Difference between revisions of "Containers, doors, Havok objects, and Enemy Placement"

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imported>Rhavlovick
 
imported>Kkuhlmann
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Don't over-saturate the dungeon with loot containers.  An average-sized room that is not themed as a storage area usually should contain 1-3 loot containers, and often you'll want one or two of those to be 'junk' loot.  If you place great stuff everywhere, it diminishes the effect of loot in general.  Storage areas usually should have several containers, but typically all junk.
Don't over-saturate the dungeon with loot containers.  An average-sized room that is not themed as a storage area usually should contain 1-3 loot containers, and often you'll want one or two of those to be 'junk' loot.  If you place great stuff everywhere, it diminishes the effect of loot in general.  Storage areas usually should have several containers, but typically all junk.


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The "Dung" prefix loot containers are made especially for dungeons, not just in terms of what they contain, but also how they look. Resist the temptation to use common containers in dungeons, as they are textured darker, for more brightly lit environments. If you really need, you can create your own containers using our existing assets, just be sure you know what you're doing first.
The "Dung" prefix loot containers are made especially for dungeons, not just in terms of what they contain, but also how they look. Resist the temptation to use common containers in dungeons, as they are textured darker, for more brightly lit environments. If you really need, you can create your own containers using our existing assets, just be sure you know what you're doing first.
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Containers are a great candidate to scale in order to acheive more visual variety.  Just remember a simple rule of thumb -
Containers are a great candidate to scale in order to acheive more visual variety.  Just remember a simple rule of thumb -
Most objects don't look good less than half, or more than double their original size.
Most objects don't look good less than half, or more than double their original size.
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Lock one or two of your chests.  To do this, double-click on the chest you want to lock to bring up the [[Reference Window]].  Select the "Lock" tab.  In general, you want to set the lock level to "Easy" or "Very Easy", unless there's a key available and/or you want only players focusing on lockpicking to be able to open the chest.  The same rules apply to chests with valuable contents.  Locks get harder with player level, not security skill, so a level 30 warrior with a 5 in security will see the same lock as a level 30 thief with a security skill of 80.
Lock one or two of your chests.  To do this, double-click on the chest you want to lock to bring up the [[Reference Window]].  Select the "Lock" tab.  In general, you want to set the lock level to "Easy" or "Very Easy", unless there's a key available and/or you want only players focusing on lockpicking to be able to open the chest.  The same rules apply to chests with valuable contents.  Locks get harder with player level, not security skill, so a level 30 warrior with a 5 in security will see the same lock as a level 30 thief with a security skill of 80.
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Now, select all the items and toggle havok simulation on.  This is a button in the toolbar, highlighted in the image below.  This process is called "settling" and makes it very easy to scatter objects around.  Try it in various situations and then hand-tweak items for the best effect.
Now, select all the items and toggle havok simulation on.  This is a button in the toolbar, highlighted in the image below.  This process is called "settling" and makes it very easy to scatter objects around.  Try it in various situations and then hand-tweak items for the best effect.
<br>[[Image:tut_img_11.jpg]]<br>
<br>[[Image:tut_img_11.jpg]]<br>
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Try this handy trick when adjusting the placement of havok-enabled object.  Turn havok simulation on, and select an object.
Try this handy trick when adjusting the placement of havok-enabled object.  Turn havok simulation on, and select an object.
Now how alt+ctrl on your keyboard and drag the object around.  This is similar to the "grab" function in-game
Now how alt+ctrl on your keyboard and drag the object around.  This is similar to the "grab" function in-game
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== Enemy Placement ==
== Enemy Placement ==
Now for one of the fun parts.  Let's put some baddies in here for the player to trounce.  We're going to use [[Leveled Creature]] lists to populate the dungeon.  Just like containers, TESIV ships with several pre-created lists just for bandit dungeons.  Expand the "Actors" category in your [[Object Window]], and select LeveledCreatures.  Navigate down to the "LL2BanditCaves" lists.  Notice the numbers at the end of the list?  Those indicate the percent chance that the list will generate an enemy when the cell is loaded.  It's good to use partial-chance lists to vary to player's experience when visiting the dungeon.
Now for one of the fun parts.  Let's put some baddies in here for the player to trounce.  We're going to use [[Leveled Creature]] lists to populate the dungeon.  Just like containers, TESIV ships with several pre-created lists just for bandit dungeons.  Expand the "Actors" category in your [[Object Window]], and select LeveledCreatures.  Navigate down to the "LL2BanditCaves" lists.  Notice the numbers at the end of the list?  Those indicate the percent chance that the list will generate an enemy when the cell is loaded.  It's good to use partial-chance lists to vary to player's experience when visiting the dungeon.
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Note that a list which doesn't generate an enemy will have another chance when the cell is loaded again.
Note that a list which doesn't generate an enemy will have another chance when the cell is loaded again.
Once a list generates an enemy, it will not do so again until the cell resets.  (around 3 in-game days)
Once a list generates an enemy, it will not do so again until the cell resets.  (around 3 in-game days)
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"LL2" lists generate bandits as well as 'junk' animals, such as rats.  This is also to create more variety for the player experience.
"LL2" lists generate bandits as well as 'junk' animals, such as rats.  This is also to create more variety for the player experience.
The bandits generated will be within range of the player's level, making the dungeon fun at any point in the game for any player.
The bandits generated will be within range of the player's level, making the dungeon fun at any point in the game for any player.
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Let's avoid over-populating the dungeon.  Always plan on every list generating the most difficult enemy it can, to avoid overwhelming the player.  (Then plan on the partial chance lists not generating any enemy!  Alway bear in mind the two extremes) One or two lists are plenty per small room, and two or three should do well for the large room.  Don't bother placing enemies in hallways; They aren't fun places to fight.  Remember that enemies may not appear exactly where you placed the list in the CS - the game places them nearby, and the bandits being generated are already to configured to explore their surroundings in a small radius.
Let's avoid over-populating the dungeon.  Always plan on every list generating the most difficult enemy it can, to avoid overwhelming the player.  (Then plan on the partial chance lists not generating any enemy!  Alway bear in mind the two extremes) One or two lists are plenty per small room, and two or three should do well for the large room.  Don't bother placing enemies in hallways; They aren't fun places to fight.  Remember that enemies may not appear exactly where you placed the list in the CS - the game places them nearby, and the bandits being generated are already to configured to explore their surroundings in a small radius.
<br>[[Image:tut_img_12.jpg|600px|Creepy Cave populated with Bandit Lists]]<br>
<br>[[Image:tut_img_12.jpg|600px|Creepy Cave populated with Bandit Lists]]<br>
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