Difference between revisions of "Portal:Featured Content"

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Content featured on: [[Portal:Featured Content#Main Page Featured Content|Main Page]] · [[Portal:Featured Content#Featured Starter Content|Getting Started]] · [[Portal:Featured Content#Featured AI Content|AI]] · [[Portal:Featured Content#Featured Animating Content|Animating]] · [[Portal:Featured Content#Featured Building and Editing Content|Building and Editing]] · [[Portal:Featured Content#Featured Modeling Content|Modeling]] · [[Portal:Featured Content#Featured Quest Content|Quests]] · [[Portal:Featured Content#Featured Scripting Content|Scripting]] · [[Portal:Featured Content#Featured Texturing Content|Texturing]] · [[Portal:Featured Content#Other Featured Content|Other]]
<h1 class="header" style="width:auto;margin:0 0 0.5em 0;border:1px solid #6e5229;">Main Page Featured Content</h1>
<h1 class="header" style="width:auto;margin:0 0 0.5em 0;border:1px solid #6e5229;font-size:1.35em;font-weight:bolder;text-transform:none;">Main Page Featured Content</h1>


<div id="esstyle" style="width:auto;margin-left:2.5em;margin-bottom:1.5em;padding-bottom:0.5em;">
<div id="esstyle" style="width:auto;margin-left:2.5em;margin-bottom:1.5em;padding-bottom:0.5em;">


<h1 class="header" style="width:auto;;font-size:1.2em;text-align:left;text-transform:none;">A Beginner's Guide</h1>
<h1 class="header" style="width:auto;;font-size:1.2em;text-align:left;text-transform:none;">A Beginner's Guide</h1>
'''Featured July 4, 2007 through Present'''


This is a series of Tutorial Lessons aimed at teaching how to mod TES IV: Oblivion aimed at beginners. It will build up into a Complete Modding Course. Don't worry; there are no exams, though there is some homework. It is not intended to aid the transfer of modders from Morrowind nor it is intended for experienced modders, though experienced users may find something of interest here.
This is a series of Tutorial Lessons aimed at teaching how to mod TES IV: Oblivion aimed at beginners. It will build up into a Complete Modding Course. Don't worry; there are no exams, though there is some homework. It is not intended to aid the transfer of modders from Morrowind nor it is intended for experienced modders, though experienced users may find something of interest here.
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<h1 class="header" style="width:auto;;font-size:1.2em;text-align:left;text-transform:none;">Basic NPC Creation Tutorial</h1>
<h1 class="header" style="width:auto;;font-size:1.2em;text-align:left;text-transform:none;">Basic NPC Creation Tutorial</h1>
'''Featured March 10, 2006 through July 4, 2007'''


[[Image:Tut3_img2.jpg|thumb|right|The NPC properties window]]
[[Image:Tut3_img2.jpg|thumb|right|The NPC properties window]]
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<h1 class="header" style="width:auto;margin:0 0 0.5em 0;border:1px solid #6e5229;">Featured AI Content</h1>
<h1 class="header" style="width:auto;margin:0 0 0.5em 0;border:1px solid #6e5229;font-size:1.35em;font-weight:bolder;text-transform:none;">Featured Starter Content</h1>
 
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<h1 class="header" style="width:auto;;font-size:1.2em;text-align:left;text-transform:none;">Modding Terminology</h1>
 
This article explains the fundamentals of how mods work. It is somewhat lengthy, and somewhat technical, but '''it is absolutely critical that a modder understands these concepts!''' Failure to understand the distinctions and explanations in this article can very easily turn a mod into a buggy mess. It is therefore highly recommended that you read this article in its entirety, and continue reading it until you understand it.
 
Modding using the TESCS means creating and editing '''module''' files (i.e. esp and esm files). There are other ways to "mod" (create/edit resource -- mesh, texture, sound, speech -- files; edit ini and xml files, etc.), but here we'll just be talking about module file editing.
 
Module files are collections of '''records'''. Different types of records define different types of things...
<div style="position:relative;width:auto;text-align:right;">[[Modding Terminology|Read more about Modding Terminology...]]</div>
 
</div>
 
<h1 class="header" style="width:auto;margin:0 0 0.5em 0;border:1px solid #6e5229;font-size:1.35em;font-weight:bolder;text-transform:none;">Featured AI Content</h1>


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<h1 class="header" style="width:auto;;font-size:1.2em;text-align:left;text-transform:none;">Basic NPC Patrols Tutorial</h1>
<h1 class="header" style="width:auto;;font-size:1.2em;text-align:left;text-transform:none;">Basic NPC Patrols Tutorial</h1>


Patrols can be a tremendous boon when trying to make an area feel more lifelike.  This tutorial will share a technique for quickly creating a very basic two-point ("ping-pong") patrol and getting it in-game.  The user should have a basic understanding of [[Basic_NPC_Creation_Tutorial|NPC]], [[package|package]], and [[Pathing_and_Playtesting|pathgrid]] editing with the CS.
Patrols can be a tremendous boon when trying to make an area feel more lifelike.  This tutorial will share a technique for quickly creating a very basic two-point ("ping-pong") patrol and getting it in-game.  The user should have a basic understanding of [[Basic_NPC_Creation_Tutorial|NPC]], [[:Category:Packages|package]], and [[Pathing_and_Playtesting|pathgrid]] editing with the CS.


The very first thing we want to do is create an NPC to put these packages on.  Open the NPC "BanditMeleeMale2" and give it the new ID "MyPatrolTemplate01".  More on why we chose this ID later.
The very first thing we want to do is create an NPC to put these packages on.  Open the NPC "BanditMeleeMale2" and give it the new ID "MyPatrolTemplate01".  More on why we chose this ID later.
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<h1 class="header" style="width:auto;margin:0 0 0.5em 0;border:1px solid #6e5229;">Featured Animation Content</h1>
<h1 class="header" style="width:auto;margin:0 0 0.5em 0;border:1px solid #6e5229;font-size:1.35em;font-weight:bolder;text-transform:none;">Featured Animation Content</h1>


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<h1 class="header" style="width:auto;margin:0 0 0.5em 0;border:1px solid #6e5229;">Featured Building and Editing Content</h1>
<h1 class="header" style="width:auto;margin:0 0 0.5em 0;border:1px solid #6e5229;font-size:1.35em;font-weight:bolder;text-transform:none;">Featured Building and Editing Content</h1>


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<h1 class="header" style="width:auto;margin:0 0 0.5em 0;border:1px solid #6e5229;">Featured Modeling Content</h1>
<h1 class="header" style="width:auto;margin:0 0 0.5em 0;border:1px solid #6e5229;font-size:1.35em;font-weight:bolder;text-transform:none;">Featured Modeling Content</h1>


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<h1 class="header" style="width:auto;;font-size:1.2em;text-align:left;text-transform:none;">Creature Meshes 101</h1>
<h1 class="header" style="width:auto;;font-size:1.2em;text-align:left;text-transform:none;">Creature Meshes 101</h1>


While I still played Oblivion, I always wished for more creatures, more simple animal live for Oblivion, because, you see, the bears and slaughterfish and eight other animals don't seem to be quite enough to fill a world this large.
While I still played Oblivion, I always wished for more creatures, more simple animal life for Oblivion, because, you see, the bears and slaughterfish and eight other animals don't seem to be quite enough to fill a world this large.


So I started out to follow CuteUnits call for more sealife, and tried to educate myself on the creation of new creatures for Oblivion. About 60 hours later, and endless gnawing on the tools, and howling with frustration, and much gnashing of teeth, and pestering people on the forum, I managed to get my first model into the game.
So I started out to follow CuteUnits call for more sealife, and tried to educate myself on the creation of new creatures for Oblivion. About 60 hours later, and endless gnawing on the tools, and howling with frustration, and much gnashing of teeth, and pestering people on the forum, I managed to get my first model into the game.
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<h1 class="header" style="width:auto;margin:0 0 0.5em 0;border:1px solid #6e5229;">Featured Quest Content</h1>
<h1 class="header" style="width:auto;margin:0 0 0.5em 0;border:1px solid #6e5229;font-size:1.35em;font-weight:bolder;text-transform:none;">Featured Quest Content</h1>


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<h1 class="header" style="width:auto;margin:0 0 0.5em 0;border:1px solid #6e5229;">Featured Scripting Content</h1>
<h1 class="header" style="width:auto;margin:0 0 0.5em 0;border:1px solid #6e5229;font-size:1.35em;font-weight:bolder;text-transform:none;">Featured Scripting Content</h1>
 
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<h1 class="header" style="width:auto;;font-size:1.2em;text-align:left;text-transform:none;">My Second Script</h1>
[[Image:Scripttut2_testing2.JPG|thumb|right|The message box we wrote]]
While the '''My First Script''' tutorial is a good first taste of scripting for Oblivion, it does not appreciably demonstrate what the scripting language in Oblivion can do. It is a wonderful introduction for those who have never seen a programming or scripting language before, but a more in-depth tutorial would be helpful to further introduce modders to this amazing resource.
 
This tutorial has been largely adapted from GhanBuriGhan's excellent Morrowind Scripting for Dummies; all credit goes to GhanBuriGhan for his fantastic work on the original.
 
This tutorial is meant to be a more complete introduction to scripting for Oblivion than the My First Script tutorial, and assumes that the reader is already familiar with My First Script. If you do not understand the main points of that tutorial, you may find yourself in over your head here. If you're comfortable with My First Script, though, let's begin scripting!
{{break}}
<div style="text-align:right;">[[Scripting Tutorial: My Second Script|Read the entire My Second Script tutorial...]]</div>
 
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<h1 class="header" style="width:auto;margin:0 0 0.5em 0;border:1px solid #6e5229;">Featured Texturing Content</h1>
<h1 class="header" style="width:auto;margin:0 0 0.5em 0;border:1px solid #6e5229;font-size:1.35em;font-weight:bolder;text-transform:none;">Featured Texturing Content</h1>


<div id="esstyle" style="width:auto;margin-left:2.5em;margin-bottom:1.5em;padding-bottom:0.5em;">
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<div style="text-align:right;">[[Creating detailed Normal Maps|Read more about detailed Normal Maps...]]</div>
<div style="text-align:right;">[[Creating detailed Normal Maps|Read more about detailed Normal Maps...]]</div>
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<h1 class="header" style="width:auto;margin:0 0 0.5em 0;border:1px solid #6e5229;font-size:1.35em;font-weight:bolder;text-transform:none;">Other Featured Content</h1>
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<h1 class="header" style="width:auto;;font-size:1.2em;text-align:left;text-transform:none;">Oblivion Mods FAQ</h1>
'''Featured on the Official Elder Scrolls Forums from August 4, 2006 through Present'''
This FAQ is primarily aimed at ''mod users'' rather than ''mod makers'', but as such it addresses a lot of basic issues about how users will play a mod, and thus serves as a good introduction to mods in general.
This FAQ is intended to be a living document, so I frequently update parts of it and add new material. If you're trying to find information about Oblivion mods or mod-making, it's worth checking here to see if I've added something about it.
'''What are mods?'''
What are mods? Are they the same as plug-ins, patches, or expansions? What do they do? Will they mess up my game? What else do I need to know before using them or making them?
Mods are modifications of the original game.
The terms "mod" and "plug-in" are interchangeable (in other words: yes, they're the same). Patches and expansions are not the same, however. Patches are official files intended to correct errors in the original game, and expansions add official content to the game.
Some mods add content (such as new weapons, NPCs, quests, clothing, faces, buildings, etc.), and others seek to balance issues in the original game, such as making items or NPCs either more or less powerful. Still others seek to improve upon what was already in the game in various other ways.
<div style="text-align:right;">[[Oblivion Mods FAQ|Read the entire Oblivion Mods FAQ...]]</div>


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