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Technical Info concerning Interiors
05-01-2006, 02:34 PM,
#11
 
Packages explained

For technical terms read the post "AI Packages Technical terms".

The fourth package.

The Wander package

How to select (NPC) the wander package, look at the two previous posts.

Screenshot 1.
Select the time and duration. The time is 10 am and the duration 12 hours.
The package ends at 10 pm.

Screenshot 2.
Select the location tab.

The NPC starts wandering near the editor location (the location where you placed the NPC in the CS). The NPC unlocks the door at 10 am and locks the door at 10 pm.

If you select "skipfallout behavior" the NPC will not engage in a conversation with other NPC's.

If you set the time to 10 and the duration to 0, nothing checked.

The NPC will wander until something with a higher priority occurs.

Must complete has no meaning.

If you check "Must reach location" means ---> No other package will start before the NPC has reached the location. When at location ---> Wander until something with a higher priority occurs.


If you set Duration +1 or more and nothing checked.

Wander at the location until the duration ends, unless something with a higher priority occurs.

If you check "Must complete" means ---> No other package will start until the NPC reaches the location and the duration ends.

If you check "Must reach location" means ---> No other package will start until the location is reached. At the location --> Wander until the duration ends, unless something with a higher priority occurs.


Location tab, other selections.

If you select near reference.

You can make the NPC go outside the house (via a X-marker or a selected reference) and have an evening stroll.

If you select In Cell.

"In Cell" is not recommended. The NPC can behave in an other manner as planned (strange).

If you select near current location.

"Near Current location". For example the NPC was eating at a table in the interior (assuming this is not the editor location). The package (with near current location selected) will start at the same spot.


Pathgrid.

For letting NPC's wander and not to collide with other objects (walls etc.) you need to create a pathgrid. There is a normal pathgrid (red) for in the interior and a priority (blue) pathgrid for the exterior (can also be used in the interior).

The next topic shall be: "the Pathgrid".

sandor has attached these images (downsized versions):
[Image: tn_attachment-1878.jpg] [Image: tn_attachment-1879.jpg]
Schedule.jpg (67.30 KB) | Location.jpg (84 KB)
Dum loquor, hora fugit  - While I speak the time flies



Ovid 43 BC - 17 AD
05-06-2006, 03:25 PM,
#12
 
The Eight Topic.

Pathgrid, Technical


Quote:From the Construction Set Wiki
The movement AI in Oblivion is assisted by a set of path grids. Normally the render window does not display the path grids. To see them, you can select the Path Grid Editing icon from the tool bar, or you can select Edit Cell Grid Path from the World menu.

The path grids are red, orange and blue tetrahedrons connected by yellow lines. The tetrahedrons are safe places an actor can stand. The lines are valid paths to travel between the points.

* Blue Points: The preferred travel path. When determining the path to travel, actors prefer to use blue points.

* Red Points: Normal points, hand placed.

* Orange Points: Automatically generated points. They act just like the red points.

In the path grid edit mode, you cannot select normal objects. The only objects that can be manipulated are path grid objects.

To add a grid point, right click on the location in the render window. The point will appear at that point. Path grid points are always placed on surface. They are never placed floating.

To move a grid point, select it with the left mouse button. As long as you hold the button down, the grid point moves with the mouse. You can then use the "F" key to make it "fall" to the ground if necessary.

To add or remove a link, select a point with the left mouse button. While holding down the Ctrl key, select another grid point. A link is made. If a link already exists, it is removed.

Grid points can also be added with a link automatically placed with the previous grid point by holding the Ctrl key and right-clicking on the point where the grid point should appear.

CS Wiki Main page.

To add the blue tetrahedrons (points) hold CTRL and ALT and right-click.
Dum loquor, hora fugit  - While I speak the time flies



Ovid 43 BC - 17 AD
05-07-2006, 07:34 PM,
#13
 
Pathgrid Practical


Look at the screenshots (RPC18).

To avoid the NPC running into walls. create a "priority" path.
These are the blue points (or tetrahedrons (th)). The NPC is attracted tho these points as iron is to a magnet. Place them by holding CTRL and ALT and then rightclick.

The NPC prefers the blue points above the red ones.
In this way you can influence the NPC's behaviour, where he should wander or not.


I placed some (blue th's) near the chairs at the table (downstairs). This will be the preferable seat, while eating. The place where the NPC sits down (for eating), changes randomly upstairs or downstairs. If Nirtunus (RPC18) goes for dinner downstairs, he often prefers the seat with the blue node.

Make sure you place th's at both the sides of the chairs and the bed (PG1/2 and 5; screenshots). This to avoid strange behaviour like standing on the chair while getting up etc. Always test the pathgrid and see if every chair etc. is used correctly by the NPC. I know it takes a lot of time but it contributes in a massive way to the quality of the interior.

Don't place red points on the middle of the stairs. The NPC will stand still for a long time.

sandor has attached these images (downsized versions):
[Image: tn_attachment-1971.jpg] [Image: tn_attachment-1972.jpg] [Image: tn_attachment-1973.jpg] [Image: tn_attachment-1974.jpg] [Image: tn_attachment-1975.jpg]
PG1.jpg | PG2.jpg | PG3.jpg | PG4.jpg | PG5.jpg
Dum loquor, hora fugit  - While I speak the time flies



Ovid 43 BC - 17 AD
05-08-2006, 12:28 PM,
#14
 
Ninth Topic

Making NPC's, Technical

CS Wiki

From the Elder Scrolls Construction Set Wiki.

Quote:Editing NPC Stats

Let's briefly review the basic properties on the far left of this window.

* ID Editor ID for this NPC. Must be unique. Let's use CreepyCaveBoss
* Name NPC name as it will appear in-game. We can leave this alone.
* Script Scripts can be attached to NPCs here. Leave it blank for this one.
* Class BanditBoss is a special class. To view the details of pre-made classes, navigate to Character>Class... in your toolbar
* Summonable Leave blank!
* Offset/PC Level Offset Checking this box will cause the NPC's stats to adjust to the player's level. Offset determines how much above or below the player's level the NPC will be. In this case, our NPC will be one level higher than the player. That's fine for now; it can be tweaked later.
* Calc Min/Max These check boxes determine minimum and maximum levels for the NPC. This is useful for creating semi-leveled content. For instance; we could create a dungeon which levels to players between levels 10-15 using these boxes. In this case we'll leave the default settings at 1 and 0, meaning the NPC will level to any player.
* Race Straightforward - choose a race from the drop-down menu. Choose any race you like, but I'm opting for a Dark Elf.
* Female Even more straightforward. We'll keep this boss female in the name of equal-opportunity slaughter.
* Combat Style Combat styles influence NPC choices during a fight. For what we want this NPC to do, the default style will be just fine.
* Death Item Used for special loot items that we don't want to show up until after an NPC is dead. This is useful for items we don't want pick-pocketed and biological items (i.e. it's not feasible to remove an NPC's heart until said NPC has otherwise ceased to live)
* Essential Used for special NPCs and usually controlled via script. Essential NPCs cannot be killed and are only knocked unconscious.
* Respawn This NPC will respawn when the cell reloads if you check this - since this is an unnamed boss, we want to allow respawns.

You may notice that the values in the "Stats" tab are locked. (except for personality) This is because we have "PC Level Offset" checked.

The "Factions" tab is also important. We'll leave the "BanditFaction" in here, but if we needed to add any, we could do so from Character>Factions... in the toolbar. Then drag the faction from the list on the left into the list of factions for the NPC.


Editing NPC Appearance

Click the "Face" tab. This tab gives us some basic controls in the form of age, complexion, and hair sliders. Additionally we can change hair style, color, generate random facial features, and change eye color.

The "Lock" radio buttons allow you to manually set sliders and then use the "'generate" button to randomize all other features of the face.

A note on hair color: Very brightly colored hair can be tempting, but it generally does not fit well with the fantasy setting of Oblivion and breaks the player suspension of disbelief. Resist the temptation! Try this technique for creating new hair colors:

* Press Select Color
* Choose a bright color you like
* On the right, notice a vertical bar with a sliding arrow.
* Slide the arrow to almost-black
* press OK to preview results

Usually it's enough to randomly generate a unique face and move on, especially for combatants like this boss NPC. For more delicate tuning, however, we can select the "Face Advanced" tab.

This tab opens a myriad of options and is even more robust than the in-game facial editing features. We'll go over the basics here, but you'll learn the most by experimenting with the options available on your own.

* Slider This slider will be used to edit the features you select.
* Control Type Geometry mode will allow you to change the actual shape of the NPC facial structure, while texture will allow you to change the appearance of skin, facial hair, and cosmetics. For this NPC I lowered her brows, making her look a bit meaner than the random face I had generated.
* Symmetry Type Usually you'll want to work in Symmetry mode. However; Asymmetry mode (only available for geometry control) is very useful for creating interesting imperfections in character faces. For instance, I've changed the Mouth - corners transverse shift on this NPC to -8.93, giving her the appearance of a smirk. Just remember that it's best to be subtle, though when creating a combat-only NPC such as this, you can go a little bigger than you would with a speaking NPC.
Dum loquor, hora fugit  - While I speak the time flies



Ovid 43 BC - 17 AD
05-09-2006, 03:41 PM,
#15
 
Making NPC's, Practical

Creating the new NPC.

In the CS. Go to the object window>actors>npc. Put the mouse over one of the NPC's. Rightclick and select new.

Give it an ID according the modders abbrev. for example StSrRpc18Nirtunus (screenshot 1).

Give the NPC a name.

Select a class for example merch publician. It means the NPC is a inn or tavern owner. This will arrange the correct dialogue during bartering.
Also there will be a set of standard replies etc.

Select the desired Race.

The inventory tab.

Screenshot 2.
Give it some clothing. Drag the desired object from the object window (Items>clothing) to the inventory tab.
Add a food item (-1). This will never run out. For more info look at the post for packages.

Face tab.

Screenshot 3.
The fastest way to create the face is to lock age, complexion and hair length. Set the sliders and lock all of them. Select the hair and eyes.
Then select generate and save. You can also modify the face yourself. Try it, you'll see it's a very nice feature.

For the AI, look in this thread for the relevant post.

It's the best (if you are inexperienced) to create a NPC from scratch. If you are more experienced in making NPC's you can copy them. Only check the dialogue and the AI to make sure the NPC will act as you planned it.

sandor has attached these images (downsized versions):
[Image: tn_attachment-2054.jpg] [Image: tn_attachment-2055.jpg] [Image: tn_attachment-2056.jpg]
screenshot 1.jpg (95.28 KB) | screenshot 2.jpg (96 KB) | screenshot 3.jpg (96 KB)
Dum loquor, hora fugit  - While I speak the time flies



Ovid 43 BC - 17 AD
05-11-2006, 03:16 PM,
#16
 
General Remarks

Tenth topic.

How to make the interior interesting for the PC.


About expensive and rare property.

Quote:Originally posted by Razorwing
The important things to consider when it comes to property is 1) that it isn't "?ber" and 2) that it isn't obviously culturally wrong and 3) that the items aren't illegal (unless the owner is intentionally created to have illegal items in his possession). Everything else is usually fine.

"?ber" items are items that are either more powerful than Bethesda's finest counterpart, or items that are extraordinarily valuable, or items that are just too valuable compared to how hard they are for the player to acquire. Sometimes ?ber power items can be okay, but they have to be as reward for a truly massive quest or adventure. On par with the Pale Pass quest for instance, in terms of playable content. The other two kinds of ?ber items aren't okay, like for instance leaving precious gems lying around a home or making a sword worth 8000 gold and just dropping it into a home, or giving an everyday commoner daedric armor. So, moderation is often the best way to go - but we *do* need to have cool and amazing stuff in the mod as well, to keep player's interest piqued.

Culturally wrong items were a much greater risk of being used in TES3 mods than it is in TES4, because TES4 is much more culturally homogenous. There won't be Telvanni robes put on Hlaalu businessmen or Redoran banners placed in Telvanni homes or Imperial furniture placed in Redoran homes, et cetera. So, hmm... but you get my drift. Big Grin Some items are only supposed to be used in certain settings.

Illegal items in TES4 are pretty much confined to Skooma. I don't think it's de facto illegal to have it, but it's supposed to be illegal. In TES3, moon sugar (base ingredient for skooma) and Dwemer artifacts - such as limeware - were illegal to trade with, and hopefully those items will be in our mod some day.

Mithril is okay for anyone to have I think, since it's not especially valuable. Should be in a locked container though. But watch out with levelled items because some of them do go up into the glass/daedric range and could prove too easy for the player to acquire.


General remarks.

No bleeding and floating.

Check the pathgrid thoroughly.
If you see NPC's walking against the wall etc., it's no good.

Make sure the NPC who lives in the interior has interesting packages. For example eating (two / three times a day), sleeping, wandering etc.

Add dialogue. At least one greeting, a Reich Parkeep (Steadhelm etc.) topic and one other, of your own choice.

Make sure the interior is interesting enough.
Add locked chests with keys. So the PC has to pickpocket the NPC. Add a lot of detailing. Add interesting objects.

Make sure the lighting is ok.

Check the interior settings. Make it for example off limits.

Think about a storyline, it makes it more easy to create dialogue and to decorate the interior.
Dum loquor, hora fugit  - While I speak the time flies



Ovid 43 BC - 17 AD
05-16-2006, 08:48 AM,
#17
 
Eleventh Topic.

Objects and Rugs

Is it allowed to to place objects on rugs ?

Of course it's allowed to place furniture on rugs. Only make sure that the legs are on the rug.
When two legs are on the rug (for example a table) and two are not. It means two legs are floating. That can't be.

In the case that an object bleeds into the rug (screenshot) for example a chest. You can move or resize ("S") the rug.

If you are more experienced or feel comfortable doing so, look at the advise Razorwing gave.

Quote:Originally posted by Razorwing
.....that if you set your movement speed really low, like 0.10, you can sink some rugs slightly into the floor without it looking bad, and so you could have two table legs colliding with the rug and two not colliding (and all four legs firmly on the floor) without any glitches. Also, some rugs like for instance LowerClassRug01 are just simple planes without any height at all, and they don't collide with anything if they're firmly situated on the floor.

The link is referring to a screenshot made by Razorwing. It shows an example of placing two legs on the rug.

Example

EDIT

You can also rotate the table. Two legs on the rug and two floating above the floor. Lower the two floating legs until these hit the floor (X or Y rotation depending on the placement of the table).

Thanks "HeIsTheDarkness ", for this idea.

sandor has attached this image (downsized version):
[Image: tn_attachment-2152.jpg]
bleeding.jpg (128.17 KB)
Dum loquor, hora fugit  - While I speak the time flies



Ovid 43 BC - 17 AD
05-17-2006, 03:08 PM,
#18
 
Twelfth Topic.

Factions and ownership of containers


I checked many interiors because of Razorwings interesting remark, concerning the factions. As the faction is general for (let's say) one house. I noticed that in Oblivion containers / doors are given a specific owner (one NPC) to overrule (related to the PC, not the faction) the faction ownership. For the bed in Gogans (AnvilGogansHouse) house. The wife can still use the bed, as she is a member of the right faction, but the bed is specifically owned by Gogan.

The faction is also used when a NPC has dinner at a inn or tavern (outside the house). The NPC is then made member of the inn / tavern faction. I saw these NPC's often don't have food in their inventory. Because they are member of the inn / tavern faction, they can eat (unpunished).


There is no need (in general) to assign ownership to foodcontainers. As long the NPC is the owner or his/her faction is, he/she can eat. If a NPC should eat in a interior he/she doesn't own, then assign ownership.

If you add an ingredient count "-1 " to the inventory of the NPC, there is no need to set ownership for the food containers, at all, as the NPC has his/her "own" stock of food.
Dum loquor, hora fugit  - While I speak the time flies



Ovid 43 BC - 17 AD
05-22-2006, 11:32 PM,
#19
 
How to ?


Use Item At Package

The NPC has to read a book in a chair (screenshot).

Create a new Use Item At package.

Define the schedule (screenshot).

In the location tab (screenshot) select near reference.
Select the reference in the render window.
The chair (make it reference persistent).

Go to the target tab (screenshot).
Select a specific reference.
Select reference in the render window.
Select the book (reference persistent) near the chair.

Now you are ready. At the specified time the NPC will go to the chair and read the book.

The screenshots are taken from Reich Parkeep 29.

sandor has attached these images (downsized versions):
[Image: tn_attachment-2339.jpg] [Image: tn_attachment-2340.jpg] [Image: tn_attachment-2341.jpg] [Image: tn_attachment-2342.jpg]
Schedule.jpg (68 KB) | Location.jpg (89.34 KB) | Target.jpg (81.08 KB) | Read.jpg (153.12 KB)
Dum loquor, hora fugit  - While I speak the time flies



Ovid 43 BC - 17 AD
05-25-2006, 12:57 PM,
#20
 
How to ?

Use Item At Package II


'USE ITEM AT' package tutorial by HeIsTheDarkness

You can use this package in many cases. One of them is to make NPC train.
To make a training package you need to:

1. Place a chaindoll or target for archery in proper cell. Double-click it and check "Persistent Reference".

2. Find a static "XMarkerHeading". Place it where the NPC must stand while training (for example, near the chaindoll for melee training or at some range for archery training). Rotate it so that it points to the chaindoll or target. Double-click on the X-marker heading, select the 'X Target Data' tab and click on "select reference in render window" and select the chaindoll/target (that's why we checked persistent reference - otherwise you can't select target).

3. Create a new package. Choose 'Use Item At' type. Choose the time and duration. Under the "Location tab" check "Location" and click on "select reference in render window"' and select the proper XMarkerHeading.

Under 'Target' select 'Any Object'.
Object ID: None.
Object Type: 'Weapon: Melee' or 'Weapon: Ranged' - depends on your weapon type. You can also select "Spells : Any" if you want NPC to cast spells (don't forget to add this spell to his SpellList).


----------------------------------------------[/HR]

EDIT by sandor
I added some screenshot from the interior made by HeIsTheDarkness (RPC08). Many thanks to HeIsTheDarkness for this tutorial :yes:.

sandor has attached these images (downsized versions):
[Image: tn_attachment-2343.jpg] [Image: tn_attachment-2344.jpg] [Image: tn_attachment-2345.jpg] [Image: tn_attachment-2346.jpg] [Image: tn_attachment-2347.jpg]
XMarkerHeading.jpg (165 KB) | XMarkerHeading Data.jpg (48 KB) | Location.jpg (90 KB) | Target.jpg (79 KB) | Fighting.jpg (172 KB)
Dum loquor, hora fugit  - While I speak the time flies



Ovid 43 BC - 17 AD


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