Click the Save icon on the main toolbar and name your plugin: CKBasicsTutorial With the Skyrim.esm loaded in the CK, the first thing we want to do is SAVE to create an active plugin for this session.
The trouble is the new mod will only work if you have both mods installed and this is not a technique you want to use when creating mods for release. Beginners are sometimes tempted to load their favorite mods as well and add things they like from them to their own mods, this is called mod sniping. Smarty Says: When you open the data folder to load a file you will see all the plugins from your data folder appear in the list. If not, bring up the CK then go ahead and load the Skyrim.esm now. If you are starting this class right from the Introduction you may already have the Skyrim.esm loaded in the CK. Now that you've had a look at where your tools are and what they're for we're ready to make our first mod. T: In NavMesh Mode toggles Select Triangles LMB (with nothing selected) select multi-objectsĪrrow Keys: Move the selected object Left, Right, Up and Down.ī: In Exterior Toggles Cell Grid Borders On/Off Some of the lights are touching the room walls, and some are floating in mid-air, so again this makes no sense.Īnyway, I will call this solved and hopefully this helps someone else out too.CTRL d: copy and paste in present position (duplicate) Third, i'm not entirely sure what this whole "roombounds" thing is all about, but, umm, they are in a room. Second, this says nothing about causing the light to visually turn on and off as i get near or move away. Huh? First, this is affecting shadow and non-shadow lights alike. Portal Strict: Sets this light to light only objects within roombounds it is touching. In fact, here is a copy/paste of the actual creation kit wiki: Unchecking this makes the light stay on all the time. The problem was that in the base lights i was choosing, and apparantly this is fairly random, there is an option on the base Light object labelled "portal strict". I can't find anything that gives a clear explanation of it, and the online tutorial and reference only makes a passing mention of this in the definition, though it doesn't say how exactly it should be used nor does it say anything like this would happen if used incorrectly. I thought FarmInterior01 light sounded fairly simple and basic and i see nothing in the settings of either the instanced object or the base object that would explain this behavior. They seem to be basic, run of the mill lights that i grabbed right from the list of lights in the object list. It's like the lights have motion detectors or something and the whole room is dark until i walk into certain spots where i have a "lightbulb" object and then suddenly there is light in that spot. As soon as i walk away from the light radius the light turns off. My problem that I'm having - and i've seen this on other lights too but gave up on checking more lights until asking here - is that when I play the dungeon in-game the light is off until the character actually walks within the light radius and then it turns on. I'm mainly using my own version of a FarmInteriorLight01, just with different colors and some other tweaks. In the case of lights, I am having a devil of a time getting these things to work right. I guess my problem is - as with most objects - finding the "right" object that works for me. I've read elsewhere that, as with most objects, etc., that the best practice is to find the light I like, copy it, and place instances of that new light.