Category talk:Tutorials

Active discussions

Reorganize?Edit

Should we maybe reorganize the subcategories? The existing subcategories are currently individual articles. Instead we could have subcategories like

  • Worldbuilding
  • Modeling and texturing
  • Scripting
  • Quest design
  • Miscellaneous

--GhanBuriGhan 11:57, 2 August 2006 (EDT)


Ok, so I just went ahead and did it. Hope you guys like it. --GhanBuriGhan 15:03, 2 August 2006 (EDT)

Qazaaq 13:16, 27 June 2007 (EDT): Should we split up modeling and texturing tutorials? There are quite a lot of them and I don't see the point in having one category. An animation category might also be useful.
Some tutorials are in the main tutorial category and some are only in subcategories, when and what should go where?

I went ahead and made a NifSkope category today and I'm planning to split the Modeling and Texturing tutorials into a separate Modeling and Texturing category. If there are any objections I'd like to hear them now.

--Qazaaq 08:43, 23 August 2007 (EDT)


RequestsEdit

House Tutorial?Edit

I would love to see a tutorial on creating a house from scratch.

Fun Npc'sEdit

I would really like to see Differnt kinds of NPC creation such as Companions and other fun types of NPC's

creating Races or ClassesEdit

I would really like seeing a tutorial creating new Races or Classes, and "Menu Images."

Answering:

1) Steps in creation of a new Class or Race.

2) Use existing "Menu Image" picture, where are they? In a BSA file?

3) Converting JPG to a DDS, if possible.

I did create a new Classes but the Construction Set Class dialog only wants DDS files for the "Menu Image."

I see no information on "Menu Images" that help.

Scripting AIEdit

I would like to see a tutorial on how to add a script to an NPC to give them better spellcasting strategies. This is a personal hobby horse of mine, but would benefit everyone and would show:

- how to add a script to an NPC

- how scripts can override normal spellcasting behaviour (at least if it's like Morrowind)

- Illustration of the function HasMagicEffect

- Difference between "Cast Spell" (target self) and "Cast Spell Player" (target player)

- Conditional decisions using if-constructs


Example (code below probably won't be correct, only for illustration):


Scriptname Ex_Spell_AI

Begin

if (player.HasMagicEffect ZSCA == 1) ; player has a scamp summonned

Cast GreaterDispelonOther player ; have the NPC try to dispell the thing

Endif

if (HasMagicEffect FRDG == 1) ; NPC has fire damage on him

Cast FireShield ; have the NPC cast a Fire Shield on himself

Endif

End

This might even be extended to include the NPC's factions and skill levels, so that Spellcasting 'AI packages' can be created for different categories and skill levels (e.g. specific behaviour for all Necromancers, of which ones with high Illusion are more likely to use a paralyze spell, while one with high Alteration might use shields more frequently etc.)

Remove all tutorials from this categoryEdit

This category has grown too big to be of any use to find a tutorial. Listing all tutorials here is useless, no one is going to look through over a hundred tutorials to find what they need. The subcategories are sufficient and listing tutorial series that explain multiple aspects could be a good idea, but currently that would only be A beginner's guide.
--Qazaaq 14:30, 22 February 2008 (EST)

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