Help with locations

Post » Mon Jun 18, 2012 8:04 pm

Obviously locations weren't in Oblivion so this is all new to me. Just a few questions:

1. What are locations actually used for?
2. What does setting a location as a child of another actually do?
3. What do the different location keywords mean? Like "LocTypeStore". What does that actually do? There's no documentation on the different keyword uses.

Cheers guys.
User avatar
Neil
 
Posts: 3357
Joined: Sat Jul 14, 2007 5:08 am

Post » Mon Jun 18, 2012 6:20 pm

It appears to flag it to make the game consider the cells with that location to be of a similar type. I guess it helps with radiant quests and things. Others appear to work almost like overarching scripts, like the noreset one.
User avatar
Lauren Dale
 
Posts: 3491
Joined: Tue Jul 04, 2006 8:57 am

Post » Tue Jun 19, 2012 4:43 am

Locations are used to conditionalize "IF" Persistent AI Actors run their AI or not -> this system alone saves multitudes of system resources and wasted CPU cycles by not processing AI for actors that are Persistent but no where near the players current position, in the older games Persistent AI on actors was always processed no matter if the player was 1 room or 9million units away.

Setting a location as a child of another -> I cant be sure maybe a dev will come by and give the real answer but my thoughts on this are, if your in a location its actors AI will process if your in either the parent or child space.

no idea what Keywords are used for...
User avatar
xx_Jess_xx
 
Posts: 3371
Joined: Thu Nov 30, 2006 12:01 pm

Post » Mon Jun 18, 2012 3:20 pm

Thanks guys. Anyone have any idea about the keywords?
User avatar
Noely Ulloa
 
Posts: 3596
Joined: Tue Jul 04, 2006 1:33 am

Post » Tue Jun 19, 2012 4:25 am

All I could find was the wiki info on what a keyword is:

http://www.creationkit.com/Keywords

And http://www.creationkit.com/Keyword


From Creation Kit

Jump to: http://www.creationkit.com/Keyword#mw-head, http://www.creationkit.com/Keyword#p-search

A Keyword represents metadata (a named bit of information) that can be added to most objects (such as http://www.creationkit.com/Location, http://www.creationkit.com/Category:Actor, or Named http://www.creationkit.com/index.php?title=LinkRefs&action=edit&redlink=1). Keywords do nothing in and of themselves, but are often used by http://www.creationkit.com/Category:Condition_Functions or other game systems.
User avatar
josie treuberg
 
Posts: 3572
Joined: Wed Feb 07, 2007 7:56 am

Post » Mon Jun 18, 2012 10:11 pm

I'm aware of what keywords do, however there's no documentation whatsoever on what the keywords actually mean for locations. Anyone have an idea?
User avatar
Taylor Thompson
 
Posts: 3350
Joined: Fri Nov 16, 2007 5:19 am

Post » Mon Jun 18, 2012 9:50 pm

Just a friendly bump.
User avatar
maya papps
 
Posts: 3468
Joined: Mon Aug 07, 2006 3:44 pm

Post » Mon Jun 18, 2012 9:01 pm

I'm no expert but I know that keywords for location are called by some scripts. For example I couldn't get a bard to play random songs (only takes request) until I had a location with the keyword LocTypeInn which I noticed in the BardSongsScript (don't know if setting her to boss of the location helped but I did that too).
User avatar
N Only WhiTe girl
 
Posts: 3353
Joined: Mon Oct 30, 2006 2:30 pm

Post » Tue Jun 19, 2012 4:42 am

I'm no expert but I know that keywords for location are called by some scripts. For example I couldn't get a bard to play random songs (only takes request) until I had a location with the keyword LocTypeInn which I noticed in the BardSongsScript (don't know if setting her to boss of the location helped but I did that too).
Yeah, we really need a list of keywords and what they're used for. Now that scripts are external too, we can't use the Find Text function in the CK to search through scripts anymore, which makes finding where these keywords are used difficult.
User avatar
Ilona Neumann
 
Posts: 3308
Joined: Sat Aug 19, 2006 3:30 am


Return to V - Skyrim