the Rumors topic in game.
No Low Level Processing Checkbox:
At the moment I do not know what this does. If you do, please email me
so I can place it into this manual.
Dialog Button:
This brings up the dialog editor for the selected NPC. Refer to the Quest
Window for more information.
AI Button:
This is where you add AI Packages to the NPC; you can also change their
Aggression, Confidence, Energy Level, Responsibility and more. Refer to
the AI Window for more information on this.
Stats Tab:
Auto-Calculate Stats check box:
Check this and the CS will calculate stats based upon race, class, and
level. They will be then grayed out. Uncheck to modify them manually
again.
Attributes:
These are the stats for this NPC. NPCs should have a stat value between 1-
100. Maximum is 255.
Health:
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Defaults to (STR + END/2) + (Level * END/10). You can change this
manually. If you set the Health to zero, the NPC will be set as a corpse
when the cell loads. Maximum Health is 65535.
Fatigue:
Defaults to (STR + END + AGL + WIL). You can change this manually.
Maximum Fatigue is 65535.
Base Spell Points:
Defaults to (INT * ability multiplier). You can change this manually.
When these are gone the NPC will only use physical attacks. Maximum
Spell Points is 65535.
Personality:
At the moment I do not know what this does. If you do, please email me
so I can place it into this manual.
Hair:
This drop down menu lets you select the hairstyle for the NPC.
Eyes:
This drop down menu lets you select the color of the NPCs eyes.
Preview:
Full check box:
When checked this displays the full body of the NPC to the right of
the window; this is useful when you want to see how the NPC
looks with armor on.
Head check box:
When checked this displays the NPCs head.
Factions Tab:
This is where you can drag a faction from the faction window and place it
in here to assign the NPC to this faction. Refer to the Factions Window for
more information.
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Inventory Tab:
This is where you can drag an object from the object window and place it
in here to put it in the NPCs inventory.
SpellList Tab:
This is where you can drag a spell from the Spellmaking Window and
place it here; the NPC will cast this spell if he/she has high enough stats
and attributes.
Animation Tab:
This is where you can preview animations on the NPC. Make sure you
check the full check box to the right; just D-Click on the animation to
view it.
Face Tab:
This is where you can change the look of your NPC, you can change the
their age, complexion, hair length and hair color. Here is a rundown of the
sliders:
Age Slider:
This changes the age of the NPC, the older the NPC the more wrinkles
he/she has.
Complexion Slider:
This makes the NPC more ‘tanned’ and old; not real old though.
Hair Length Slider:
This adjusts the length of the NPCs hair. If you make it to long, it might
go through their armor or clothes; depends on what hairstyle you have for
them.
Hair Color:
This brings up a standard color selection palette for you to pick a color of
the NPCs hair.
Face Advanced:
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This is a more advanced face-editing feature; this allows you to edit the
face geometry. To change the geometry of the face, choose what you wish
to change in the list to the right and then move the slider on the left up or
down to change the geometry. This is quite powerful, have a mess around
with it and see what you can come up with.
Potion:
Potions can have different effects applied to them; they can fortify skills or
even drain attributes. The effects window works the same as the
Spellmaking Window. (Potions are located in Magic->Potion)
Quest Item check box:
If this is checked then the item cannot be dropped or sold in game; the
player is forced to keep it.
Poison yes/no:
If yes is written next to this then the potion is classified as poison;
although, the only way to make it say yes is to have damage or decrease
attribute etc effect at the top of the effects list.
Food Item:
If checked then the potion is classified as food; this is only checked for
beer, mead etc.
Sigil Stones:
If you don’t know what Sigil Stones are; they are the sphere stones you get
from destroying an Oblivion Gate. Once you have them you can use them
to enchant your weapons, they hold many different enchantments; the
enchantments work the same as the Spellmaking Window so I will not be
explaining how to add effects. (Sigil Stones are located in Items-
>SigilStone)
Weight:
This is the weight of the Sigil Stones, all of the stones in game weigh 1, I
don’t recommend going over 1; try to keep it balanced.
Value:
This is the value of the Sigil Stones; all of the stones in game are 0.
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Uses:
Once a Sigil Stone has been applied to a weapon, the Sigil Stone
disappears out of the PCs inventory. When you hover over the weapon
that you applied the Sigil Stone to you will see how many uses it has. The
uses are how many times the weapon can have its magical abilities
repaired; once it expires the weapon returns to its original form.
Quest Item check box:
If this is checked then the item cannot be dropped or sold in game; the
player is forced to keep it.
Spellmaking:
These objects are spells, curses, diseases, and spell like abilities that exist
in the game. Spells and such are composed of spell effects. Spell effects
cannot be directly used in the game to create magic, a spell is created and
the spell effects are added to it to define what the spell does. You cannot
add a script to a spell. To create a spell you must decide what spell effects
to include in the spell (what it does), the parameters of those effects (how
it does it), cost (in magicka), and the result. (Spellmaking is located in
Magic->Spell)
Type:
This is what form the spell takes. This affects how it is applied to the
object cast upon. The types are:
Ability:
An Ability is usually given to a race or creature from the Race or
Creature window. An Ability is a constant affect set to the
parameters you give any spell effects listed. An Ability cannot be
sold, is not cast (it’s always on), and does not need to be learned. It
usually reflects a natural ability or knowledge inherent to a race.
Disease:
Common diseases, A PC can usually cast cure common disease
spell effects.
Lesser Power:
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At the moment I do not know what this is. If you do, please email
me so I can place it into this manual.
Poison:
This doesn’t seem to be used by any spell in Oblivion, I do not
know what this is. If you do, please email me so I can place it into
this manual.
Power:
A power is a spell that a PC, NPC, or creature may cast once per
day. They usually don’t cost magicka, but a cost can be assigned.
These always succeed in being cast.
Spell:
Spells have a cost to cast, and may fail depending upon the skill
level of the PC. The PC may create new spells, and NPCs can sell
them.
School:
This changes depending on what spell effects you add in the list to he left.
Disallow Spell Absorb/Reflect check box:
If this box is checked then the spell cannot absorb or reflect another spell.
Script Effect Always Applies check box:
At the moment I do not know what this does. If you do, please email me
so I can place it into this manual.
Area Effect Ignores LOS check box:
At the moment I do not know what this does. If you do, please email me
so I can place it into this manual.
Immune to Silence check box:
At the moment I do not know what this does. If you do, please email me
so I can place it into this manual.
PC Start Spell check box:
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If checked then the PC will start with this spell at the beginning of the
game while in the prison.
Touch Spell Explodes w/ no Target check box:
At the moment I do not know what this does. If you do, please email me
so I can place it into this manual.
Auto-Calculate check box:
Check this box and the CS will calculate the cost of a spell automatically.
Effects List:
To the right of the window there is a list; this is where you add all the spell
effects for the spell. To add spell effects, R-Click in the list and press new.
You can add a maximum of eight spell effects to a spell. They can be any
effect, each with it’s own defining parameters, within one spell. A few
spell effects can be further defined.
Effect:
This is the selected effect for the spell.
Range:
Click to pick Self, Target, or Area. Self is whoever casts the spell.
Target is whomever the spell is cast at, other than the one who
casts the spell, as long as they are in line of sight. Touch is like
well…. Touching someone.
Area:
This will be grayed out unless you choose ‘Touch’ or ‘Target’ for
Range. The number entered represents radius distance in feet (i.e. a
value of 5 = 5 foot radius).
Duration:
This is how long in seconds a spell effect will last. Duration of
zero means instantaneously. Some spells can only be
instantaneous.
Magnitude:
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This is the degree to which the effect impacts the target. For some
effects it impacts numerically in Health, an Attribute, Fatigue, etc.
Others it represents distance, as in sEffectDetectEnchantment
(number = feet). Others it is the level of a creature affected, as in
sEffectCommandCreatures. These are described in the (very) small
manual included originally with Oblivion under spells.
ActorVal:
This drop down menu only appears when the effect is a
Fortify/Drain Skill or Attribute. This controls what skill or attribute
you wish to affect for the chosen effect.
Script Effect Info:
The Script Effect Window only becomes visible when the Effect
for the enchantment is set to Script Effect.
Script:
This is the script you wish to be assigned to the enchantment.
Effect Name:
This is the in game name of the effect.
School:
This is what school (Skill) the effect is dependent on.
Visuals Effects:
This controls what visual effect is cast by the effect; this would
usually be none.
Effect is Hostile check box:
If this box is checked this effect is classed as hostile; if you cast it
on somebody you will get in trouble with the guards.
Static:
These objects are usually things like rock, trees, walls, etc. You cannot
attach a script to these objects. (Static Objects are located in
WorldObjects->Static)
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Quest Item check box:
At the moment I do not know what this does. If you do, please email me
so I can place it into this manual.
Mesh:
The top button will assign a mesh/texture. There is no icon, as they cannot
be put in the PC’s inventory.
Subspace:
I am not exactly sure what subspaces are used for; they may be used to
detect whether the player enters the area of the subspace, I’m not exactly
sure. (Subspaces are located in Miscellaneous->Subspaces)
X, Y, Z:
These are the values of how big you wish the subspace to be, there are
already quite a few subspaces so you probably wont have to make your
own.
Weapons:
These are objects that are weapons. You can add a script to a weapon.
(Weapons are located in Items->Weapon)
Type:
Click the drop down menu to choose the type of weapon.
Enchanting:
Click this drop down menu to see a list of all enchantments from the
Enchantments tab, choose one to add to a weapon.
Enchantment:
This is the maximum potential magicka pool a weapon can have.
Ignores Normal Weapon Resistance check box:
If checked, this weapon can hit any NPC or creature with the Resist
Normal Weapons spell effect active, either as a spell or an ability.
Health:
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This is the ‘hit points’ of a weapon. Armorer skill and a Repair Object are
used to restore these points. When the health reaches zero the weapon will
become unequipped and useless until fixed.
Reach:
This is how far away from the PC the weapon reaches to strike something.
Defaults to 1.00 (normal for a Longsword). This rating is not used for
Ranged Weapons (arrows, darts, etc).
Damage:
This is the attack power of the weapon; be sure to make it balanced.
Quest Item check box:
If this is checked then the item cannot be dropped or sold in game; the
player is forced to keep it.
Speed:
This is how fast the weapon is swung. Default is 1.00, thus a value of 2.00
would be twice as fast, while 0.5 would be half a fast.
The Animation Manager Window:
The Animations Manager is what tells the characters in game what
animations to perform. Depending on the conditions set, whenever a
person or creature reaches the conditions set for the animation. He, she or
it will perform the animation accordingly.
Animation Group Section:
This is the body part that the animation effect uses.
Must return a file:
Must play an animation even if it isn’t appropriate If the animation
manager can’t find an appropriate animation to play, it will play the next
one which may not be a good idea in some cases.
Conditions:
This is what must be met before the animation will play.
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The Heightmap Window:
The Heightmap Window and associated functions will be included in a future update.
The Weather Window:
The Weather Window and associated functions will be included in a future update.
The Climates Window:
The Climates Window and associated functions will be included in a future update.
The Regions Window:
The Regions Window and associated functions will be included in a future update.
The World Space Window:
The world space window is where you can make your own town or land. As you open the
World Space window you will notice the list to the left that contains all the towns,
oblivion gates and even Tamriel itself. You can edit these world spaces or make your
own by R-Clicking in the list and pressing new. But before you can make your own you
should know what things do on this window.
Name:
This is the name of the world space.
Parent World Space:
This drop down box determines what the parent world space is to the selected
world space, if you are creating a new town in Tamriel this would be set to
Tamriel or a custom land.
Music:
This is what kind of music is played in the World Space. Default is exploring
music; the music playing while you are walking around the Tamriel World Space,
Dungeon is the music played when the player is in a dungeon and public is the
music played in a town.
Sharable Data:
Climate:
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This is the climate for the selected World Space. Refer to the Climate
Window for more information on Climates.
Water:
This is what sort of water is in the World Space, if it is an Oblivion Realm
it should be set to a lava setting.
Map Data:
I do not know anything about the map settings for Oblivion; I will try and add this
as soon as possible, if you know what these settings do please email me.
Roads:
I do not know anything about these road settings; I will try and add this as soon as
possible, if you know what these settings do please email me.
Cant Fast Travel From Here check box:
If checked this disables fast travel from this World Space. This is mostly used for
interiors such as dungeons or houses.
Can’t Wait check box:
If this is checked the player cannot wait in this World Space.
No LOD Water check box:
If checked this doesn’t display the water outside of the current cell.
Oblivion World Space check box:
Check this if your World Space is an Oblivion Plane.
Small World check box:
This determines if the World Space is a town or not. If it’s an island, it is not a
small world. If it’s a town; it is a Small World.
Output Cell Ref Counts:
At the moment I do not know what this does. If you do, please email me so I can
place it into this manual.
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The Render Window:
The Render Window shows the game world while modifying, adding, deleting, or just
plain looking at it. Moving about the ‘scene’ in the window can take some getting used
to, learn to use the keys on your keyboard with the mouse to move about and rotate what
you are viewing. The main function of the Render Window is to view the world as seen
in the game, add/move/delete objects in the world (references), and/or to modify the
landscape. There is not a whole lot to say about the Render Window, but here are some
tips to keep in mind when working in it:
When viewing:
The Render Window is for viewing cells and references placed in it, use the Preview
Window to view objects from the Object Window.
Movement may take some getting used to. Check out the Shortkeys to help you
understand movement about the Render Window.
Use Bright Light if the screen is dark, but don’t forget to add lighting if you do. I have a
tendency to use brightness and forget that the cell I was working on was still dark in
game.
When landscaping, try doing it in Wireframe mode. I found it easier on my eyes once I
got used to it, and my system rendered changes quicker. I don’t suggest vertex painting or
texturing in wireframe mode (though you can).
Don’t forget that if your movement about the window seems slow, you can adjust the
speed or amount of movement under Preferences.
You can place an object so that only part of it is visible (sinking a boulder into the ground
so that only a part is visible creates a small rock). This is fine and useful. However, the
game will continue to render the entire boulder, even the part that will never be seen.
Keep this in mind as you build. Just because it doesn’t seem like much is in a cell, unseen
polygons could be causing a huge drop in FPS.
Objects:
Selected objects appear to have a ‘box’ of red and green lines around it.
Not sure which way is North? Select an object and hit ‘t’. You will move to a top down
view over that object and the Render Window will orient so that north is now ‘up’ in the
window. When in an interior cell always place a Northmarker (suggest you make it your
first object placed). This will help keep you oriented and the game wants it.
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Northmarkers always point north. When you place one, place it so that it points the
direction you want to be north, not what you think is north.
When you place a reference (of an object) you can make it bigger/smaller, or rotate and
move it about, but do not changes the stats of the object. If you do, you are changing the
stats of that reference’s object. This changes EVERY reference of that object in the game.
If you need to change the stats, make a new object first in the Object Window (by
renaming it), and use that new object. Refer to The Object Window.
If you are having trouble placing an object exactly where you wanted it, try using Angle
Snap and/or Grid Snap for big statics. For smaller items you should keep these off.
If placing several references of the same object in a window, it may be easier to place a
reference and then duplicate it. You can then place the duplicates (which stack upon the
original reference) where you want.
When you place your first reference in an interior, it may not be visible in the Render
Window (an oddity of the Render Window). To find it, just go to the Cell View Window
and double click the reference you just added. This will select the reference and you will
be centered on it in the Render Window. D-click it to bring up the reference stats
window. Change the ‘x’, ‘y’, and ‘z’ locations to 0, 0, 0.
To move a reference L-Click while you hold down the ‘x’ or ‘y’ keys when making small
movements. R-click and hold, then move your mouse to rotate the reference. When doing
this, or if just moving it without holding these keys, the reference will not move up and
down, only horizontally. To move on the z-axis (up and down) hold down the ‘z’ key.
To resize a reference, hold down the ‘s’ key, click on it, and drag up or down with the
mouse, or you can manually do this from the reference’s stat window.
Even though many objects are intended for use in an exterior or interior cell, almost any
object can be placed in either, regardless of the original intent. Nice huh.
If you plan on adding a script to an object, make a new object and add the script to it.
This will help keep your plug-in simple to work with, and compatible with other mods.
Building:
When building interior cells and putting buildings together in exteriors, use Angle Snap
and Grid Snap when placing a reference. Make adjustments for the amount of ‘snap’ that
work for you. This will make building much easier and quicker than trying to line objects
up seamless manually, especially when you first learn to do this.
When building, remember the building blocks (walls, corners, etc) are references of
objects too. Treat them as such.
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The Preview Window:
The Preview Window by default is not active, the Render Window is. To open it simply
click on the View Menu and then Preview Window. This window is used to view objects.
It is not for landscape, references of objects, or to view anything in the game ‘world’ If
an object has animation associated with it the object viewed will be shown animated
(usually). If it has sounds, you’ll hear them. Viewing can be awkward, if you have this
window small you may not be able to view or find an object selected. Simply expand the
window, click a different object (so it refreshes), and use the arrow keys (or page up and
page down) to find an object. The arrow keys will move an object by rotating it within
the window to get it to a position so that you can view it. This can be tricky for some
objects. The functions listed below the grayed out Current Cell Only under the View
Menu have no function in the Preview Window. This window has little other use or
function.
The Cell View Window:
The Cell View Window is comprised of two parts: The left side that lists cells and the
right side that lists contents of those cells.
Single click once in the Cell List (left side) on a cell to see all references (of objects)
within it listed in the Reference List (right side). D-clicking a cell in the Cell List will
load the cell in the Render Window along with all references in the Reference List.
A single click will highlight a reference in the Reference List (right side). A D-Click will
load the cell that reference belongs to in the Render Window, and center your viewpoint
upon that selected reference.
You can click upon the top of any column to change the listing under it to be listed
alphabetically, or numerically, ascending or descending.
D-Clicking upon a reference in the Reference List will not bring up that reference’s Stat
Window, merely load the cell and center you upon that reference. You can then d-click
the reference in the Render Window and bring up the Reference Stat Window.
The Hair Window:
This brings up a window, which lets you edit, create, or delete a hair in the game. This
does not create or edit a hair mesh (3D Model) for a race. Here I will explain what
everything does:
Name:
This is the name of the hair. (Tonsure, Topknot etc.)
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Playable Check box:
This makes the hair playable. Some of the hairs that came with the game are not
playable but you can easily make them so like this. If you do, do not bother
releasing it to the public, there are already lots of these!
Fixed Color Check box:
At the moment I do not know what this does. If you do, please email me so I can
place it into this manual.
Can Be Male/Female Check box:
These control if a male or female can use the hair in game.
The Eyes Window:
The eyes window lets you create, edit or delete eyes for in the game. Here you cannot
create eye textures.
Playable Check box:
This makes the eyes playable. Some of the eyes that came with the game are not
playable but you can easily make them so like this. If you do, do not bother
releasing it to the public, there are already lots of these!
The Race Window:
This brings up a window within which you can edit, create, or delete a race. This does not
create, edit, or delete a body for a race; this only defines the data about a race. Let’s look
at each box of data.
Note: Do not make changes to the provided races without some forethought. A race
should be treated just like an object, you change one thing about a race in this window
and you change every reference of that race in the game. This could have unforeseen
consequences.
Editor ID (To the left):
This list displays the ID for a race. The game treats a race as an object, so the object
naming conventions still apply. The ID name does not show up in the game, it is the
name by which the game identifies a race.
General Data Tab:
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Base Attributes:
These are the starting attributes of Strength, Intelligence, Willpower, Agility,
Speed, Endurance, Personality, and Luck. You must assign a value to both males
and females (male on the left, female on the right). You can assign a starting
value of up to 255 for a race. The ‘normal’ starting value is 30-40. I suggest a
starting total of all attributes to equal 310, as to keep the game balanced.
Skill Bonus:
These are the skills a race receives a bonus to in the game. There is seven drop
down menus, with a small box to the right of each. You can assign up to seven
skills for a race. Click on a box to see all the skills. Pick one and it appears in the
box. Now choose a number for the bonus for that skill in the box immediately to
the right. This can be any number up to ten digits, but will ignore the number if it
goes above ten digits (not sure how the game would handle a big number).
Specials:
Here you can add or delete spells, powers, and abilities to a race, or change the
ones they have. To add, open the Object Window (do not close the Race
Window). Click on Magic->Spells, then choose a spell from the list or make a
new magical spell. To add a spell to a race click and drag the spell from the object
window to the Specials box in the race window. It should then appear in the box.
You can highlight more than one spell and drag all as a group. To edit a spell, you
do not click on the magical abilities box in the Race Window; this only displays
abilities for that race. Instead edit the spell itself in the Spellmaking Window. To
delete a spell ability from a race, merely highlight that spell in the spell abilities
box, and then hit your ‘delete’ key.
Body Data Tab:
Male Bodies/Female Bodies:
These sections of the window control the height, weight and textures of the race.
(Their bodies)
Eye Colors:
This is where you can add eyes for the race; to add eyes, simply open the Eyes
Window (Keep the Race Window open) and drag the eyes from the eyes window to
the Eye Colors box in the race window.
Hair Styles:
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This is where you can add hairs for the race; to add the hairs, simply open the Hairs
Window (Keep the Race Window open) and drag the hair from the Hair Window to
the Hair Styles box in the race window.
Face Data Tab:
The face data tab contains all the ‘face data’ for the race. It contains all the races face
textures and meshes. The left row of buttons is meshes and the right row is textures.
FaceGen Data Tab:
In this section you can change how the default races face looks; I am pretty sure it is used
for something else as well; if you know what it does, please email me so I can place it
into this manual.
Text Data Tab:
Here is where you can change the in game name of the race and the description (Which
you see right at the beginning of the game when you are choosing your race). There is
also a check box here; Playable, check this if you want the race playable.
Reactions Tab:
This tab has the races disposition towards another race. To add dispositions here, R-Click
on the grid, and press new. Then to the right of the widow select the race you want and
the amount of disposition.
The Skill Window:
This brings up quite a big window that shows a list to the left showing all the skills. In the
center is what actions they affect in the game, a numerical value associated with an action
to increase that skill, and an attribute associated with that skill. The only changes you can
make to skills are the attributes associated with that skill, and the value to determine the
increase of a skill.
Governing Attribute:
This box shows the currently selected attribute associated with a skill. You can
change this.
Actions:
You cannot add or delete these, however to the right of each action is a box
showing the value added when using this action to increase this skill. In general
terms, a value of 1.00 can be thought of as ‘normal’. Increase this number and you
progress faster in that skill when using that action. Lower this number, and you
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progress slower. I do not suggest you make any changes to these values without
some caution and much needed prior thinking. Most of the skills are pretty well
balanced as is (hey, I said most, not all. I know a few could use some minor
tweaking… that’s up to you).
Specialization:
This is what the skill specializes in, either combat, stealth or magic. I do not
recommend changing these.
Skill Perks Text:
This is where you can change what the game says when the PC reaches the
required skill level for the perks. There is really no point in changing this.
The Class Window:
This window is used to create all classes within the game. All NPCs and the PC must
have a class assigned to them, even if they are the only one with that class.
Editor ID (To the left):
This is the unique name ID of the class used by the game.
Full Name:
This is the name of the class that is used in game and seen by the PC.
Primary Attributes:
These are the two Attributes considered to be primary for the class by the game.
Specialization:
The class specializes in Combat, Magic, or Stealth skills.
Major Skills:
Click each drop down menu and choose a skill that will be a major skill for the class.
Playable Check box:
Check this box if you want the class available at the start of the game for the PC.
Description:
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Enter a description of the class in this text box. This will appear in game.
Auto-Calc Buys/Sells:
On the NPC window, if the auto-calc box is checked, the NPC will Buy/Sell
according to boxes checked in this section for their class.
Auto-Calc Other:
As per Auto-calc Buys/Sells, but for Training, Spellmaking, Enchanting, and
Repair.
The Birthsign Window:
This window allows you to modify Birthsigns. Birthsigns give spells, powers, and
abilities to a PC. If you wish to modify or create new image files for a birthsign, you
should be able to use almost any decent graphics program. Most commonly used and/or
mentioned in forums I’ve seen are Paint Shop Pro and Adobe Photoshop (and no, you
cannot just download these free somewhere, although GIMP is for free, check Chapter 6
for links.).
Editor ID:
This is the name ID, but it is not displayed in game.
Full Name:
This is the name by which the birthsign is known and will be displayed in game.
‘Constellation Image’ button:
Click on it and you can alter the picture file associated with the birthsign. This is the
picture shown in the Birthsign Menu where you choose your birthsign.
Spells:
Here you may drag and drop any spell from the Spellmaking tab in the Object
Window to associate it with a birthsign. Highlight a spell and push the ‘delete’ key to
remove a spell.
Description:
Here you may enter text to describe a birthsign.
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The Landscaping Edit Window:
Editing of landscape can be a major undertaking. It also will use most of your system
resources to do (it shuts off many functions within the CS also). Once you’ve gotten the
hang of it, it usually takes no time at all to create or modify minor areas, something
within one cell. If changing the landscape over multiple cells it might take a little longer
(or maybe a lot). I have also noticed that making changes to the landscape increases the
size of your plug-in quite a bit. Keep in mind that there are a lot of tutorials out there on
the Internet; I’m not going to tell you how to create anything specific, just on how to
accomplish changes with the Landscape Editor. First, some general information to know
about the landscape within Oblivion.
First and foremost, landscaping will add a lot of size to your mod. Creating one
single new cell listed prior as wilderness will add almost 80kb to your plug-in.
Start adding textures, plants, trees, actors, and other objects, and your plug-in’s
size will grow phenomenally. It’s not the amount of change to the landscape done;
it’s the fact that change is present.
A cell is composed of 8192 x 8192 “units”. Each unit is 0.56 inches or 1.42 cm.
Thus a cell is 4620 inches (385 feet) long and wide, or 11,633 cm (116.33 meters)
long and wide.
In wireframe mode the little triangles you see are the polygons that make up the
landscape mesh. Each side of a polygon is referred to as a vertex. Each vertex is
128 units.
You cannot modify the landscape horizontally, only vertically (up and down).
This vertical plane is referred to as the z-axis.
Water is set to a coordinate of zero (0) on the z-axis, you cannot change this fact
(I know it sucks, just learn to deal with it). You cannot create waterfalls or place
water above this. There are waterfall objects you can use with cells, but you
cannot start water at one level and have it ‘flow’ to another lower level, period.
The lowest point in the landscape is -2000 for a default cell. You can lower this
quite a bit but not sure what the lowest point possible is. Similarly, not sure what
the highest possible point is.
Buffer Cells:
The CS will by default display or create two buffer cells around any cell you are working
on in the Render Window. If you zoom outward so that multiple cells are visible you can
see this (push the ‘b’ key to toggle cell borders). If you uncheck the Allow Render
Window Cell Loads box in the Preferences window the CS will load any cell you click
on in the Cell View Window, and render those around it, but you will only be able to
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modify the cell you clicked on, nor will you be able to scroll to adjacent cells. You will
have to click on them in the Cell View Window to load them. If you click on a cell or
scroll to a cell that does not have a cell adjacent to it, the CS will create cells named
‘Wilderness’ automatically.
Movement within the Render Window:
You can use the Mouse to move about within the Render Window, or you can use the
arrow keys for quick movement. Remember you can adjust the amount of the movement
values by adjusting them within the Preferences window.
Remember to assign a Region:
If you create new landscaped cells you must create and/or assign the cells to a Region.
You most likely will also have to modify or add Weather, sleep options, and Sounds.
Mess with the Landscape Editor in a wilderness cell for a while before you decide to do
some serious work with it if you haven’t used it before (just don’t save it). This will give
you some experience and save some frustration when working on your plug-in. Let’s look
at the options within the Landscape Editor:
Edit Radius:
This number is the size of the radius that modifies the landscape. This is displayed as
a red circle in the Render window. For large modifications use a number as big as 15
(largest possible) to produce deep bowl like depressions, or large rounded hilltops.
Use a number as small as 1 for single simple modifications. Small numbers produce a
more conical effect when the landscape is stretched up or down.
Edit Falloff %:
This number is how sheer or steep the sides are of landscape you modify. The lower
the number the less steep of the edges of the land you modify.
Flatten Vertices:
Checking this box causes all land you click on to flatten to the same height within the
Edit Radius. If you click and drag with this box checked you can effectively flatten
mountains or level a large area of land quickly.
Soften Vertices:
Checking this box causes all land you click on to become less steep. With each click
all points of each vertex will adjust to a common average level on the z-axis, or
simply put the landscape will attempt to become more flat. But this is a slower
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adjustment than Flatten Vertices. You can click and drag the mouse to soften a large
area just like with Flatten Vertices.
Show Edit Radius:
Checking this box shows displays a red circle showing the landscape vertices you are
able to modify. It’s on by default.
Texture:
Textures are what you use to ‘paint’ the landscape. It is not entirely the color of the
land, but also what exists on that vertex; grass, mud, ash, swamp scum, etc (though
since this does add color you can think of it as ‘coloring’ the landscape). You can
only paint one ‘square’ at a time. To paint a larger area, R-Click and drag the mouse
over a larger area, then release. This paints a large area, however, if you click on undo
only one square will be undone. That’s a lot of potential undo clicking. It’s usually
safer to paint single squares or smaller areas. The landscape editor radius has no
bearing on painting textures.
Vertex Color:
This allows you to paint colors on the landscape, usually to add shadows and/or
highlight (but usually for shadows). You must check the box ‘Edit Colors’ to paint
with vertex colors; otherwise you will be modifying the landscape height. You can
paint with two colors at once; L-Click on one color and R-Click on another color.
You can now paint a different color with each button. There are two Select Color
buttons, one for the left and right mouse buttons. To the left of this button are the R,
G, and B boxes; you can define a color by entering numerical values if you know
them. If you click the Add Color button it brings up a standard color selection palette
for you to pick a color. Above the button is a display box to show you the color
chosen. At the bottom of this section are sixteen boxes to store a color in for repeated
use so you can switch colors. Just click on one of these and store that color in the
respective left or right mouse button.
Turn Off Landscape Editing:
This button will turn off the landscape-editing engine.
The Faction Window:
This window can be confusing at first, but doesn’t take long to learn. A faction can be a
guild, a clan, a tribe, a culture, or a religion. You can even make a faction that isn’t a
faction (of sorts). Use your imagination. I personally feel this to be a very powerful
aspect of the game that isn’t used to it’s full potential by most modders out there
(excepting a very few, and bless them for it). Keep in mind this window only lists the
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defining data for factions; the promotion, inclusion, or exclusion, of the PC is done with
Dialog and/or Scripting.
Name:
This is the name by which the faction is known in game.
Hidden From PC Check box:
If checked, the faction will not be displayed or known to the PC in game (not by
the game at least, you can have a topic of the same name though).
Rank Data:
Ranks must appear in the columned box in ascending order. This means the
topmost listed rank is at the bottom of the list.
Rank name:
The name of each rank can be changed or entered by L-Clicking on a rack so
that it is highlighted, typing the female or male rank names in the boxes to the
right.
Interfaction Relations:
This is where you list all other factions that you want a reaction bonus/penalty to
anyone of that faction when they interact with the PC. The left column shows a
faction, and the right column shows the reaction bonus/penalty. To change the
faction name L-Click to highlight the name, and then go to the drop down menu
to the right and click on it. Now choose the faction you want in that spot. Enter
the reaction value (either positive or negative) in the box below the drop menu. If
you wish to add or delete a faction, R-Click over a faction name or a blank row in
the first column, choose New or Delete. If you pick new, the current faction Name
will appear, ignore this and just choose a name from the drop down menu to the
right, and then enter a reaction value.
The AI Window:
The AI window controls quite a bit of the NPC, it controls their AI Packages
(Schedules), aggression etc. I will give you a rundown of the window:
AI Button:
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This window displays the AI screen for that creature or NPC. It contains a number
of flags, boxes and tabs. Along the top are four boxes that are used to set NPC
character behaviours.
Aggression:
This value controls whether or not a NPC enters combat. If the NPC's disposition
toward another actor (or PC) falls below this level, it will initiate combat. So the
higher this value is set the more likely the NPC is to fight.
A setting of 5 or below means it will not initiate combat under any circumstance,
but will enter combat if directly attacked or to protect a member of the same
faction.
A setting of zero means it will refuse combat even if attacked or a fellow faction
member is attacked.
Confidence:
This as a measure of how likely the NPC is to attack or flee in combat. It is a
threshold for a hidden calculation. A setting of 100 guarantees the actor will never
flee. A setting of 0 means he will always flee.
Energy Level:
This value determines how often the NPC will move to a new location when
executing Wander packages. The higher the value the more often he will move.
Responsibility:
This value determines how willing the actor is to commit a crime.
Settings below 30 means the actor will commit a crime (i.e. steal food if given an
eat package). All fences must have a value below 30 to accept stolen goods.
A setting of 100 means the actor can report crimes directly, adding bounty to the
player without a guard being present. The actor cannot make the actual arrest
though.
AI Package List:
This is the list of packages this actor will run. See below for more information.
Packages:
Packages are bundles of AI instructions with conditions for when and how to
execute them. They are placed on an actor by dragging them to the AI Package
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List. When an actor needs to pick a new package, the list is examined from the
top. The first package that is valid, based on its schedule and conditions, is
selected and applied to the actor.
This is very important.
Every hour unless we force an evaluation, the actor's package list is examined
from the top to the bottom. The first package that has all its conditions (including
a schedule) met, is executed regardless of the other packages. If you place an open
ended wander package at the top of the list, the actor will keep using it.
Package Type:
Sets the basic behaviour type for the package. Each type enables and disables
appropriate fields in the tabs. The behaviour type determines the animations that
the character performs.
Flags:
A set of flags that modify the behaviour of the package.
Door Flags:
Any teleport doors in the cell that are owned by the actor will be locked or
unlocked depending on how these flags are set. (eg. This is used to get Merchants
to lock their shops at the end of a working day)
Schedule Tab:
Sets the time at which the package can run. The schedule cannot be in less than
one hour blocks.
Conditions Tab:
A full set of conditions that must be true for the package to be selected. Only
applies if the schedule is valid. "Run on Target" is only valid if the package has a
defined Target.
Location Tab:
Defines the location for the package to occur. It is generally recommended that
you only use the Near Reference option. If no location is selected then it defaults
to the Near Current Location setting.
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- Near Reference: Select the reference from the render window or from the lists.
- In Cell: Not recommended. It can produce unexpected behaviour.
For example if you set an Eat package for a Tavern Cell, the actor can eat
anywhere in that cell, which may not cause any odd problems. However, setting a
sleep package to the same Tavern will see the Actor try to sleep in the first bed
they can. Most bars have beds behind the bar for the innkeeper to sleep on. The
actor may occupy this bed, forcing the Innkeeper to leave the premises to find a
bed in other cell.
Near Current Location:
Centres the package's location on where the NPC is when the package starts.
Near Editor Location:
Centres the package's location on the default location of the NPC. (i.e. where you
place them in the CS)
Radius:
The distance from the package's centre that is considered valid.
Target Tab:
Some packages types have a target (reference) that is independent of the location.
This takes the actor to a precise point.
Specific Reference:
Select the reference from the render window or the lists.
Any Object:
Select a particular object ID or a class of objects.
Value:
The number of these items that the package will interact with - if it is a Generic
Target. It is the distance to the target - if it is a Specific Target.
The Package types available are all context sensitive. Each has its own rules for
what location means and what target means. The following are instructions for the
packages.
Accompany Package:
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- Target: Who or what to accompany.
A target is required for an accompany package. The accompanying actor will
always move to within Radius of its Target and then head where ever its Target
is heading. You can limit this by time. A Duration of 0 means this package will
not end until a package of higher precedence needs to start.
- Location : Not applicable...
Ambush Package:
Note: The name Ambush can be misleading in that it is not an attack package. It
has much in common with the find package.
- Location: Actor moves to the location and waits for the target to enter the radius
- Target: Actor finds this target once he has entered the radius on the Location
Tab.
The actor's action depends on other game settings.
The actor travels to the specified target and "activates" it.
The meaning of activate depends on the target -
Target
Meaning
NPC
Talk to him, or fight if you don't like him.
Creature Attack it.
Object
Pick it up.
Container Open it.
Chair
Sit in it.
Door
Open it. Go through for load doors.
Cast Magic Package:
It can be a specific spell which they will cast even if it is not in their spell list. If
you pick an object type to cast, it will only use their spell list.
Location:
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Target of the spell (only valid if casting a touch or target spell). The location is
where you want the spell cast. This means if the location is a reference and the
spell to cast is a touch or target then that is the intended target.
- Target: Spell to cast.
NOTE: The Target of the package is the spell you want to cast - not who or
what you want it cast it on.
Eat Package:
In order to eat the actor must have an ingredient that restores fatigue in his
container. If he/she does not have the food item, they will attempt to gain the
object by buying, killing, stealing or finding it. No actor with a responsibility
above 30 will steal or kill for food unless it is a creature. If they can not find food
they can use, they will go into a wander state (acts just like wander behaviour)
and search for food again periodically. Remember there is no physical reason for
an Actor to eat. He will not die. This is used to add life-like behaviour to actors,
not as an essential part of the game mechanics.
- Location: Where to sit, which can be as specific as a particular chair in the
tavern or as general as the town tavern cell. In general, NPCs will attempt to find
somewhere to sit while eating.
- Target: If the eat package has a target, the actor must have or find that target to
eat it. This must be an ingredient.
Escort Package:
The NPC acts as the lead in moving to a location. If the follower falls behind by a
specified distance, the escorting actor will stop and wait, doing a "come along"
animation or travelling to the actor to get back within range. The wait distance is
determined by two game settings, one for indoors and one for outdoors. Also, the
wait distance is set on the Target tab. It is recommended that the wait distance be
a value greater than 400.
(If the Player is being escorted, he does not get a follow package forced onto
him.)
- Target: Who/what to escort. An escort package will add a follow package onto
the target if the target is an actor.
- Location: is the destination of the escort package. A location is required to
make an escort package.
Find Package:
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This is similar to the Ambush package. It differs because Find expects the target
to be at the location, while Ambush waits for the target.
The Actor travels to within the specified Radius of the Location, then finds the
target and "activates" it. The meaning of activate depends on the target.
Target
Meaning
NPC
Talk to him, or fight if you don't like him.
Creature Attack it.
Object
Pick it up.
Container Open it.
Chair
Sit in it.
Door
Open it. Go through for load doors.
- Location: Optional (if none specified, default is Current Location).
When the actor reaches the location, it does a search (within radius =
fAIAcquireObjectDistance) and builds a list of targets up to the specified Count.
It then activates each of them.
If it runs out of targets before it has reached Count, it will wander within Radius
of the Location for the duration of the package, periodically rechecking the area
for suitable targets.
- Target: The NPC will Travel towards the target until it gets within Target
Radius, then it activates the target. The count setting determines how many of
these the actor will attempt to find.
Flee Package:
This will cause an actor to run to a location or from a target. If you don't put a
target on the package then the actor will flee to a location and remain there
running the cower animation. If you put a target on it, then the actor will run away
from a target keeping the distance that is specified in the target data. If he is the
right distance from the target he will stand and cower. This package will not end
until a new package evaluates.
- Location: Where to flee to. Ignored if target is specified.
- Target: Who or what to flee from. Distance is the distance the actor will try to
stay away from his flee target.
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Follow Package:
This sets up the opposite relationship to escort (ie NPC follows target).
- Target: Who/what to follow. A target is required for a follow package.
- Location: The destination of the follow is not required, but can be applied. A
follow can end by reaching the destination or if the duration runs out. A
Duration of 0 means this package will not end until a package of higher
precedence needs to start.
Sleep Package:
- Target: Not used.
- Location: Where to sleep. It can be as specific as the third bed from the left in
the mages guild or as general as Tom's house (bed must be a persistent reference).
If it is a general location then the actor will sleep in any bed in that location that is
not owned by another NPC (unless they have a low responsibility) and is not
occupied.
- If they can not find a bed they will go into a wander state, periodically checking
for a bed.
Travel Package:
- Target: Not used.
- Location: Go to specified location. If the quest conditions force the actor to use
this package again, he will just stand there.
If a furniture object (such as a bed or chair) is selected then the actor will lay in
the bed or sit in the chair. The Duration and Flags affect the outcome of this
package.
--- Duration = 0: No Flag. Travel until you reach location, but could be
overtaken by a higher priority package before getting there.
--- Duration = 0: Must Complete. Travel until you reach location. Will not give
way to any other package until location is reached.
--- Duration = 0: Must Reach Location. Same as Must Complete, but will
evaluate immediately, when at location, instead of waiting for normal time
interval.
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--- Duration > 0: No Flag: Travel until you reach location, but could be
overtaken by a higher priority package before getting there.
If NPC reaches the location before end of duration, he will stay there (but could
give way to a higher priority package and leave again).
If they don't reach location before end of duration, they will re-evaluate and could
change to new package.
--- Duration > 0: Must Complete Flagged. Travel until you reach location. Will
not re-evaluate to any other package until location is reached AND duration
expires.
--- Duration > 0: Must Reach Location. Travel until you reach location. Will
not re-evaluate to any other package until location is reached. If the NPC reaches
the location before end of duration, it may re-evaluate to higher priority package
if applicable.
UseItemAt Package:
- Target: The item to be used. It can be in the actor's inventory or in the world
near that location.
- Location: The location to travel to, before attempting to use the target object.
If the idle animation is set up properly, the actor will play the idle associated with
the item. (See Later for an example in this quest)
Wander Package:
- Target: Not Used.
- Location: Go to specified location and wander near it, within specified radius.
Radius must be greater than zero. Recommended radius is greater than 100.
Actors in wander packages are also trying to find people to talk to within their
social radius. If you do not want an actor to engage in dialogue in a wander they
must have skipfallout behavior checked.
Also the energy level of an actor determines how often they move in a wander. If
they find a chair in their wander radius they will likely sit down for a while.
Again Duration can affect behavior .
--- Duration = 0: No Flag
Wander until something higher evaluates.
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--- Duration = 0: Must Complete. Meaningless.
--- Duration = 0: Must Reach Location. Will not re-evaluate to any other
package until location is reached. When at location, wander until something
higher evaluates.
--- Duration > 0: No Flag.. Wander at location until duration expires, unless
something higher priority evaluates earlier.
---- Duration > 0: Must Complete. Wander at location until duration expires.
Will not re-evaluate to any other package until location is reached AND duration
expires.
---- Duration > 0: Must Reach Location. Will not re-evaluate to any other
package until location is reached. When at location, wander for remaining
duration unless something higher evaluates first.
Additional Notes: For the NPC to not run into walls, you must first create a
"priority" path. To do this click on the path mode button then while holding both
CTRL and ALT, lay out a path that you want the NPC to follow.
The Quest Window/Dialogue Window:
While it may seem confusing when first approached, in concept it really isn’t that
difficult. But it can be very, very easy to screw up a quest or how actors function, and not
even realize it, if you don’t pay good attention to what you do within the Quest Window.
I recommend having at least a basic idea how scripting works before you dive into
Quests. Quests works pretty much the same way, but are ‘viewed’ entirely different, and
provided and accessed in a simple to use window (instead of writing everything out, you
just click the drop down menus to choose IDs, functions, and conditions, etc). Once you
learn how to do one of them (quests or scripting), the other becomes easier to understand.
Some people find scripting easier to understand, others think dialog is easy, but struggle
with scripts. I myself struggled horribly for the longest time trying to understand dialog
and quests, but once it clicked, I had no trouble with it. Many have prefixed names that
refer to the main storylines they are part of.
MQ - Main Quest
Arena - Arena Quest
MG - Mages guild
Etc.
MS refers to Miscellaneous Quests.
Creating a new Quest:
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Once you open the quest window you will see a big list of all the quests to the left, R-
Click in here and press new. A pop up will appear, here is where you enter the ID of your
quest. Once you enter an ID press ok.
Quest Data Tab:
Quest Name:
This is the name of the quest as it will appear in the player's journal. In effect, this
is the chapter heading for your part of the players story.
Priority (value 0-100)
I've read a lot of confusing and conflicting advice about the Priority Setting you
should select. When you talk to an NPC, or they talk to each other, their dialogue
is assigned by the priority. The dialogue for higher priority quests will take
precedence over the dialogue of lower priority quests.
This is most obvious in the greetings you receive as you progress through the
game.
The table below shows the conventions used in Oblivion:
Priority
Type
1
Tutorials
5
Generic Activities quests
10
Non-quest Dialogue
20
House & Horse quests
40
Training & Vampire quests
50
Miscellaneous quests
60
Guild quests
85
Main story quest
90
Crime & Character Gen quests
This is not a set of hard and fast rules but a convention. You can break it and set
your priority to any level up to 100. But, it seems sensible to stick to the
convention unless you have a very good reason to break it.
Start Game Enabled check box:
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If this box is checked, the quest is active at the beginning of the game. If you scan
through the list of quests you will find that a very large number of quests
including this one are Start Game Enabled.
In other words these quests start as soon as you begin the game and find yourself
in that prison cell. They run quietly away in the background until an event triggers
them to show themselves.
If we add a mod that is Start Game Enabled, it will be up and running as soon as a
user loads it. We need to be aware of the consequences of this in terms of
scripting. If we choose not to check this box, the quest will remain inactive until
we use the correct Script command (StartQuest or StartStage) to set it up and
running.
Allow Repeated Conversation Topics check box:
By default each conversation uses a convention where any selected topic is
considered completed once you have selected it. It is greyed out and not visited
again once we have selected it. If you click on GREY FOX in the topic list of a
NPC, he will respond, and then the Grey Fox topic is greyed out. If you click on it
again you get the same response. Close the dialogue and return later that day,
Grey Fox will still be greyed out. The conversation runs only once.
However, there are occasions when you would like the NPCs to change their
response according to set conditions. The clearest example of this is any
conversation influenced by the disposition Mini-Game. In that case you might
want conversations to be repeated. So why not always allow repeated
conversations?
Mainly it prevents any script attached to a response being run more than once.
For the most part, this flag is left unchecked and repeated conversations are
forbidden.
Allow Repeated Stages check box:
The vast majority of storyline quests work on the basic idea that each stage is a
development that precludes the previous stages. Once you've done stage 10 then it
is considered as executed. Any effects that the stage has, like adding a sword or
displaying a message, are then ignored in future. Using script functions like
SetStage 10 on an executed stage have no further effect. (Other than setting the
stage counter to 10).
If this flag is checked, a journal entry will be displayed and the quest stage result
scripts will be executed every time SetStage is called for a particular stage
number.
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Again, the vast majority of the time, we should leave this unchecked.
Add Icon Image:
This can be used to add an image file for the quest icon that is displayed in the
player's quest log. You will need to have a custom made icon or an icon extracted
from the BSA files.
Quest Conditions:
This creates a general set of conditions that influence all dialogue contained in
this quest. A few quests have no limiting conditions. A few have multiple
conditions.
But the vast majority use the condition :
GetIsPlayableRace == 1.
This is a script function. It checks that the Actor (NPC or Creature) involved in
this scripts dialogue is from a valid playable race.
This means that invalid races like goblins don't greet you and have conversations.
It's a kind of catch all condition that says; ok let's keep conversations to Actors
that can actually talk.
I like Shadowmere, but it's going to freak me out if he greets me with "You're a
sneaky looking sort' every time I go to ride him.
You can combine conditions to form AND conditions, that all must be met.
You can also use the OR flag to add either/or conditions.
This can also be combined with the faction setting to limit or remove general
conversation topic from actors.
View Filtered Dialogue Window:
This brings up the filtered dialogue window. This is a very useful tool. It enables
you to look at dialogue by Quest, by NPC and by Quest and NPC. In other words
you can work out who says what, where, when and why?
Recompile All Results:
All results scripts (on ALL quests, not just the selected quest) are recompiled.
Apparently this is a useful debugging tool. I avoid it like the plague myself. I've
read too many horror stories about the effect of recompiling scripts.
Export Quest Dialogue:
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This exports the entire quest's dialogue to a text file in the Oblivion folder. It
exports it as a tab delimited text file, and can be hard to read. The same format
can be used to import dialogue using the Data/Input menu. Tab delimited files can
be imported into spreadsheets and databases, and be exported from them. Don't
know any technical details and haven't tried to use this. It's just an observation.
Quest Stages Tab:
(I will use quest ID MS02 as an example here)
This is the nuts and bolts part of the quest. Firstly it is important to bear in mind
that the Quest Stage 10 shown here is not the beginning of the quest. Because this
quest, MS02, was flagged as StartGame Enabled, it has been running
continuously from the first moment you began to create a character. Every five
seconds the game has run the quest script and tried to follow its instructions.
Stage 10 is a discrete set of instructions. It has been quietly waiting for the right
trigger to do its thing. So what triggers it?
Well before we see that, lets quickly tour the Quest Stage Tab.
Quest Stage Index:
•
Each stage has an index number from 0 to 255.
•
It is common practice to spread these in increments of 10.
•
In theory you could have a quest that has 255 stages but this is unlikely.
Why in 10's?
Because even the best planned quests, can have unexpected results which may
require tweaking. Using 10, 20, 30 ... allows you to add an extra stage 15 or 25 in
between. If you'd used the numbers 1, 2, 3..., you would have had to rewrite and
reassign stages before you could fit in any new stage.
In this quest I'd put a small bet on extra stages being added in development. (Look
at the index numbers.)
Quest Stage Items:
If you wish, you can add a stage item to your stage. This is a set of instructions to
the game. It says when I reach stage XX , I want the program to do all this. If it
suits your quest you can leave this blank. This might be the case if all you want to
do at this stage in a quest is to enable some new dialogue. Each stage can have
more than one "stage item".
Each Stage Item can, but does not need to include:
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•
A Journal Entry,
•
A Result Script
•
A Set of Conditions
When the stage is activated, usually by a SetStage function, the game carries out
each stage item in order and then internally marks it as done. (See Repeating
Stages.) It updates the Journal if appropriate, and runs any result scripts, provided
the conditions are met.
Multiple stage items are often conditionalised so that only one is actually run.
This means only one update is sent to the player's log when a stage is set.
Log Entry:
This shows the text that is displayed in the player's quest log.
Result Script:
These script commands are run when the stage item is applied.
Conditions
The conditions must be true for the quest stage item to be applied.
Complete Quest check box:
If this box is checked, setting this stage will move the quest from the active to
completed portions of the player's journal.
[Note that a completed quest can still be running. You have to use a script
command StopQuest to disable it completely]
Export Quest Stages:
All the text and conditions of quest stages can be exported to a text file. This can
then be spell checked and proof read. There is again an import facility on the File
menu. (When I tried it - CTD! But that might just be me.)
Quest Targets Tab:
The Target Tab is used to set a map marker which appears in the world and mini
maps to show the location of quest targets like Buildings and NPCs. Depending
on the conditions specified for the target, multiple quest targets can appear at the
same time. All targets (for the player's active quests) which pass their conditions
will be displayed on the player's compass and map.
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Target Ref:
A target must be a persistent reference.
Conditions:
The developers usually limit the targets selected by quest stages, but any valid
conditions can be used.
Select Reference in Render Window:
The reference can be selected from the render window. All persistent references
show a white cursor. Non-persistent references show a red cursor.
Cell & Ref:
Alternately, the reference can be selected by using the cell list and the list of
references in that cell. Only persistent references are shown in the list.
Compass Markers Ignore Lock check box:
If checked, the path to the quest target will ignore locked doors (when showing
the player the closest load door to reach the target). Otherwise, the path will
attempt to avoid locked doors if possible.
So how did this quest start?
The answer is in the dialogue.
All the other tabs deal with talking in one form or another. The
Combat
Persuasion
Detection
Service and
Misc
tabs are all special dialogue topic tabs.
Topics Tab
When you click on an NPC and activate them, the program cross references the
NPC's dialogue to decide what the NPC will say to you.
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Every dialogue begins with a:
GREETING:
This topic is used when the player enters dialogue with an NPC. The nature of the
greeting is contextualised by a series of conditions. (What progress you have
made in quests, your faction, your race, your class etc.)
This is spoken as you enter the dialogue menu by activating the NPC. The
Character animates, to turn and face you, and delivers his GREETING.
What appears in the left hand side in the menu is determined by context based
statements attached to topics.
Some, like Rumours, are pretty much universal.
Some are limited to a few NPCs in special circumstances.
You can create new dialogue topics as you need them by editing and adding
topics. (A word of caution here: Take great care to set conditions on dialogue to
preventing it being said by every character.)
We can link topics to form a structured dialogue by using the Link from, Topics
and Choices boxes on the right hand side to extend the range of Topics that
appear for a given NPC.
Any dialogue spoken outside the topic menu in the game is covered by the other
tabs - in particular, the CONVERSATION tab.
Conversation Tab
A conversation consist of a series of snippets of speech or, as the designers refer
to them, infos that are played between two or more NPC's. All random
conversations use infos stored in topics listed under this tab.
For example:
GOODBYE:
This topic is stored on the Conversation Tab, NOT the Topics Tab, and is played
when the TOPIC menu is closed in the game.
The structure of the random NPC conversations is:
HELLO:
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All random conversations start with a HELLO. The starting HELLO must have
"Link From" left blank to indicate that it can start a conversation.
INFOGENERAL:
This topic is unusual because it appears both in random conversation and as the
"Rumours" topic in dialogue with NPCs. When you ask an NPC about a Rumour,
he will pick an info from the INFOGENERAL topic and then "keep" that rumour
for 24 hours (so if you ask him again during the same day, he will continue to tell
you the same rumour).
GOODBYE:
By default, all random conversations will end with a GOODBYE unless they are
ended by another info with the "Goodbye" flag checked.
The Scripting Window:
Scripting is a whole new world of stress for the uninitiated newbie. It seems daunting at
first trying to figure out what all the functions are for, unscrambling and understanding
commands and how they go together to make something happen, and the joy of watching
your first script produce unexpected, unintentional, and indecipherable results (if any). I
will not cover all the console functions. I will cover scripting in three parts; first the
‘commands’ used in a line to produce a result, second the syntax, or how to put them
together with a function to produce a result, and third, functions and what they do (and
don’t do!). I will commonly refer to commands and functions within a script as ‘code’ in
this section. There are quite a few conventions to keep in mind when scripting:
Keep in mind:
While I have tried to include as much information as possible this section is intended
to give even a newbie a good base to learn scripting, and as a reference for anyone
else. But this does not cover everything. To do that would take much longer, add
several hundred pages to this work.
Making Scripts:
• I refer to any script that when written up in the CS as ‘big’ if you can’t see all the
code at one time. If you have to scroll up or down to see any part of the code, I
consider it big. Anything else is ‘small’ and easier to work with.
• The Scripting language is not case sensitive (Capital and lower case). However, if
you choose to follow the convention used by Bethseda (which is to capitalize each
word within a function. Ex: GetGameHour), or choose to make everything
lowercase, stick to it. I suggest using the convention Bethesda uses, it makes
reading a script easier, and picking out the functions and commands you are
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looking for. BUT whatever you choose to do, stick to it. It makes for cleaner
scripts that are easier to read and understand. This is admittedly minor, but will
save you some grief.
• Spaces are usually a good thing. When you compile a script a space is ignored; so
often you can leave a space out with certain commands BUT (and this is a big but,
kinda like mine); you may experience problems with the script if you do so.
Thusly, if I mention it is a good idea to use a space somewhere, DO IT. In general
it is a good idea to use spaces between all commands and functions. This is a big
grief saver.
• Use a comma after a function and between parameters (numerical values). Scripts
will usually compile and work if you forget to use a comma, but you might have
errors if you don’t. Rare, but better safe than sorry. With some functions you must
use a comma afterward, usually those that involve filename use.
• Set and use ‘do once’ conditions. Because a script processes every frame,
anything you have a script do, it will do 20 or more times each second. You
probably don’t want a script that acts as a trap on a chest to zap a player 20 times
in 1 second with damage, every second, to infinity. Declare a variable called
‘doonce’, check if the variable is equal to 1 or not, then after a function processes
you only want to happen once, add a line that sets the doonce variable to 1, next
frame the script should check the doonce variable before the function, and since
set to 1, skips the function. It should look like this:
If ( doonce == 1 )
Return
Else
[some function]
Endif
Learn to use a do once statement in your scripts.
• Write out your script on paper first, at least a draft. I will put to paper a rough
draft, maybe leave out a lot of the code even, just so I have a good working idea
of how easy/hard the script will be, and identify any problems that may arise.
Some do this, some don’t. I usually don’t write much code, just the concept of
each section of a script. This can help you when working with big scripts.
• Divide your script into sections, and then fill it in with the necessary code. When I
write out the concept of a new script I divide it up into sections. Each section of
the script is accomplishing something for the script as a whole. One section may
only be one or two lines, maybe compute some numbers for a variable, or maybe
nothing more than checks for data. Whatever. This will help you make sure all
parts of a script are doing what they are supposed to do when writing it out, and
when debugging it. Trust me, for a big script; it’s a grief saver.
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• Use the semicolon (;) to comment on what you are doing in each section of a
script. Especially if you are just learning how to script. This will keep you focused
on what you are trying to do with the code of that section. In a big script it can be
easy to loose track or forget what you were trying to do exactly with a given
section.
• To save a script you must click the ‘save’ button. If there are no errors in your
code it will save your script. If there are errors, it will not save and will alert you
to the fact something is wrong (though not necessarily what). You will get an
error statement when you try to compile for the first error found. So you may have
to click save, fix an error, hit save again, fix another error, hit save again, etc. Just
because you don’t have an error when you compile a script doesn’t mean it will
work, the engine just checks to make sure there are no syntax errors. Your script
might still be crud (and this is why we test our plug-ins people).
How Scripts Work:
• There is a small dropdown box located at the top of the Script Window saying
Script Type. If your script is for a Quest make sure it is set to Quest. If it’s for an
Object, set it to Object. And the same for a Magic Effect.
• Scripts run once every single frame (you remember what frames are right?).
This means a script may execute or process 10, 20, 40, or more times every
second. Also, frame rates vary from computer to computer, and second by second
on any single computer. Keep this in mind.
• There are two types of scripts: Local and Global. Local scripts are any script
that’s attached to an object. A local script will only affect the cell it is in, but will
and/or can affect anything in that cell (you allow it to). Local scripts will
automatically start the moment the PC enters the cell (in an exterior cell, the
moment that cell is loaded, even if the PC isn’t ‘in’ it yet). Global scripts must
somehow be started, are not attached to anything, but process regardless of what
cell they are in (according to their code). You must use another script to start a
global script or to stop it (whether that other script is a local or a global is up to
you). Some global scripts start at the beginning of the game to set global variables
and set how the game is to run (called startup scripts). Don’t mess with these,
trust me, just don’t.
• Local scripts, since they are attached to an object, usually affect only that object
with their code unless you specify differently (within that script).
• Global scripts, since they are not attached to any object, must have specified
within their code, what they are affecting with any function stated.
• Scripts use variables to hold or remember data (and you thought algebra would
never come in handy back in school). The variable is a single word (or several
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together without spaces OR connected with an underscore). They hold data, or
numbers. You must list (or state) variables you will use in a script at the start of a
script before any code (but after the
Begin
command). This is referred to as
‘declaring’ a variable in a script. Most of the time, a variable will have a value of
-1 (negative one) until you assign data in the script.
• Variables come in three flavors; Long, Short, and Float. You must state which
type a variable is supposed to be when you declare it. I have yet to see a Long
variable declared in a script, but you can.
• Long variables can be assigned a value anywhere from -2,147,483,648 to
2,147,483,647.
• Short variables can be assigned a value anywhere from -32,768 to 32,767.
• Float variables can be assigned a value anywhere from 3.4E +/- 38. What does
this gobbledygook mean? It means the variable can accept a numerical value that
has a decimal in it, with up to seven digits after the decimal.
• Once a value is assigned to a variable it will always have that value until changed,
no matter if a local or global variable, what cell you are in, exiting the game, or
turning your computer off.
• In a local script, you can pretty much make up any name for a variable you want,
the variable will only work with that script. Try to make it memorable, and easy
to identify what data the variable holds (ex: if you use a variable to hold the
current Strength of the PC, name the variable ‘currentstrength’ or ‘currstr’). Try
not to accidentally use function names, and don’t use punctuation. Both will really
screw things up.
• The game already has some global variables declared. They are hard coded into
the game; you cannot change them (without serious game breaking
repercussions). You can use them in a script though. Some you don’t have to
declare, and some you do.
The Commands:
These are the words and symbols used in a line of the script to state how the script
processes and what is affected by it.
ScriptName:
This is the command that states the name of the script. You put the name of your
script on the same line after this command. The script name cannot have any spaces.
Thus either of the following is a valid way to write the first line in a script:
ScriptName CatNightEye
OR
ScriptName Cat_Night_Eye
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This is a no-no:
ScriptName Cat Night Eye
OR
ScriptName CatNightEye
Begin:
The begin command has to be before any function. Example:
ScriptName AexampleScript
Begin GameMode
[Some Function]
After begin you must always state when you want it to begin.
End:
This goes on its own line at the very end of a script. This tells the game no more
code for this script; it’s done for this frame. It does not mean the script stops
getting processed (check above bullets).
Semicolon:
Use a semicolon (;) to add text. Any text you place after the semicolon on the
same line will be ignored when the script is compiled and processes in game. This
doesn’t mean it’s deleted; it stays where you put it, and it’s just ignored. You
cannot use the ‘enter’ key for a carriage return! Only the text placed after the
semicolon and on the same line is ignored. If the text wraps around to the next
line, that’s ok. Thus, this is ok:
Set GameHour to 10 ; set the current game hour to 10
But not this:
Set GameHour to 10 ; set the current [carriage return]
[tab][tab][tab]; strength for testing against [carriage return]
[tab][tab][tab]; item weight
Note: You cannot put anything on a line above this command, except text after a
semicolon. Don’t do this though, just put any descriptive text below this command.
If:
You use this command to check if some aspect of the game meets a condition you
have stated. Thus:
If ( GameHour == 10 ) ;checks for the Game Hour exactly equal to 10
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The
if
command checks to see if the function statement following it is true or
false. If true, it will process any functions listed below it until another command
statement is reached. If false, if will skip any functions until another command
statement is found below it.
ElseIf:
Use this below an
if
statement to check for more than one condition. Thus:
If ( GameHour == 10 )
;checks for Game Hour equal to 10
[some function]
ElseIf ( GameHour == 5 )
;checks for Game Hour equal to 5
[A different function]
Think of the
ElseIf
command as similar to a Boolean ‘and’ or ‘or’. It otherwise
works just as does the
if
command.
Else:
Use this after any
if
or
ElseIf
commands to check a final or ‘catch all’
threshold or condition. Thus:
If ( GameHour == 10 )
;checks for Game Hour equal to 5
[Some function]
ElseIf ( GameHour == 5 )
;checks for Game Hour equal to 5
[A different function]
Else
;if Strength is not equal to 30 nor 40
[Entirely different function]
Think of the
else
command as ‘if none of the above’. If no
if
or
ElseIf
conditions above it return true, this command will process any functions listed
below it until the another command is reached.
Set/To:
Use this pair to assign a value to a variable:
Set GameHour To ( GetStrength.player )
Endif:
You must use this command to finish any (set of)
if
statement(s). The script will
not compile without all If/ElseIf statements ending with an
Endif
command.
Thus:
If (GameHour == 10 )
;checks for Game Hour equal to 10
[Some function]
ElseIf (GameHour == 5 )
;checks for Game Hour equal to 5
[A different function]
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Else
;if GameHour is not equal to 10 nor 5
[Entirely different function]
Endif
You can also embed
if
statements within other
if
statements. The indented
if
statement is said to be embedded or nested within the first
if
statement (There is
reported to be a maximum of ten embedded if statements within a singular if
statement. I do not know, I’ve never tried to see if this is so). Thus:
If ( GameHour == 10 )
; checks for Game Hour equal to 10
If ( GameDay == 20 )
; checks for Game Day and Game Hour both
; Equal to 20
[Function]
Endif
[Some function]
;if Game Hour is 20, but Game Day is not 20
ElseIf ( GameHour == 24 )
;checks for Strength equal to 24
[A different function]
Else
;if Game Hour is not equal to 10 nor 24
[Entirely different function]
Endif
This is a simple
if
set of statements. Note the structure. The
if
command comes
first, then any
ElseIf
commands (optional, you may not need to use any. You
can use more than one if you need to, quite a few in fact), then the
else
command (optional, you don’t have to use this command, but useful when you
only need to check for a few conditions out of many). Then the
endif
command
to end the set. Notice how I indented the [function statement]. The function is
embedded in the
if
statement and only gets processed when the
if
statement
returns (or is) true. It is not necessary to indent, but is oh so useful when scanning
through lines of code trying to understand what you have done (and/or done
wrong).
Syntax:
A full stop (.) is used to designate the calling object, and the condition or function
to apply to it. The calling object is usually the object_ID on the left side of the
‘full stop’. The condition to check or function to apply is usually stated to the
right of the ‘arrow’. Thus:
object_ID.GetStrength OR Player.SetStrength 50
Note: The object ‘ID’ of the PC is always ‘
player’
.
The function can also be placed on the left and the object’s ID on the right. Thus:
SetStrength.player 50
But not:
GetStrength.NPC_ID
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Why? In the first you are applying the function to the PC, the numerical value
can be placed after the object as so. But in the second you are calling for what
that numerical value is, but cannot assign it to a variable with the given
statement syntax. In the above statement you’re telling the script to ‘get’ the
Strength of the NPC but cannot tell the script what to do with it.
When you state an object’s ID in a script, the game will look for the first such
object_ID listed in it’s database. Which means you might not get the object’s
reference you want the script to work with. This is why it’s a good idea to
give an object a unique name that you want to attach a script to. If an object
has it’s References Persist box checked, the object can be accessed by a script
regardless of what cell either is in.
Condition Check signs:
== This is used to set a condition of ‘is equal to’.
!= This is used to set a condition of ‘is not equal to’.
<= This is used to set a condition of ‘is less than or equal to’.
< This is used to set a condition of ‘less than’.
>= This is used to set a condition of ‘is greater than or equal to’.
> This is used to set a condition of ‘is greater than’.
These are used as thus:
If ( player.GetStrength >= 30 )
;if the PC’s Strength is equal to or greater
than 30
[function]
;do this
Endif
Note: Almost always when you make an
if
statement you will need to use
parentheses to encapsulate the condition check part of the. Whenever you use
parentheses you should make sure to put a space on both sides of each parentheses.
Don’t argue, DO IT! Also make sure to put a space before and after the condition
setting signs (i.e.
==
,
!=
,
<=
,
<
,
>=, >
). If you have to ask why, see the above bullet
about using spaces in code.
Mathematics:
+
This is used for addition.
-
This is used for subtraction.
*
This is used for multiplication.
/
This is used for division.
Math is done just like you learned in school. Thus:
Set variable_x to ( variable_y + variable_z )
or
Set currentstrength to (( variable_a + variable_b ) * (( variable_c - 10 ) / 5 ))
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Note: The rule about spaces applies to math symbols too (a space on each side).
Note: I have seen several statements saying that there is a maximum number of
variables in math calculations that can be done on one line of code. Supposedly
20, I have not tried to exceed this to see if true, but recommend you split big
calculations between several lines to avoid the ‘rule of 20’.
Let’s review Commands. Each script must have a
Begin
, then code, and then
End
.
You use
if
statements to test conditions. You can use
set
/
to
to assign numerical
values to variables, or to assign one variables value to another variable. You use
variables to hold these values within a script and/or to manipulate them. You must
declare variables. Most variables start at a value of -1 before assigned a value.
Use spaces. Here is a sample script (below) so you can see a complete format.
The script begins, declares a variable, checks if this script has ever processed
before, tests if Strength is under 40, then tests if Agility is under 40, and if so sets
Strength to 40. If either Strength or Agility is over 40 then no changes are made.
After the
if
statements, the variable is changed to a 1. The script then ends and
starts processing again. Now, on the second run through the script the game gets
to line 5, checks the variable’s value which was set to 1 last frame. Since it is 1,
greater than 0, the game skips the entire set of if statements, ends, and starts over
again the next frame, ad infinitum.
ScriptName ASampleScript
short variable_one
;declared a variable
Begin OnActivate
;script starts processing here
if ( variable_one < 0 )
;has this script processed before?
if ( player->GetStrength < 40 )
;is the PC’s Strength less than 40
if ( player.GetAgility < 40 ) ;is the PC’s Agility less than 40
Player.SetStrength, 40
;if not, change Strength to 40
Endif
Endif
Endif
Set variable_one to 1
;change variable_one to 1
End
;script ends here
Note: this script is just to show format. While it would work, it’s not very efficient.
The Functions:
You’re still not ready to start scripting yet; you need to know about functions and
what they do. There are many, many functions. Most are useful, a few have limited
use, and several just plain don’t work. I will list each function, but I will not be giving
descriptions of what they do, maybe in a later version. (If you know a function that is
not listed here please email me and tell me what it does) Let’s get to the functions.
-
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A
Activate
AddAchievement
AddFlames
AddItem
AddScriptPackage
AddSpell
AdvancePCLevel
AdvancePCSkill
Autosave
C
CanHaveFlames
CanPayCrimeGold
Cast
CloseCurrentOblivionGate
CloseOblivionGate
CompleteQuest
CreateFullActorCopy
D
DeleteFullActorCopy
Disable
DisableLinkedPathPoints
DisablePlayerControls
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Dispel
DispelAllSpells
Drop
DropMe
DuplicateAllItems
DuplicateNPCStats
E
Enable
EnableFastTravel
EnableLinkedPathPoints
EquipItem
EssentialDeathReload
EvaluatePackage
F
ForceActorValue
ForceCloseOblivionGate
ForceFlee
ForceTakeCover
ForceWeather
G
GetActionRef
GetActorValue
GetAlarmed
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GetAmountSoldStolen
GetAngle
GetArmorRating
GetArmorRatingUpperBody
GetAttacked
GetBarterGold
GetBaseActorValue
GetButtonPressed
GetClassDefaultMatch
GetClothingValue
GetCombatTarget
GetContainer
GetCrime
GetCrimeGold
GetCrimeKnown
GetCurrentAIPackage
GetCurrentAIProcedure
GetCurrentTime
GetCurrentWeatherPercent
GetDayOfWeek
GetDead
GetDeadCount
GetDestroyed
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GetDetected
GetDetectionLevel
GetDisabled
GetDisposition
GetDistance
GetDoorDefaultOpen
GetEquipped
GetFactionRank
GetFactionRankDifference
GetFactionReaction
GetForceRun
GetForceSneak
GetFriendHit
GetFurnitureMarkerID
GetGameSetting
GetGlobalValue
GetGold
GetHeadingAngle
GetIdleDoneOnce
GetIgnoreFriendlyHits
GetInCell
GetInCellParam
GetInFaction
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GetInSameCell
GetInWorldspace
GetInvestmentGold
GetIsAlerted
GetIsClass
GetIsClassDefault
GetIsCreature
GetIsCurrentPackage
GetIsCurrentWeather
GetIsGhost
GetIsID
GetIsPlayableRace
GetIsPlayerBirthsign
GetIsRace
GetIsReference
GetIsSex
GetIsUsedItem
GetIsUsedItemType
GetItemCount
GetKnockedState
GetLOS
GetLevel
GetLockLevel
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GetLocked
GetNoRumors
GetOffersServicesNow
GetOpenState
GetPCExpelled
GetPCFactionAttack
GetPCFactionMurder
GetPCFactionSteal
GetPCFactionSubmitAuthority
GetPCFame
GetPCInFaction
GetPCInfamy
GetPCIsClass
GetPCIsRace
GetPCIsSex
GetPCMiscStat
GetPCSleepHours
GetPackageTarget
GetParentRef
GetPersuasionNumber
GetPlayerControlsDisabled
GetPlayerHasLastRiddenHorse
GetPos
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GetQuestRunning
GetQuestVariable
GetRandomPercent
GetRestrained
GetScale
GetScriptVariable
GetSecondsPassed
GetSelf
GetShouldAttack
GetSitting
GetSleeping
GetStage
GetStageDone
GetStartingAngle
GetStartingPos
GetTalkedToPC
GetTalkedToPCParam
GetTimeDead
GetTotalPersuasionNumber
GetTrespassWarningLevel
GetUnconscious
GetUsedItemActivate
GetUsedItemLevel
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GetVampire
GetWalkSpeed
GetWeaponAnimType
GetWeaponSkillType
GetWindSpeed
GoToJail
H
HasFlames
HasMagicEffect
HasVampireFed
I
IsActionRef
IsActor
IsActorAVictim
IsActorDetected
IsActorEvil
IsActorUsingATorch
IsActorsAIOff
IsAnimPlaying
IsCellOwner
IsCloudy
IsContinuingPackagePCNear
IsCurrentFurnitureObj
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IsCurrentFurnitureRef
IsEssential
IsFacingUp
IsGuard
IsHorseStolen
IsIdlePlaying
IsInCombat
IsInDangerousWater
IsInInterior
IsInMyOwnedCell
IsLeftUp
IsOwner
IsPCAMurderer
IsPCSleeping
IsPlayerInJail
IsPlayerMovingIntoNewSpace
IsPlayersLastRiddenHorse
IsPleasant
IsRaining
IsRidingHorse
IsRunning
IsSneaking
IsSnowing
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IsSpellTarget
IsSwimming
IsTalking
IsTimePassing
IsTorchOut
IsTrespassing
IsTurnArrest
IsWaiting
IsWeaponOut
IsXBox
IsYielding
K
Kill
KillAllActors
L
Lock
Look
LoopGroup
M
MenuMode (Function)
Message
MessageBox
ModActorValue
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ModAmountSoldStolen
ModBarterGold
ModCrimeGold
ModDisposition
ModFactionRank
ModFactionReaction
ModPCAttribute
ModPCFame
ModPCInfamy
ModPCMiscStat
ModPCSkill
ModScale
MoveTo
MoveToMarker
P
PayFine
PayFineThief
PickIdle
PlaceAtMe
PlayBink
PlayGroup
PlayMagicEffectVisuals
PlayMagicShaderVisuals
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PlaySound
PlaySound3D
PositionCell
PositionWorld
PreloadMagicEffect
R
RefreshTopicList
ReleaseWeatherOverride
RemoveAllItems
RemoveFlames
RemoveItem
RemoveMe
RemoveScriptPackage
RemoveSpell
Reset3DState
ResetFallDamageTimer
ResetHealth
ResetInterior
Resurrect
Rotate
S
SameFaction
SameFactionAsPC
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SameRace
SameRaceAsPC
SameSex
SameSexAsPC
Say
SayTo
ScriptEffectElapsedSeconds
SelectPlayerSpell
SendTrespassAlarm
SetActorAlpha
SetActorFullName
SetActorRefraction
SetActorValue
SetAlert
SetAllReachable
SetAllVisible
SetAngle
SetAtStart
SetBarterGold
SetCellFullName
SetCellOwnership
SetCellPublicFlag
SetClass
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SetCombatStyle
SetCrimeGold
SetDestroyed
SetDoorDefaultOpen
SetEssential
SetFactionRank
SetFactionReaction
SetForceRun
SetForceSneak
SetGhost
SetIgnoreFriendlyHits
SetInCharGen
SetInvestmentGold
SetItemValue
SetLevel
SetNoAvoidance
SetNoRumors
SetOpenState
SetOwnership
SetPCExpelled
SetPCFactionAttack
SetPCFactionMurder
SetPCFactionSteal
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SetPCFactionSubmitAuthority
SetPCFame
SetPCInfamy
SetPCSleepHours
SetPackDuration
SetQuestObject
SetRestrained
SetRigidBodyMass
SetScale
SetSceneIsComplex
SetShowQuestItems
SetSize
SetStage
SetUnconscious
SetWeather
ShowBirthsignMenu
ShowClassMenu
ShowDialogSubtitles
ShowEnchantment
ShowMap
ShowRaceMenu
ShowSpellMaking
SkipAnim
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StartCombat
StartConversation
StartQuest
StopCombat
StopCombatAlarmOnActor
StopLook
StopMagicEffectVisuals
StopMagicShaderVisuals
StopQuest
StopWaiting
StreamMusic
T
ToggleActorsAI
TrapUpdate
TriggerHitShader
U
UnequipItem
Unlock
V
VampireFeed
W
Wait
WakeUpPC
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WhichServiceMenu
Y
Yield
Oblivion Script Extender:
The Oblivion Script Extender, or OBSE for short, is a modder's resource that expands the
scripting capabilities of Oblivion. A lot of people have trouble loading up OBSE for the
first time, you have to open a command prompt window, navigate to your oblivion install
folder, and type "obse_loader -editor". This is quite confusing; personally, I have no idea
how to do this at all. So instead, I will tell you a very simple way; but requires you to
download a program called Fast Command Prompt.
Running the CS with OBSE:
Well first I had better begin by telling you what Fast Command Prompt (FCP) is.
FCP is a very small (Below 200kb) and easy to use program (If you wish to
download go to a search engine website and type: Fast Command Prompt
Download.). It allows you to R-Click on any folder on your HD and click Launch
Command Prompt. This will instantly bring up a command prompt window that
has automatically navigated to this folder, very helpful. Once you R-Click on your
Oblivion folder (Default Directory: C:\Program Files\Bethesda
Softworks\Oblivion) click on Launch Command Prompt, then all you need to type
is obse_loader –editor. This will load up the editor with the OBSE functions
enabled.
Writing your first OBSE script:
This will be included in a future update.
The Magic Effects Window
This window allows you to modify the visual effects seen when spells are cast. Highlight
an effect and the appropriate visual effects are listed in boxes and drop down menus to
the right. These are explained below. Take care and give consideration to any decision to
modify anything in this window as it could easily unbalance gameplay far more than
intended.
Name:
This is the in game name of the spell.
School:
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This drop down menu lists each spell effect school. Use this to change what
school a spell effect is associated with (and what skill it is based on).
Base Cost:
This is the cost in Magicka points as a base that the game uses to calculate the
cost of casting a spell. Remember this is just a base; other factors modify the cost.
Resist Value:
At the moment I do not know what this does. If you do, please email me so I can
place it into this manual.
Assoc. Item:
This is used for summoning creatures or bound weapons; simply click the
dropdown box and choose what you wish to be able to summon.
Effect Icon:
This is the icon shown at the bottom of the screen in game when a spell is cast
using this spell effect.
Flags:
Spellmaking check box:
If this box is checked this spell effect will be included on the list of effects the PC
can use to create a spell with.
Enchanting check box:
If this box is checked this effect will be included on the list of effects the PC can
use to enchant items with.
Hostile check box:
If this box is checked this effect is classed as hostile; if you cast it on somebody
you will get in trouble with the guards.
Detrimental check box:
At the moment I do not know what this does. If you do, please email me so I can
place it into this manual.
Recover check box:
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If this box is checked then the effect heals or fortifies the PC or NPC.
Magnitude % check box:
If this box is checked then the effect is a weakness or resist effect.
FX Persist check box:
At the moment I do not know what this does. If you do, please email me so I can
place it into this manual.
Self check box:
If this box is checked then the effect is cast upon the PC or NPC; depends who
casts it.
Touch check box:
If this box is checked then the effect is cast upon a touch of another creature or
NPC.
Target check box:
If this box is checked then the effect is cast as a target spell; this means the spell
acts like you are throwing a rock at somebody, but in a straight line.
No Duration check box:
If this box is checked then the effect is not a Duration effect.
No Magnitude check box:
If this box is checked then the effect is not a Magnitude effect.
No Area check box:
If this box is checked then the effect is not an Area effect.
No Ingredient check box:
At the moment I do not know what this does. If you do, please email me so I can
place it into this manual.
Use weapon check box:
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If this box is checked then the effect is a bound weapon effect.
Use Armor check box:
If this box is checked then the effect is a bound armor effect.
Use Creature check box:
If this box is checked then the effect is a summon creature effect.
Use Skill check box:
If this box is checked then the effect is used for a skill; whether It be a fortify skill
or absorb skill, if its something to do with a skill; its checked.
Use Attribute check box:
If this box is checked then the effect is used for a attribute; whether It be a fortify
attribute or absorb attribute, if its something to do with a attribute; its checked.
No Recast check box:
At the moment I do not know what this does. If you do, please email me so I can
place it into this manual.
No Hit Effect check box:
At the moment I do not know what this does. If you do, please email me so I can
place it into this manual.
Counter Effects:
At the moment I do not know what this does. If you do, please email me so I can place
it into this manual.
Sounds:
Casting Sound:
This is the sound played when either PC or NPC casts the spell.
Bolt Sound:
This is the sound played when the spell is moving or doing what it is supposed to
do.
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Hit Sound:
This is the sound played when the spell hits the target, or cast upon yourself or an
NPC.
Area Sound:
At the moment I do not know what this does. If you do, please email me so I can
place it into this manual.
Constant Effect Enchantment Factor:
At the moment I do not know what this does. If you do, please email me so I can place it
into this manual.
Constant Effect Barter Factor:
At the moment I do not know what this does. If you do, please email me so I can place it
into this manual.
Visual Effects:
Effects NIF:
The NetImmerse effect file; this appears when the spell is cast; it could be a
fireball etc.
Effect Shader:
The shader of the casted spell effect, you shouldn’t modify this unless you know
what you are doing.
Enchant Effect:
At the moment I do not know what this does. If you do, please email me so I can
place it into this manual.
Projectile Type:
This can be set to Ball, Bolt, Fog or Spray; this control what kind of projectile is
cast when the spell gets cast. If it were a fireball you would set it to ball.
Projectile Speed:
This toggles how fast the chosen projectile travels through the air.
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Light:
This controls what light the effect produces when cast.
Description:
This box shows the description for this magic effect.