What kind of tutorials do you guys want?

Post » Thu Jun 21, 2012 7:48 pm

That would be fine. Having the words means a) that deaf people can use it and b ) that the rest of us can search for things easily. Otherwise remembering which video tutorial contained just a particular thing gets difficult, particularly if the same person makes a lot of them - which I hope you will. :smile:
Alrighty. I'll try to make sure that I always provide a transcript along with the video. :smile:
I really want to learn how to replace existing animations such as running with a dagger out (not sprinting), with for example another existing animation already present in Skyrim, as I wasn't able to find ANY CK tutorials on the internet doing anything involving human animations. What I'd love to see in this tutorial would be where in the CK to find these animations, how to replace an existing one and seeing a test example in game.

Cheers for the thread!
Unfortunately I have no experience with animations. So I couldn't do a tutorial on that. :(

Tutorials I'm considering heavily right now:
- LOD. A step by step guide on how to get working tree, object, and land LOD for your new worldspace.
- Voice Acting. Not the technical, but the social. Where to find them. How to hold auditions. How to interact with them and what to do to gurentee that your mod has quality voice overs.
- Level Design. The theory behind it. What tricks are there to make your levels engaging and fun? What tips for good levels, and things to avoid.
- Story design. Again not the technical. How to plan a good story. What devices exist. Things to avoid. How to make a positive impact on the player.

The last three aren't so much tutorials as they are 'discussions' on those topics. Since I'm not telling exactly how to do something, I'm just giving tips and what I've learned to help you out. Maybe I'll make two series, a tutorial series, and a discussion series.

Does that sound any good? Or should I just combine it and call them all tutorials?
User avatar
Taylah Haines
 
Posts: 3439
Joined: Tue Feb 13, 2007 3:10 am

Post » Thu Jun 21, 2012 3:07 pm

Two series sounds good to me. I'll be looking forward to both sets of information either way :biggrin:.
User avatar
Liv Staff
 
Posts: 3473
Joined: Wed Oct 25, 2006 10:51 pm

Post » Thu Jun 21, 2012 6:34 pm

I for one would like some explanation of package tree and functions. Some sound simple but others are a bit more tricky and the order of them etc... These are not only used in Actors of course but in Scenes to have an actor follow steps...
User avatar
Baylea Isaacs
 
Posts: 3436
Joined: Mon Dec 25, 2006 11:58 am

Post » Fri Jun 22, 2012 2:34 am

I sure would be looking at a level design tutorial.
My limited experience is with Oblivion - snap pieces together, drop some clutter, toss in a couple of lights and creatures and you were pretty much done.
With Skyrim it's a major difference. I get light headed just thinking about all the options...

There is one in the wiki http://www.creationkit.com/Bethesda_Tutorial_Layout_Part_1

I've used it, it was pretty helpful. And it helps out more if you glance at existing dungeons in the CK to see how they are setup.
User avatar
Bek Rideout
 
Posts: 3401
Joined: Fri Mar 02, 2007 7:00 pm

Post » Thu Jun 21, 2012 6:13 pm

We need a tuturial that shows us how to make fully custom spells like Midas magic
User avatar
Assumptah George
 
Posts: 3373
Joined: Wed Sep 13, 2006 9:43 am

Post » Thu Jun 21, 2012 10:50 pm

I'd like to know how to begin a quest from an activator. E.G. Click on something, box pops up with some text, quest is activated :smile:
User avatar
Lizs
 
Posts: 3497
Joined: Mon Jul 17, 2006 11:45 pm

Post » Thu Jun 21, 2012 11:37 pm

- LOD. A step by step guide on how to get working tree, object, and land LOD for your new worldspace.

Hurray!

I consider myself at 5-6 in a scale of 10, and there's nothing as difficult as that! THANKS!

All other things you can get tons of tutorials and you can learn for yourself, many thanks again and I'm looking forward for your tutorials.

EDIT: don't forget water LOD
User avatar
naome duncan
 
Posts: 3459
Joined: Tue Feb 06, 2007 12:36 am

Post » Fri Jun 22, 2012 12:22 am

If you do that, and everything works fine at my end, I'm making a tutorial about creating worldspaces with gecontrol that points to your tutorial for the LOD part.
User avatar
Erika Ellsworth
 
Posts: 3333
Joined: Sat Jan 06, 2007 5:52 am

Post » Thu Jun 21, 2012 5:19 pm

Right now, it would be nice to have a straightforward, step-by-step set of instructions for creating collisions in 3ds max/blender, and exporting propertly to .NIF that can actually be used in the game.

I tried creating a simple plane, no textures, with collisions following the various guides available and the editor just shows a marker error, in spite of everything being where it should.

I don't know why it must be such a chore to do something as simple as import/export 3D, but it seems the process has become increasingly convoluted and unsupported since Morrowind.
User avatar
Kayleigh Williams
 
Posts: 3397
Joined: Wed Aug 23, 2006 10:41 am

Post » Thu Jun 21, 2012 11:06 pm

I feel your pain, everything "out of the box" is simply a NIGHTMARE, be it blender, nifskope or other programs. That said, I must add that nifskope is one of the best and more user friendly.

Blender? What a nightmare.
User avatar
Chloe Mayo
 
Posts: 3404
Joined: Wed Jun 21, 2006 11:59 pm

Post » Thu Jun 21, 2012 2:41 pm

Another proof that LOD is a nightmare:

Here's one from today... generating LOD eliminates your landscape on custom worldspace, even if you don't save then reload the CK it will be gone... tragic. Begs the question can you copy cells over from a backup esp to the current one? If so how...

http://www.gamesas.com/topic/1381788-the-new-unofficial-creation-kit-bug-list/page__st__120
User avatar
CYCO JO-NATE
 
Posts: 3431
Joined: Fri Sep 21, 2007 12:41 pm

Post » Thu Jun 21, 2012 7:55 pm

I for one would like some explanation of package tree and functions. Some sound simple but others are a bit more tricky and the order of them etc... These are not only used in Actors of course but in Scenes to have an actor follow steps...
I haven't dealt with those at all yet. I've used 100% default package tree's. However it's something I'll most likely inevitably learn at some point, and if I ever do, I'll make sure to do a tutorial on it. :)
We need a tuturial that shows us how to make fully custom spells like Midas magic
I've never delt with that kind of thing. I assume by fully custom, you mean including new nifs for the effects, which is outside of the CK, ala I have no clue. xD
I'd like to know how to begin a quest from an activator. E.G. Click on something, box pops up with some text, quest is activated :smile:
Now that I can do. I'm very proficient at quest scripting. That could be my second tutorial. A smaller one, but crucial to learn when you're getting started with quests and scripting. :)
Hurray!

I consider myself at 5-6 in a scale of 10, and there's nothing as difficult as that! THANKS!

All other things you can get tons of tutorials and you can learn for yourself, many thanks again and I'm looking forward for your tutorials.

EDIT: don't forget water LOD
Water LOD is part of the land LOD. And again it's fairly simple, but maybe I've just been lucky with my land...
Right now, it would be nice to have a straightforward, step-by-step set of instructions for creating collisions in 3ds max/blender, and exporting propertly to .NIF that can actually be used in the game.

I tried creating a simple plane, no textures, with collisions following the various guides available and the editor just shows a marker error, in spite of everything being where it should.

I don't know why it must be such a chore to do something as simple as import/export 3D, but it seems the process has become increasingly convoluted and unsupported since Morrowind.
Again, nothing explicitely outside of the CK (Except for Oscape...). I have about 2 hours of experience in Blender in like 2nd grade, and that's it. However my friend will hopefully be helping me soon, so maybe I can get him to do a tutorial on that once he learns it.
User avatar
Jinx Sykes
 
Posts: 3501
Joined: Sat Jan 20, 2007 11:12 pm

Post » Fri Jun 22, 2012 2:51 am

Water LOD is part of the land LOD. And again it's fairly simple, but maybe I've just been lucky with my land...

It's not just lucky, it's KNOWING what to do, when I open the LOD options in the ck I almost have an heart attack (not like blender but...), we need a window by window tutorial, with print screens and stuff.

It's just too confusing and hard, I don't know what to do or when to do it. Btw, I hope its not a problem that my water is at 400.

Thanks again mate, I'm really waiting for this, a clear simple step by step LOD, other tutorials might be handy too, so thanks again!
User avatar
Laura-Lee Gerwing
 
Posts: 3363
Joined: Fri Jan 12, 2007 12:46 am

Post » Thu Jun 21, 2012 6:51 pm

New looking spells, with different textures, such as a flames spell that shot black or blue fire or something. I've been trying this for a while, but can't figure it out :(
User avatar
Phoenix Draven
 
Posts: 3443
Joined: Thu Jun 29, 2006 3:50 am

Post » Thu Jun 21, 2012 10:58 pm

New looking spells, with different textures, such as a flames spell that shot black or blue fire or something. I've been trying this for a while, but can't figure it out :(
Regardless, I believe that data is stored in the nif, and I know little to nothing about those, especially in Skyrim. (I messed with them a bit in NV, but not much) I'll have to keep my tutorials to areas that I know a lot about. After all I don't want to make an incomplete, or incorrect tutorial. :wink:
User avatar
*Chloe*
 
Posts: 3538
Joined: Fri Jul 07, 2006 4:34 am

Post » Fri Jun 22, 2012 1:07 am

id definately like to see some more scripting tutorials, there is a decent amount out there, but one of the biggest problems is the tutorials either dont explain what specific commands do/are used for and just say 'to make the npc do this, type this'. Otherwise they just dont explain much at all and you are stuck following directions and making a quest to kill random npc, but have no knowledge of how to script anything yourself so doing anything outside of that tutorial is impossible.

Id like to see 3-4 different tutorials on scripting,

1: basic scripting commands, what they are, how they work
2: basic scripting setup
3: intermediate scripting
4: advanced quest scripting and layout.
User avatar
Jessica Thomson
 
Posts: 3337
Joined: Fri Jul 21, 2006 5:10 am

Post » Thu Jun 21, 2012 4:29 pm

Alex, have you decided what tutorial you're going to do yet ?

I was going to do a web based tutorial on world creation and region editor texturing/LOD generation. I would do a video, but nobody will understand my Scottish accent :D

I made a basic 32x32 world this morning, taking screenshots along the way -

http://homepage.ntlworld.com/tambos.turf/Skyrim/World_LOD.jpg

From nothing to this in under 45 minutes. Just the base textures put down, to be built upon and LOD generated with the CK. No statics added, but that would only take another 5 minutes to do and generate object LOD. I maybe go a little bit further and add a smaller tutorial for the finishing touches to the textures.

This is just a quick test world. If anybody wants it, let me know and I'll upload it somewhere (possibly on the Nexus).
User avatar
Gavin boyce
 
Posts: 3436
Joined: Sat Jul 28, 2007 11:19 pm

Post » Thu Jun 21, 2012 11:40 pm

I think my first one will be a short one on simply generating LOD. Just to practice and get my first tutorial up.

I'm not sure when I'll do it though, I have a rather busy week of working on my mod planned out. I'll have to work 'try doing a tutorial and hope I don't fail miserably' in there somewhere. :tongue:

Then I think my second tutorial may be a basic explanation of scripting. I'm also considering possibly doing one on navmesh, since the Beth one skips some of the more basic explaining.

Then I'll also do 'discussions', but those are far more complicated and will probably take longer for me to get going. I'm going to do one on getting voice actors, then somewhere down the road I'll probably do ones on level design, and quest planning/story writing. (I may seperate those two things... I donno)

Hopefully you guys will get something out of all of this. I know I'll have fun making it. :)
User avatar
Claire Jackson
 
Posts: 3422
Joined: Thu Jul 20, 2006 11:38 pm

Post » Fri Jun 22, 2012 3:06 am

ForceGreet. If anyone has the knack of making ForceGreet work reliably and robustly, I'd love to see some sort of brain dump from them. I've got another actor who just stands on his mark and looks sinister rather than launching into his big speech.
User avatar
maria Dwyer
 
Posts: 3422
Joined: Sat Jan 27, 2007 11:24 am

Post » Thu Jun 21, 2012 11:20 am


Then I'll also do 'discussions', but those are far more complicated and will probably take longer for me to get going. I'm going to do one on getting voice actors, then somewhere down the road I'll probably do ones on level design, and quest planning/story writing. (I may seperate those two things... I donno)

remember that you can always just make a post on some things (IE: level design) with best practices and advise, and then just answer any questions that pop up in the thread and edit the main posting with those Q&A's. That is something that you couild probably throw together fairly quickly with little effort and then just check every once in awhile and answer any questions
User avatar
Louise Lowe
 
Posts: 3262
Joined: Fri Jul 28, 2006 9:08 am

Post » Fri Jun 22, 2012 1:24 am

I would like to add that, if possible, you discuss the correct (up to date way) of doing things when modding. I feel like I have looked at so many tutorials that show a method that was outdated or incorrect, creating a dirty mod for example, that I'm not sure what is the best way to do something. If you could mention and elaborate on the process you use during your tutorials as to why something should be done this way vs. a different way that you are aware of, I think it would help others develop a clearer understanding of how things work.

Thanks!
User avatar
Danger Mouse
 
Posts: 3393
Joined: Sat Oct 07, 2006 9:55 am

Post » Thu Jun 21, 2012 4:19 pm

Alex, have you decided what tutorial you're going to do yet ?

I was going to do a web based tutorial on world creation and region editor texturing/LOD generation. I would do a video, but nobody will understand my Scottish accent :biggrin:

I made a basic 32x32 world this morning, taking screenshots along the way -

http://homepage.ntlworld.com/tambos.turf/Skyrim/World_LOD.jpg

From nothing to this in under 45 minutes. Just the base textures put down, to be built upon and LOD generated with the CK. No statics added, but that would only take another 5 minutes to do and generate object LOD. I maybe go a little bit further and add a smaller tutorial for the finishing touches to the textures.

This is just a quick test world. If anybody wants it, let me know and I'll upload it somewhere (possibly on the Nexus).

I would love to see a tutorial on how you did it. Please post it when you are able to complete it.

Thanks!
User avatar
Yung Prince
 
Posts: 3373
Joined: Thu Oct 11, 2007 10:45 pm

Post » Thu Jun 21, 2012 11:38 pm

Is that image the LOD? Looks good.

Yes he said he was going to make a step by step LOD tutorial but he also said he didn't know when, but there's a lot of tutorials the community needs.
User avatar
Stat Wrecker
 
Posts: 3511
Joined: Mon Sep 24, 2007 6:14 am

Post » Fri Jun 22, 2012 1:02 am

remember that you can always just make a post on some things (IE: level design) with best practices and advise, and then just answer any questions that pop up in the thread and edit the main posting with those Q&A's. That is something that you couild probably throw together fairly quickly with little effort and then just check every once in awhile and answer any questions
True, but I feel like I could explain so much better in a video than I could in text. Also a lot of people may be intimidated if I have a HUGE post describing level design and many may shy away from reading it or think they don't have time. Whereas people would be much more likely to listen to a 10 minute video of me speaking about it. :shrug:
I would like to add that, if possible, you discuss the correct (up to date way) of doing things when modding. I feel like I have looked at so many tutorials that show a method that was outdated or incorrect, creating a dirty mod for example, that I'm not sure what is the best way to do something. If you could mention and elaborate on the process you use during your tutorials as to why something should be done this way vs. a different way that you are aware of, I think it would help others develop a clearer understanding of how things work.

Thanks!
What exactly do you mean 'correct way'? It's kind of a REALLY broad topic to want to know 'The correct way to mod' since modding involves soooo many things. Can you elaborate?
User avatar
Jessica Lloyd
 
Posts: 3481
Joined: Fri Aug 25, 2006 2:11 pm

Post » Fri Jun 22, 2012 2:47 am

Well, if I may put my oar in, I found it frustrating in Bethesda's tutorials to do so much of a quest and then be told, actually, we should have been using aliases all along. Particularly since if you go back later just to check how to do something in one of the earlier tutorials you aren't going to remember that they tell you later to do it differently. I think it's much better to do things properly from the start, even if it does take a bit more preliminary explanation.
User avatar
RAww DInsaww
 
Posts: 3439
Joined: Sun Feb 25, 2007 5:47 pm

PreviousNext

Return to V - Skyrim