Difference between revisions of "Arcane University:Mechanics Implementation"

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{{Trail|Implementation}}
 
{{Trail|Implementation}}
This is the main page of the Beyond Skyrim Arcane University game mechanic tutorials. It serves as hub for the standard workflow and pointers to detailed specific tutorials for mechanics Implementation. The [[Arcane University: Implementation| Implementation]] department is structured in three sub-departments:
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This is the main page of the Beyond Skyrim Arcane University Game Mechanic Tutorials. It serves as hub for the standard workflow and pointers to detailed specific tutorials for Mechanics Implementation. The [[Arcane University: Implementation| Implementation]] department is structured in three sub-departments:
 
* [[Quest Implementation]]
 
* [[Quest Implementation]]
 
* [[Nif Implementation]]
 
* [[Nif Implementation]]
 
* Mechanics Implementation
 
* Mechanics Implementation
  
==Workflow & general tutorials==
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==Workflow & General Tutorials==
  
What is important/relevant to learn for mechanics in Skyrim:
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These are some important/relevant things to learn for mechanics in Skyrim.
  
* magic effects, spells
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* General Papyrus scripting
* perks
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* Custom Spell(s) and/or enchantment(s). Not necessarily complex scripted effects, just custom ones.
* day & night
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* Misc custom props. Things like traps, or more original/unique stuffs (like the activator to get into the Red Eagle's cave). Don't worry about the assets themselves.
* scripting, states
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* Setting up custom creatures (there is tons of available free resources on Nexus to try your hands at it), from creating the new race up to placeable leveled encounters.
* ambushes, traps
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* Setting up the Creation Kit side of common new assets in general, be it statics, misc objects, weapons, armors, furniture, harvestables, ...
* packages & routines
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* Setting up crafting & tempering recipes.
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* Setting up custom containers.
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* Creating new NPCs & setting up & setting up generic (eventually leveled) NPCs. (appearance, outfits, etc;..)
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* Setting up background data for NPCs, such as relevant factions, keywords, relationships, ...
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* Setting up NPCs AI for inhabitants. This include its schedules, house' locks, interior's ownership, location data, ...
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* Setting up merchants
  
On the basis of many complex things is the papyrus scripting engine. A very short introduction to this is provided by the [https://www.creationkit.com/index.php?title=Bethesda_Tutorial_Papyrus_Hello_World Hello World] tutorial by Bethesda.  
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The basis of many complex things is Papyrus scripting. Students should follow Bethesda's [https://www.creationkit.com/index.php?title=Category:Bethesda_Scripting_Tutorial_Series Scripting Tutorial Series] for their introduction to Papyrus.  
  
==specific topics tutorials==
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==Game Mechanics Lesson Plan==
  
*...
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* [[Arcane University:Weathers|Weathers]] (To come)
*...
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* [https://www.youtube.com/watch?v=kpg14lOGaVo Implementing a Custom Creature Race (Youtube)]
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* [https://morroblivion.com/forums/music-and-sound/creature-sfx-implementation-guide Custome Creature Sound Effects (External Link)]
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* [[Arcane University:Magic Effects & Spells|Magic Effects & Spells]] (To come)
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* [[Arcane University:Perks|Perks]] (To come)
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* [[Arcane University:Setting Up an NPC|Setting Up an NPC]] (To come)
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* [[Arcane University:NPC Packages|NPC Packages]] (To come---CK Wiki's "Quest Implementation - Intermediate" introduces this for now)
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[[Category:Arcane University-Implementation]]

Revision as of 20:03, 22 November 2020

< Arcane University:Implementation

This is the main page of the Beyond Skyrim Arcane University Game Mechanic Tutorials. It serves as hub for the standard workflow and pointers to detailed specific tutorials for Mechanics Implementation. The Implementation department is structured in three sub-departments:

Workflow & General Tutorials

These are some important/relevant things to learn for mechanics in Skyrim.

  • General Papyrus scripting
  • Custom Spell(s) and/or enchantment(s). Not necessarily complex scripted effects, just custom ones.
  • Misc custom props. Things like traps, or more original/unique stuffs (like the activator to get into the Red Eagle's cave). Don't worry about the assets themselves.
  • Setting up custom creatures (there is tons of available free resources on Nexus to try your hands at it), from creating the new race up to placeable leveled encounters.
  • Setting up the Creation Kit side of common new assets in general, be it statics, misc objects, weapons, armors, furniture, harvestables, ...
  • Setting up crafting & tempering recipes.
  • Setting up custom containers.
  • Creating new NPCs & setting up & setting up generic (eventually leveled) NPCs. (appearance, outfits, etc;..)
  • Setting up background data for NPCs, such as relevant factions, keywords, relationships, ...
  • Setting up NPCs AI for inhabitants. This include its schedules, house' locks, interior's ownership, location data, ...
  • Setting up merchants

The basis of many complex things is Papyrus scripting. Students should follow Bethesda's Scripting Tutorial Series for their introduction to Papyrus.

Game Mechanics Lesson Plan