A series of quick questions

Post » Thu Jun 21, 2012 10:40 am

Hello everyone

I have a series of questions, where if you have the time, a quick point in the right direction would be very much appreciated.

I wrote in here earlier about wanting to edit some places in the tutorial level for my bachelor thesis, and I am now working with it. I am having some trouble however. These are my problems:

I want to edit some of the tooltips - Example "Use WASD to move".
I want to create an invisible barrier.
I want to create a tooltip that pops up when the player has picked up his first weapon inside Helgen.
I want to create a tooltip that pops up the first time the player clicks the mouse (while hands are bound).
I want to increase the health of some specific mobs (the ones in the torture room).
I want to make a pop up box when you carry too much.

I know these are alot of questions, and my main problem is that I just want to edit some already exisitng features. I hope you guys can help me, just with where I'm supposed to look. Maybe if you know some of the instance names or something :)

Thanks alot!
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Clea Jamerson
 
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Post » Thu Jun 21, 2012 2:19 am

A quick series of answers:

1. http://www.creationkit.com/ShowAsHelpMessage_-_Message
2. You can make these, but for the life of me I can't remember what they are called!!
3. As No1 above (well, its a bit like a tooltip, I do not think you can actually do tooltips)
4. As No1
5. Edit either the Actor, the Base Actor or the Race (depending on exactly what mobs you want to edit)
6. Debug.Messagebox is the script command you need


When I was a lad, thesis were never as much fun as all of this sounds :wink:
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Roanne Bardsley
 
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Post » Thu Jun 21, 2012 12:13 pm

# 2 would be a Collision Primitive: http://www.creationkit.com/Creating_Primitives

For the messages you could see if you can use some of the stuff you learn in this tutorial: http://www.creationkit.com/Bethesda_Tutorial_Papyrus_Hello_World

That might not be the exact thing you want to do but it can work as you want it to work I believe.

Also, you could pick apart the MQ101 quest as most of what you're wanting to do is handled during this quest. Also, there are a TON of Collision Primitives enabled and/or disabled in and around Helgen after the fort has been destroyed if you want to see how the devs used them.
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A Dardzz
 
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Post » Thu Jun 21, 2012 12:06 am

I see.

I just now found the entire MQ101, that is brilliant! I'll start working my way through that thing systematically right now.

Thanks alot you two :-)
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Emma Copeland
 
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