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TDG的天际资源

TDG的天际资源
TDG的天际资源
作者:TDG
发布:userchen3038
发布日期:2020-05-29 14:00:00
更新时间:2020-05-29 14:00:00
这个人很懒,什么也没留下
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上古卷轴5:重置版
本地下载 高速下载 需要优先下载下载器,50%提速

这是一个框架,用户可以轻松地创建自己的版本,我周围的天边生物-添加MODS!包括教程,不需要脚本。

描述
“环绕天边模式”框架的设计是为了方便地将新的生物插入到Skyrim中,同时还具有选择群产卵的能力。MoD作者可以按照下面的教程创建他们自己的MODS使用这个系统,完整的MCM支持。请注意,这将不是SKSE所需的MOD-它只是增加了那些谁使用MCM的支持!

补习
谢谢你对“环绕天空”系列节目的兴趣。在继续之前,请确保您已经安装了所有的要求。

如果你迷路了,我建议你在创作工具包wiki!

指数
1.0-它是如何工作的
1.1-了解寻求
1.2-了解产卵者行为者
1.3-了解全球
2.0-设置
2.1-名称的解剖
2.2-加入你的生物
3.0-让它起作用
3.1-挑选水平名单
3.2-为你的生物做一份清单
3.3-加入你的生物
3.4-调整频率
4.0-最后修饰
4.1-为更新做准备(可选,需要编写脚本)
4.2-命名您的MCM

1.0-它是如何工作的
围绕着Skyrim的是一个简单的“脚本注入”系统。这意味着在游戏开始后,我们增加了一个水平列表,大大增加了兼容性,并消除了任何对崩溃补丁的需求。这个系统的缺点是很难删除或更改已经添加的种子--在发布之前,您将需要比通常更多地规划您的模式。

系统的基本流程如下..。

游戏开始。

隐藏的查询只运行一次脚本。

脚本将自定义水平列表插入到指定的现有水平列表中,“嵌套”它们。然后脚本终止。

在现有的水平列表选择插入的自定义水平列表时,将创建一个隐藏的占位符‘spawner’Actor。

这个Actor运行一个快速脚本来查看它是否应该:

-产卵一


-孕育一群人


然后执行操作,终止脚本并禁用自身。




1.1-了解寻求
Quest完全用于运行第一个脚本。脚本有两个属性--“CreatureSpawner”和“LeveledList”。

“CreatureSpawner”是用来繁殖生物的无形占位符。你将不需要编辑这一点,除非你是一个高级用户谁计划创建额外的生物产卵器分开,我们将使用。

“等级列表”选择您希望自己的生物出现在旁边的生物列表。

1.2-了解产卵者行为者
产卵者演员是用来检查它是否应该产卵,一个或一组你的生物。这是通过“SpawnEffect”魔法效果附加到产卵者的一个能力。这个魔法效果有两个属性你将使用-“产卵”和“产卵选择”。

“产卵”是包含你想要出现的任何生物的水平列表。

“SpawnAlternate”是当你的自定义生物选择不出现时会产生的生物。这应该与Quest脚本中的“LeveledList”属性相同,因为它实际上从相同的列表中选择了一个不同的东西来生成。

1.3-了解全球
该系统依靠一些Globals或“全局变量”来运行其功能。其含义和用途列示如下。

“频率”:你的生物被选中的百分比,如果游戏选择它来产卵。这是用来配置多么‘稀有’的生物是不担心堵塞你的水平名单。

“FrequencyMulti”:你的生物出现在一个群体中的百分比,如果游戏选择它来产卵的话。这是用来配置是多么“罕见”的一组生物是不担心堵塞你的水平名单。

“多尺寸”:一个群体中个体的数量,如果它们被选择用“FrequencyMulti”进行繁殖。这是用来配置一个‘包’或‘部落’大小时,他们一起产卵。

“当前版本”:这是您的模块的当前版本号。如果您使用本教程最后阶段提到的所包含的更新脚本框架,请不要忘记更改它!

“VersionLastKnown”:这是您的模块的最后一个识别版本号。永远不要改变这个!

所有“默认”Globals都由MCM菜单使用,并且应该与它们的非“默认”姐妹相同。

2.0-设置
一旦您将下载中包含的所有文件安装到“.\SkyRIM特殊版\Data”文件夹中,您就可以继续了。

2.1-名称的解剖
你应该做的第一件事就是决定一个名字。名字是非常重要的,如果你计划保持有组织-请记住,我将期待你使用这个简写版本在你的Mod记录,以防止任何混淆的MOD作者。

那么,名字里有什么?我会把我自己的.

发布名称::“tdg环绕天空的小精灵”(⬅)这个名字是人们如何识别你的Mod。最好是保持它的良好和简单!
插件名::“tdgsseGoblinsAroundSkyrim”⬅为您的MODS确定一个一致的命名方案将有助于您的开发,并使用户更容易识别加载顺序!‘TDG’是我发布的短句柄,‘SSE’表示它是“Skyrim特别版”,其余的只是没有空格的名称。
记录名称:“tdgssegas_*”⬅这些都是您的MOD在CreationKit中的任何更改之前的前缀。保持他们的简短有助于组织!

2.2-设置你的名字
看来你准备好改名了!

只需将包含的“tdgsseAroundSkyrimPlugin”.esp文件重命名为您希望调用的任何内容。太棒了!现在让我们打开创建工具包。

打开CreationKit后,只通过“Active Forms”过滤左边的记录列表。如果没有看到此筛选选项,则尚未安装SSE CreationKit修复程序。

重命名每个记录以符合您的命名方案。记住,这些是唱片的名字!

放轻松!现在让我们开始工作吧。

3.0-让它起作用
随着命名方案的建立,让我们让这个模式做我们想做的。
3.1-挑选水平名单
系统必须知道您想要添加什么才能工作,所以我们将这样做!

跳入Quest选项卡,打开Quest(不是MCMQuest或UpdateQuest),然后转到Script选项卡。

选择其中的一件东西,然后单击Properties。

单击“LeveledList”并选择要使用的级别列表。记住,这是一个你的生物将出现在旁边。

点击“OK”,关闭“搜索”窗口。

现在你已经告诉系统在哪里产卵你的生物,但不是什么产卵。接下来再做吧!

3.2-为你的生物做一份清单
我们使用自己的等级列表插入我们的生物。这是为了我们可以有不同的生物,而不堵塞你的水平名单!

跳入LeveledActor选项卡并创建一个新的LeveledActor。记住,这就是你的生物!

在右边添加一个你想要的生物的条目。“等级”值将调整玩家在遇到该生物之前必须具备的最低级别。你通常会在第1级看到“强盗”,然后在第6级看到“强盗拥抱”。变体是可选的,你只需要一个!

点击“OK”并关闭LeveledActor窗口。

该系统现在知道什么和哪里产卵,但我们仍然必须做到这一点!

3.3-加入你的生物
所以占位符会在你选择的列表中产生,但不会产生正确的东西。要设置它,请执行以下操作..。

进入魔法效果并打开SpawnerEffect。

在右下角,单击其中的一个脚本并点击Properties。

单击“产卵”并选择要生成的水平列表。记住,这是你添加的生物,而不是你在最后一步选择的那个。

单击“SpawnAlternate”并选择您在Quest脚本中选择的级别列表。记住,这是一个你的生物将出现在旁边。

太棒了!现在系统知道该产卵什么以及在哪里产卵。现在,让我们配置多久一次!

3.4-调整频率
此模块的默认外观率为:

产卵机会:50%

产卵机会:20%

生成组的大小:3

如果你对这些费率没有意见,你就可以跳过这个过程了。如果没有,继续读!

在Globals中,打开频率。

将值更改为所需的百分比,而不使用百分比符号(%)和整数。记住,这是一个真正孕育你的生物的机会。

点击“OK”。使用FrequencyDefault使用相同的数字重复此过程。

打开FrequencyMulti。

将值更改为所需的百分比,而不使用百分比符号(%)和整数。记住,这是一个真正孕育一群你的生物的机会。

点击“OK”。使用相同的数字重复使用FrequencyMultiDefault的过程。

打开多尺寸。

将值更改为所需的数字(整数)。记住,这是有多少生物在一个群体中产卵。

就这样完了!你的Mod现在可以工作,但我们需要一些小的内务管理,然后你准备出版。

4.0-最后修饰
你的Mod工作-太棒了!现在,让我们设置更新系统和MCM菜单。

4.1-为更新做准备(可选,需要编写脚本)
还记得更新系统吗?我们要确保你知道怎么用它!如果需要更新,请执行以下操作.

在“环球报”中,请打开当前版本。

将值更改为当前版本的MOD(整数)。这可以在你想要的任何系统中,但它们必须是整数。

点击“OK”。不要调整版本.

在魔法效果中,打开更新效果。

在右边的Papyrus脚本下面,添加在执行更新时要运行的任何脚本。记住要聪明地编码--不要仅仅使用一个普通的更新功能,把它分割成不同的版本!“如果VersionCurrent=2,UpdateVersion2()”!此更新脚本将在版本过期时执行。

就这样完了!进入最后一步!

4.2-命名您的MCM
别担心,这一步很简单!

在任务中打开MCMQuest。

在“脚本”选项卡下,单击“唯一的东西”并点击“属性”。

将modName更改为mod的名称。这不应该是很长的,否则它可能不适合在MCM标题空间!

点击“OK”,关闭“搜索”窗口。

你完了!由于它被标记为‘LightMaster’(ESL)文件,您将需要在File菜单中“CompactActive FileFormID”,或者使用xEdit移除ESL头标志。

恭喜你,你现在应该有一个工作生物模式,基于环绕天空的框架。虽然总是受到赞赏,但不要觉得有义务信任我在任何你做的这个系统,除非你计划出售的Mod!

非常感谢你的阅读。我希望这个系统对你很好,你喜欢你刚刚创建的模式。

————————————————————————————————————————

This is a framework for users to easily create their own versions of my Around Skyrim creature-adding mods! Tutorial included, no scripting required.

DESCRIPTION
The Around Skyrim mod framework is designed to easily insert new creatures into Skyrim, with the capability of choosing group spawns as well. Mod authors can follow the tutorial below to create their own mods using this system, complete with MCM support. Please note this will not be an SKSE-required mod - it simply adds support for those who use the MCM!

TUTORIAL
Thank you for your interest in the Around Skyrim mod series. Please ensure you have installed all the requirements before continuing.

If you get lost, I recommend looking up whatever you don't understand on the Creation Kit wiki!

INDEX
1.0 - How It Works
1.1 - Understanding the Quest
1.2 - Understanding the Spawner Actor
1.3 - Understanding the Globals
2.0 - Setting Up
2.1 - Anatomy of a Name
2.2 - Adding Your Creature
3.0 - Getting It Working
3.1 - Picking the Leveled List
3.2 - Making a List For Your Creature
3.3 - Adding Your Creature
3.4 - Adjusting Frequency
4.0 - Finishing Touches
4.1 - Preparing For Updates (Optional, Scripting Required)
4.2 - Naming Your MCM

1.0 - How It Works
Around Skyrim is a simple 'script-injection' system. This means we add to a levelled list after the game has begun, drastically increasing compatibility and eliminating any need for a bashed patch. The drawback to this system is difficulty in removing or changing already-added spawns - you will need to plan out your mod a little more than usual before publishing.

The basic flow to the system is as follows...

Game Start.

A hidden Quest runs a one-time script.

The script inserts a custom levelled list into the specified existing levelled list, 'nesting' them. The script then terminates.

Upon the existing levelled list picking the inserted custom levelled list, a hidden placeholder 'Spawner' Actor is created.

This Actor runs a quick script to see if it should:

- Spawn one


- Spawn a group


It then performs the action, terminates the script and disables itself.




1.1 - Understanding the Quest
The Quest is used entirely to run the first script. The script has two properties - "CreatureSpawner" and "LeveledList".

'CreatureSpawner' is the invisible placeholder Actor used to actually spawn the creatures. You will not need to edit this unless you are an advanced user who plans to create additional Creature Spawners separate to the one we will use.

"LeveledList" chooses the list of creatures you want your own creature to appear alongside.


1.2 - Understanding the Spawner Actor
The Spawner Actor is used to check if it should spawn none, one or a group of your creatures. This is run through the "SpawnEffect" Magic Effect attached to the Spawner by an Ability. This Magic Effect has two properties you'll be using - "Spawn" and "SpawnAlternate".

"Spawn" is the leveled list containing any creatures you'd like to appear.

"SpawnAlternate" is the creature that will be spawned if your custom creature chooses not to appear. This should be the same as the "LeveledList" Property in the Quest script, because it essentially chooses a different thing from the same list to spawn.

1.3 - Understanding the Globals
This system relies on some Globals, or "Global Variables", to run its functions. Their meanings and uses are listed below.

"Frequency": The percentage chance of your creature being chosen, if the game picks it to spawn. This is used to configure how 'rare' the creature is without worrying about clogging up your leveled lists.

"FrequencyMulti": The percentage chance of your creature appearing in a group, if the game picks it to spawn. This is used to configure how 'rare' a group of the creatures is without worrying about clogging up your leveled lists.

"MultiSize": The number of individual creatures in a group, if they are chosen to spawn with "FrequencyMulti". This is used to configure a 'pack' or 'horde' size when they spawn together.

"VersionCurrent": This is the current version number of your mod. Don't forget to change this if you use the included update script framework mentioned in the final stages of this tutorial!

"VersionLastKnown": This is the last identified version number of your mod. Never change this!

All "Default" Globals are used by the MCM menu and should be the same as their non-"Default" sisters.


2.0 - Setting Up
Once you have installed all the files included in the download to your "...\Skyrim Special Edition\Data" folder, you will be ready to continue.

2.1 - Anatomy of a Name
The first thing you should do is decide on a name. Names are extremely important if you plan to keep organized - keep in mind I will be expecting you to use an abbreviated version of this in your mod records to prevent any confusion between mod authors.

So, what's in a name? I'll break down one of my own...

Release Name: "TDG's Goblins Around Skyrim" ⬅ This name is how people will identify your mod. It is best to keep it nice and simple!
Plugin Name: "tdgsseGoblinsAroundSkyrim"  ⬅ Settling on a consistent naming scheme for your mods will help your development and make it easier for users to identify in load orders! The 'tdg' is the short handle I publish under, 'sse' indicates it is for 'Skyrim Special Edition', and the rest is just the name without spaces.
Record Name: "tdgssegas_*"  ⬅ These are prefixes before any of your mod's changes inside Creation Kit. Keeping them short helps with organization!

2.2 - Setting Up Your Name
Looks like you're ready to rename! 

Simply rename the included "tdgsseAroundSkyrimPlugin" .esp file to whatever you would like your mod to be called. Great! Now let's open up Creation Kit.

With Creation Kit open, filter the records list on the left by 'active forms' only. If you do not see this filtering option, you have not installed SSE Creation Kit Fixes.

Rename each of the records to conform to your naming scheme. Remember, these are the Record Names!

Easy! Now let's get it working.

3.0 - Getting It Working
With the naming scheme set up, let's get this mod doing what we want.
3.1 - Picking the Leveled List
The system has to know what you want to add before it works, so we'll do that!

Jump into the Quests tab, open the Quest (not MCMQuest or UpdateQuest) and head to the Scripts tab.

Select the one thing there and click Properties.

Click 'LeveledList' and pick the Leveled List you would like to use. Remember, this is the one your creature will appear alongside.

Tap 'OK' and close the Quest window.

Now you've told the system where to spawn your creature, but not what to spawn. Let's do that next!

3.2 - Making a List For Your Creature
We use a LeveledList of our own to insert our creature. This is so we can have variations of the creature without clogging up your leveled lists!

Jump into the LeveledActor tab and create a new LeveledActor. Remember, this is what will 'hold' your creature!

Add an entry with your desired creature chosen on the right. The 'Level' value will adjust the minimum level the player must be before that creature can be encountered. You'll typically see things like "Bandit" at level 1, then "Bandit Thug" at level 6. Variations are optional, and you can have just one!

Tap 'OK' and close the LeveledActor window.

The system now knows what and where to spawn, but we still have to make that happen!

3.3 - Adding Your Creature
So the placeholder Spawner Actor will now spawn in the list you chose, but will not spawn the right thing yet. To set that up, do the following...

Head into Magic Effects and open the SpawnerEffect.

In the bottom right, click on the one script there and hit Properties.

Click 'Spawn' and pick the Leveled List you would like to spawn. Remember, this is the one holding your added creature, not the one you chose in the last step.

Click 'SpawnAlternate' and pick the Leveled List you chose in the Quest script. Remember, this is the one your creature will appear alongside.

Great! Now the system knows what to spawn and where to spawn it. Now let's configure how often!

3.4 - Adjusting Frequency
The default appearance rates for this mod will be:

Chance To Spawn One: 50%

Chance To Spawn Group: 20%

Size of a Spawned Group: 3

If you're okay with these rates, you're done and can skip this process. If not, read on!

In Globals, open Frequency.

Change the value to the percentage you want, without the percentage sign (%) and in whole numbers. Remember, this is the chance to actually spawn one of your creature.

Tap 'OK'. Repeat the process with FrequencyDefault with the same number.

Open FrequencyMulti.

Change the value to the percentage you want, without the percentage sign (%) and in whole numbers. Remember, this is the chance to actually spawn a group of your creatures.

Tap 'OK'. Repeat the process with FrequencyMultiDefault with the same number.

Open MultiSize.

Change the value to the number you want, in whole numbers. Remember, this is how many creatures spawn in a group.

And that's done! Your mod will now work, but we need a few little bits of housekeeping before you're ready to publish.

4.0 - Finishing Touches
Your mod works - awesome! Now let's set up the Update system and MCM menu.

4.1 - Preparing For Updates (Optional, Scripting Required)
Remember the Update system? We're going to make sure you know how to use that! In the event of an update being needed, do the following...

In Globals, open VersionCurrent.

Change the value to the current version of your mod, in whole numbers. This can be in whatever system you want, but they must be whole numbers.

Tap 'OK'. Do not adjust VersionLastKnown.

In Magic Effects, open UpdateEffect.

Under Papyrus Scripts on the right, add any script you want to run when an update is performed. Remember to code intelligently - don't just use a blanket update function, separate it into versions! "If VersionCurrent == 2, UpdateVersion2()"! This update script is performed any time the version is out of date.

And that's done! Onto the final step!

4.2 - Naming Your MCM
Don't worry, this step is easy!

In Quests, open MCMQuest.

Under the Scripts tab, click on the only thing there and tap Properties.

Change modName to be the name of your mod. This shouldn't be long or it might not fit in the MCM title space!

Tap 'OK' and close the Quest window.

You're done! As this is marked as a 'Light Master' (ESL) file, you will need to 'Compact Active File Form IDs' in the File menu, or remove the ESL header flag using xEdit.

Congratulations, you should now have a working creature mod based on the Around Skyrim framework. While always appreciated, don't feel obliged to credit me in anything you do with this system unless you plan on selling the mod!

Thank you very much for reading. I hope this system worked well for you, and you enjoy the mod you just created.


原贴地址
1.版本号: 2.0   更新时间: 2020-05-29 14:11:42

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