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

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[[Category:My First Dungeon]]
[[Category:My First Dungeon]]
(Back to [[Develop Your Dungeon and Clutter]])
== Containers ==
== Containers ==
Containers are special objects that other objects can be stored in.  TESIV ships with many containers that are made just for different types of dungeon.  Like most objects in the CS, they are organized for easy access.   
Containers are special objects that other objects can be stored in.  TES IV ships with many containers that are made just for different types of dungeons.  Like most objects in the CS, they are organized for easy access.   


In your [[Object Window]], under the "WorldObjects" heading and above the "Static" Heading, and select the "Containers" section.  Sort the list alphabetically and navigate to objects with the "DungBandit" heading.  These containers have been set up to generate random loot based on character level.  Containers with the word "boss" in the ID generally are much more likely to generate very good loot.  Despite temptation, use these sparingly, and only after an appropriate challenge.
In your [[Object Window]], under the "WorldObjects" heading and above the "Static" Heading, select the "Containers" section.  Sort the list alphabetically and navigate to objects with the "DungBandit" heading.  These containers have been set up to generate random loot based on character level.  Containers with the word "boss" in the ID generally are much more likely to generate very good loot.  Despite temptation, use these sparingly, and only after an appropriate challenge.


Loot is to players what cheese is to rats.  It is one of your most powerful tools to guide the player through a dungeon.  Drag some and place them with your clutter in the dungeon now.  Be sure to place food containers where they are most appropriate (near tents, tables, and cooking areas), and place healing containers where you expect them to be most useful to the player.  (we'll re-visit this when we place enemies).  Try to place containers where they make visual sense.  A lone chest in the middle of a floor doesn't make much sense, unless it's intentionally placed there for some purpose, such as luring players into a trap.  (more on traps later!)
Loot is to players what cheese is to rats.  It is one of your most powerful tools to guide the player through a dungeon.  Drag some and place them with your clutter in the dungeon now.  Be sure to place food containers where they are most appropriate (near tents, tables, and cooking areas), and place healing containers where you expect them to be most useful to the player.  (we'll re-visit this when we place enemies).  Try to place containers where they make visual sense.  A lone chest in the middle of a floor doesn't make much sense, unless it's intentionally placed there for some purpose, such as luring players into a trap.  (more on traps later!)
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<blockquote>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.</blockquote>
<blockquote>
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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<blockquote>
Containers are a great candidate to scale in order to achieve 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.
</blockquote>


<blockquote>Containers are a great candidate to scale in order to achieve 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.</blockquote>


Lock one or two of your chests.  To do this, double-click on the chest you want to lock to bring up the [[:Category:References|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.
[[Image:tut_img_10.jpg|center|Lock properties tab]]
<br>[[Image:tut_img_10.jpg|thumb|right|Lock properties tab]]<br>
Lock one or two of your chests.  To do this, double-click on the chest you want to lock to bring up the [[Reference|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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== Doors ==
== Doors ==
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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>
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[[Image:tut_img_11.jpg]]
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<blockquote>Try this handy trick when adjusting the placement of havok-enabled objects.  Turn havok simulation on, and select an object.
<blockquote>Try this handy trick when adjusting the placement of havok-enabled objects.  Turn havok simulation on, and select an object.
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<blockquote>Note that a list which doesn't generate an enemy will have another chance when the cell is loaded again.
<blockquote>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)</blockquote>
Once a list generates an enemy, it will not do so again until the cell resets (which takes around 3 in-game days).</blockquote>


<blockquote>"LL2" lists generate bandits as well as 'junk' animals, such as rats.  This is also to create more variety for the player experience.
<blockquote>"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.</blockquote>
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.</blockquote>


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!  Always 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>
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[[Image:tut_img_12.jpg|center|Creepy Cave populated with Bandit Lists]]
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Refer to this image for a good enemy distribution.
Refer to this image for a good enemy distribution.


Let's move on and place some more items in our cell.  [[Furniture, Traps, and Lighting]]
Let's move on and place some more items in our cell.  [[Furniture, Traps, and Lighting]]