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=Tutorial Quete 1=
[[Category:Tutorials]]
 
[[Category:New Users]]
{{Tutorial Index
{{Tutorial Index
|series=Quest Design Fundamentals
|series=Quest Design Fundamentals
|chapter=1
|chapter=2
|Prev=:Category:Tutorials
|Prev=Bethesda_Tutorial_Planning_the_Quest
|Next=Bethesda_Tutorial_Creating_an_Actor
|Next=Bethesda_Tutorial_Dialogue
}}
}}


=Résumé=
=Résumé=
Ce chapitre vas vous montrer comment faire des NPC dans l'éditeur, a la fois civils (pas fait


Ce chapitre va vous expliquer les premières étapes de la création de quêtes pour Skyrim, en mettant en place la structure générale de la quête dans l'éditeur.
=Overview=
<br><br>Vous allez apprendre:
This chapter will show you how to make NPCs in the editor, both civilians (not meant to provide a combat challenge to the player) and enemies.  
*Comment structurer un quête avant de commencer l’implémentation
<br><br>The reader will learn:
*Comment faire une nouvelle quête
*How NPCs are created in the editor
*Ce que sont les "quest stages", et comment les créer.
*How to set up basic combat stats on an NPC
 
=Séparer une idée en étapes=
 
Commençons avec une idée assez large pour notre quête. Ça sera une quête très simple pour commencer, avec un développement très linéaire pour le joueur, afin que vous puissiez vous faire une idée de comment les quêtes sont composées. Une fois que vous avec compris ça, il s'agit juste de détails
 
Donc, en ayant ceci:
<blockquote>''Le joueur a rencontré Bendu Olo, un Elfe Noir qui c'est récemment fait voler son amulette par un voleur qui se cache dans une grotte a proximité. Il promet au joueur de lui offrir le double de la valeur de l'amulette si il la lui rapporte.''</blockquote>
 
On peut séparer cette histoire en un ensemble de phases séquentielles:
* '''Avant-Quête''' Le joueur n'a jamais rencontré Bendu Olo. L'amulette est dans la grotte, avec le voleur.
* '''Étape 1:''' Le joueur a rencontré Bendu Olo, et a reçu la tâche de retrouver l'amulette.
* '''Étape 2:''' Le joueur a tué le voleur.
* '''Étape 3:''' Le joueur a retrouvé l'amulette.
* '''Étape 4:''' Le joueur a rendu l'amulette a Bendu Olo, et reçu sa récompense.


Il peut aider de penser aux étapes comment marquant l'évènement le plus récent. Nous allons utiliser ces étapes pour déterminer les options de dialogue qui seront offertes au joueur, mettre en place les objectifs et cibles, et suivre le progrès global de la quête.
=Actors=
In Skyrim, all moving creatures are set up as a special kind of object called an Actor. All animals and humanoids use this object, and it's where appearance, behaviors, and everything else about a character is defined.  


::{|style="border-collapse: separate; border-spacing: 0; border-width: 1px; border-style: solid; border-color: #000; padding: 0"
::{|style="border-collapse: separate; border-spacing: 0; border-width: 1px; border-style: solid; border-color: #000; padding: 0"
|-
|-
|style="border-style: solid; border-width: 0"|[[Image:InDepth.jpg|48px]]
|style="border-style: solid; border-width: 0"|[[Image:NewFeature.jpg|48px]]
|style="border-style: solid; border-width: 0"|En y réfléchissant, vous pouvez vous apercevoir que l'étape 3 peut se passer sans avoir besoins de tuer le voleur (par discrétion ou pickpocket), et que l'étape 1 peut être vue comme deux événements séparés, si le joueur décide de ne pas aider Bendu Olo. Nous verrons comment nous occuper de cela plus tard.
|style="border-style: solid; border-width: 0"|If you're familiar with Fallout 3 and earlier engines, Creatures and NPCs have been combined into Actors, which gives you a lot more flexibility in creating their behaviors.
|}
|}


=Création de l'objet Quête=
In the [[Bethesda_Tutorial_Creation_Kit_Interface#Object_Window|Object Window]], navigate to Actors -> Actor in the category list. Right-click anywhere in list of actors and select "New."
 
=Creating Bendu Olo=
Thankfully, a lot of the fields in the [[:Category:Actor|Actor window]] are pretty self-explanatory. That said, there's a decent amount of setup that you need to do to make someone. So here we go.


Dans la fenêtre d'objet ([[Bethesda_Tutorial_Creation_Kit_Interface#Object_Window|Object Window]]), naviguez a Personnage -> Quête (Character -> Quest) dans la liste des catégories. Faites un clic-droit n'importe où dans la liste et sélectionnez "New".
[[image:EmptyActor.png|700px|]]


[[image:ObjectWindowQuestSection.png|500px|]]


Cela ouvre la fenêtre de quêtes et l'onglet Données de quête ([[Quest_Data_Tab|Quest Data]]), qui peut être un petit peut intimidant avec tous ses champs, mais nous allons tout expliquer.
* '''ID:''' Just like with the quest ID, this needs to be unique across the game. Give him the ID GSQBenduOlo. (Note that IDs can't have spaces or special characters in them.)
* '''Name:''' The name that will be visible to the player. "Bendu Olo" in our case.
* '''Short Name:''' How somebody familiar with this character might refer to them. This gets used by the radiant story system, which we'll come back to later. For now, just call him "Bendu."
* '''Unique:''' This is the only checkbox you need to worry about for now. It lets the engine know that there should only be one of this actor in the world (as opposed to a new type of animal we were making, for instance). Make sure this is checked.  


Les champs à remplir pour le moment sont:
There are a few things we need to set up in the [[Traits_Tab_-_NPC|Traits tab]], just to the right.  
* '''ID:''' Cést ce que le Creation Engine utilise pour identifier la quête. Mettez y "GSQ01" (sans les guillemets).
* '''Quest Name:''' Le nom que le joueur verra et qui sera associé a la quête. Entrez "Le dernier espoir de Bendu".
* '''Priority:''' Affecte l'ordre des dialogues quand plusieurs quêtes utilisent le même acteur. "60" est la valeur typique pour une quêtes secondaire seule, alors mettez ça ici.
* '''Type:''' Sélectionnez "Side Quest". Cela ne change que la manière dont la quête est affichée dans le journal.


[[File:StartedQuest.png]]
* '''Race:''' Pretty self-explanatory -- sets the race that this actor will be. Select "DarkElfRace" from the pull-down menu. Now Bendu will have the appearance and racial bonuses of a Dark Elf.
* '''Voice Type:''' This determines what generic dialogue and combat barks this actor will have available to them. Set him up as a MaleDarkElf.  


Appuyez sur le bouton "OK"en bas a droite pour sauvegarder votre quête.
[[Image:StartedActor.png|600px]]


::{|style="border-collapse: separate; border-spacing: 0; border-width: 1px; border-style: solid; border-color: #000; padding: 0"
::{|style="border-collapse: separate; border-spacing: 0; border-width: 1px; border-style: solid; border-color: #000; padding: 0"
|-
|-
|style="border-style: solid; border-width: 0"|[[Image:InDepth.jpg|48px]]
|style="border-style: solid; border-width: 0"|[[Image:InDepth.jpg|48px]]
|style="border-style: solid; border-width: 0"|Tout objet dans le jeu a son propre ID, alors il doit être unique. Un technique commune est d'utiliser un préfixe pour tout ce qui sert a une quête afin de plus facilement voir tous les objets associés a une quête en utilisant le filtre de la fenêtre d'objet. (Le CK marque aussi les objets comme spécifique a la quête, pour que les autre développeurs sachent ne pas les utiliser.) Dans ce tutoriel, nous utilisons "GSQ" pour "Getting Started Quest".
|style="border-style: solid; border-width: 0"|In most cases, characters are not prefixed with an identifier because they are often used by multiple quests. Since Bendu might have a bright future ahead of him, we might consider just calling him "BenduOlo."
|}
|}


=Créer les étapes=
Finally, hop over to the [[Inventory_Tab|Inventory tab]]. Here we'll give him some clothes so he's not just running around in his underwear.
 
What an actor chooses to wear is determined by their [[Outfit]]. Skyrim ships with a number of snazzy outfits already defined, but you can make your own fairly easily if you want to. For now, give him some plain clothes with a hat by choosing "FarmClothesOutfit01WithHat" from the Default Outfit pulldown menu.


Ouvrez votre quête a nouveau en double-cliquant dessus dans la liste d'objets. Cliquez sur "Quest Stages" pour aller a l'onglet des étapes de quêtes ([[Quest Stages Tab|Quest Stages]]).
[[Image:ActorInventory.png|400px]]
::{|style="border-collapse: separate; border-spacing: 0; border-width: 1px; border-style: solid; border-color: #000; padding: 0"
|-
|style="border-style: solid; border-width: 0"|[[Image:InDepth.jpg|48px]]
|style="border-style: solid; border-width: 0"|Nous avons dû fermer puis rouvrir la quête après avoir entré les donnés de bases car, jusqu’à ce que elle soit créée, certaines options sont indisponibles. Une fois qu'elle a une référence dans la liste d'objets, elle est prête a être utilisée.
|}


C'est ici que nous agenceront la quête comme nous l'avons définie plus tôt. Le tableau sur la gauche (avec la colonne nommée "Index") est où les étapes seront listées. Fait un clic-droit dessus et sélectionnez "New".
=Placing the Actor=
What we've done here is create the base object for the actor; to actually place him in the game, we'll need to create a reference for him. (If you're unfamiliar with the difference between a base object and a reference, see the callout box on [[Bethesda_Tutorial_Creation_Kit_Interface|this page]] labeled "Base Object vs Reference.")


L'étape est immédiatement créée pour vous, avec le numéro sélectionnez pour être édité. Laissez le a 0 pour le moment, et nous considérerons ceci l'étape "Avant-Quête", avant que le joueur aie vraiment interagis avec son contenu.
We're going to place Bendu into an existing space. In Mixwater Mill, there's a house that used to have workers there, but has since been abandoned. Let's make it Bendu's home.  


Faite encore un clic-droit et sélectionnez "New"pour créer une nouvelle étape. Numérotez la "10" --- Typiquement, on numérote les étapes de 10 en 10, car cela nous laisse une certaine flexibilité si jamais nous voulons ajouter des étapes intermédiaires sans devoir tout ré-numéroter. (Si vous avec jamais programmé en BASIC, vous devriez vous sentir a l'aise avec cette convention.)
Look at the [[Cell View Window|Cell View window]]. Make sure that the pulldown menu to the right of "World Space" says "Interiors," then select "MixwaterMillWorkersHouse" from the cell list. Double click to load it up.  


Continuez a créer les étapes numérotés 20, 30 et 40.
[[Image:CellViewSelected.png|600px]]


Votre onglet d'étapes devrais ressembler a ceci:
Zoom out a little bit so you can see more of the interior space. (If you need help navigating around the render window, you can review [[Bethesda_Tutorial_Creation_Kit_Interface#Navigating_the_Render_Window|the earlier tutorial]] on it.)


[[File:QuestStagesTabSection.png]]
[[Image:MixwaterInterior.png|500px]]


Le squelette de votre quête a été créé, mais il reste encore beaucoup a faire...
Adding our good Mr. Olo to the cell is as simple as grabbing GSQBenduOlo in the object window and dragging it to a place in the render window.  


=Overview=
[[Image:MixwaterInteriorPlusBendu.png|500px]]
This chapter will walk you through the preliminary steps of making a quest for Skyrim, setting up the overall structure of the of the quest's broad strokes in the editor.  
<br><br>The reader will learn:
*How to structure a quest before beginning implementation
*How to make a completely new quest
*What "quest stages" are and how to create them


=Breaking down the Idea=
=Testing the Actor In-Game=
Let's begin with a high-level idea for a quest. This will be a simple quest with a very straightforward player experience, so you can get a sense of how quests get built in the Creation Kit. Once you have that down, it's just a matter of details.
If you're eager to meet your new creation, that's easy enough. Just make sure [[:Category:Getting_Started#Loading_Your_Plugin_in_the_Game|your plugin is loaded]], and start the game. Once you do, start the game, pull up the console, and:


So starting with:
<pre>
<blockquote>''The player meets Bendu Olo, a Dark Elf who recently had his amulet stolen by a thief who is hiding out in a nearby cave. He offers to pay the player twice what the amulet is worth if it is returned to him.''</blockquote>
COC MixwaterMillWorkersHouse
</pre>


So we can break this down into a set of sequential story phases:
Inside, you should find Bendu wandering around, maybe sitting in a chair. He won't have much to say to you, since we haven't written any dialogue for him, and won't have much to do, since we haven't given him any activities. But you have now created a new NPC, so congrats.  
* '''Pre-Quest:''' The player has never met Bendu Olo. The amulet is in the cave, along with the thief.  
* '''Stage 1:''' The player has met Bendu Olo and been given the task of getting the amulet.  
* '''Stage 2:''' The player has killed the thief.
* '''Stage 3:''' The player has retrieved the amulet.
* '''Stage 4:''' The player has given the amulet back to Bendu Olo and retrieved his reward.


It helps to think of stages as marking the event that has most recently happened. We'll use these stages to determine which dialogue options an NPC offers to the player, set the objective and quest target, and track the overall progress of the quest.  
[[Image:BenduInGame.png|500px]]


::{|style="border-collapse: separate; border-spacing: 0; border-width: 1px; border-style: solid; border-color: #000; padding: 0"
=Making an Enemy=
|-
Now we're going to make the thief who stole Bendu's amulet. Create a new actor like you did before, and give it the ID "GSQThief" and the name "Dirty Thief."
|style="border-style: solid; border-width: 0"|[[Image:InDepth.jpg|48px]]
|style="border-style: solid; border-width: 0"|If you're thinking ahead, you may also realize that stage 3 could happen without actually killing the thief (through sneaking or pickpocketing) and that stage 1 could be thought of as two separate events, if the player declines to help when first meeting Bendu Olo. We'll show how to deal with both of these.
|}


=Creating the Quest Object=
Now things get a little more interesting, though. Instead of specifying the rest of the thieve's data, we're going to use a template. In the bottom left of the Actor window, you can see a "Template Data" section.  
In the [[Bethesda_Tutorial_Creation_Kit_Interface#Object_Window|Object Window]], navigate to Character -> Quest in the category list. Right-click anywhere in list of quests and select "New."


This brings up the quest window and the default [[Quest_Data_Tab|Quest Data tab]], which can be a little intimidating with all its widgets, but we'll get through this.
[[Image:ActorWindowTemplateArea.png|600px]]


The important fields to worry about (and fill out) right now are:
Using a template lets us base this actor off another one. It's great for any kind of actor you plan to be a combatant, because you can easily use existing leveled lists and stats, just changing the bits that you want.  
* '''ID:''' This is what the Creation Engine uses internally to identify the quest. Fill this in with "GSQ01" (without the quotes).
* '''Quest Name:''' The name that the player will see and associate with the quest. Enter: "Bendu Olo's Only Hope"
* '''Priority:''' Affects the ordering of dialogue when multiple quests are using an actor. "60" is the typical value for a non-questline standalone quest, so put that in here.
* '''Type:''' Select "Side Quest" here. This just affects how your quest is displayed in the player's journal.  


[[File:StartedQuest.png]]
So from the ActorBase pulldown list, choose "LvlBanditMelee1H." That name is kind of a mouthful, but is easily broken down:
* '''Lvl:''' This actor uses a leveled list, so as the player becomes more powerful, this actor will increase in difficulty accordingly. (Leveled lists are too complicated to get into here; if you're interested, their [[:Category:Leveled_Lists|details are documented]].)
* '''Bandit:''' This actor's appearance and gear fit the archetype we generally think of for bandit characters in the world, and will show up as "Bandit" in the player's combat interface.
* '''Melee:''' This actor will use melee attacks as opposed to ranged or magic attacks.
* '''1H:''' This actor will use a one-handed weapon.


Hit the "OK" button in the bottom right to save your quest.
Within that, there's a lot of variation and randomness. You might get a female Khajiit one time, a male Nord another. Using leveled templates let us provide suitable challenges to the player regardless of their progress, as well as a bit of variety.  


::{|style="border-collapse: separate; border-spacing: 0; border-width: 1px; border-style: solid; border-color: #000; padding: 0"
::{|style="border-collapse: separate; border-spacing: 0; border-width: 1px; border-style: solid; border-color: #000; padding: 0"
|-
|-
|style="border-style: solid; border-width: 0"|[[Image:InDepth.jpg|48px]]
|style="border-style: solid; border-width: 0"|[[Image:achtung.png]]
|style="border-style: solid; border-width: 0"|Every object in the game has its own ID, so this needs to be unique. A common technique is to use a prefix for everything you make for a single quest, so it's easier to see all relevant objects for that quest using the Object Window's filter. (Internally, it also marks objects as quest-specific so other developers know not to use them generically.) In this tutorial we're using "GSQ" for "Getting Started Quest."
|style="border-style: solid; border-width: 0"|Note that most leveled templates can resolve to a multitude of voice types, so you need to be careful when writing dialogue for templated actors. In our case, this actor is just a quest obstacle, so we don't care.
|}
|}


Having chosen a template, we need to select which aspects of that template we want to use, by checking the appropriate boxes in the template area. Check every box except for "Use Script" and "Use Base Data."
[[Image:TemplatedActorFilled.png|300px]]
We don't have to worry about setting race, inventory, equipment, or anything else, since we're pulling all that from the template!
Click "OK" to save the thief actor.


=Placing the Enemy=
There aren't many unoccupied "dungeon" spaces in Skyrim, but one is available far out in the Reach. Load the cell "ReachwindEyrie01" and place a reference to the thief object the same way we we placed Bendu into the Mixwater Mill cell.
[[Image:TemplatedActorPlaced.png|500px]]


=Making the Quest Stages=
Open your quest back up by double-clicking it in the object list. Click on "Quest Stages" to go (unsurprisingly) to the [[Quest Stages Tab|Quest Stages tab]].
::{|style="border-collapse: separate; border-spacing: 0; border-width: 1px; border-style: solid; border-color: #000; padding: 0"
::{|style="border-collapse: separate; border-spacing: 0; border-width: 1px; border-style: solid; border-color: #000; padding: 0"
|-
|-
|style="border-style: solid; border-width: 0"|[[Image:InDepth.jpg|48px]]
|style="border-style: solid; border-width: 0"|[[Image:InDepth.jpg|48px]]
|style="border-style: solid; border-width: 0"|We closed and reopened the quest after entering its basic data because until it's been created, there are certain options that aren't available. Once it has an entry in the object list, it's ready to go.
|style="border-style: solid; border-width: 0"|You'll notice that the reference appears in the editor as a green ''M''. Because this actor is templated, the editor doesn't know what it looks like, so it draws a capital ''M'' for historical reasons since lost to the vortex of time (theories range from "ninja monkey" to "monster" to "marker"). It's green because the default difficulty for leveled actors is "Easy."
|}
|}


Here is where we'll layout the quest as we had broken it down. The table on the left (with the column labeled "Index") is where the stages will be listed. Right-click in it and select "New."
If you want to visit the new baddie you've created, start up the game with your plugin and:
 
It creates the stage for you right away, with the stage number selected for editing. Leave this as 0 for now, and we'll consider this our "pre-quest" stage before the player has really interacted with this content.
 
Right-click in the table and select "New" again to create another stage. Label this one "10" -- we typically number quest stages in increments of 10 because that gives us flexibility to go back and add additional intermediate stages if we need to later, without having to renumber everything. (If you ever programmed in BASIC, you should feel at home with this convention.)
 
Continue on creating stages numbered 20, 30, and 40.


Your Quest Stages tab should now look something like this.
<pre>
COC ReachwindEyrie01
</pre>


[[File:QuestStagesTabSection.png]]
Be ready for a fight!


The bare skeleton of your quest has been created, but there's still a lot of work to be done...
[[Image:DirtyThiefInGame.png|500px]]


{{Template:Tutorial_Bottom_Bar
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|Prev=:Category:Tutorials
|Prev=Bethesda_Tutorial_Planning_the_Quest
|Next=Bethesda_Tutorial_Creating_an_Actor
|Next=Bethesda_Tutorial_Dialogue
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Version du 8 février 2012 à 17:11

Sandbox de Jupotter, utilisé pour faire des traductions Modèle:Tutorial Index

Résumé

Ce chapitre vas vous montrer comment faire des NPC dans l'éditeur, a la fois civils (pas fait

Overview

This chapter will show you how to make NPCs in the editor, both civilians (not meant to provide a combat challenge to the player) and enemies.

The reader will learn:

  • How NPCs are created in the editor
  • How to set up basic combat stats on an NPC

Actors

In Skyrim, all moving creatures are set up as a special kind of object called an Actor. All animals and humanoids use this object, and it's where appearance, behaviors, and everything else about a character is defined.

48px If you're familiar with Fallout 3 and earlier engines, Creatures and NPCs have been combined into Actors, which gives you a lot more flexibility in creating their behaviors.

In the Object Window, navigate to Actors -> Actor in the category list. Right-click anywhere in list of actors and select "New."

Creating Bendu Olo

Thankfully, a lot of the fields in the Actor window are pretty self-explanatory. That said, there's a decent amount of setup that you need to do to make someone. So here we go.

Fichier:EmptyActor.png


  • ID: Just like with the quest ID, this needs to be unique across the game. Give him the ID GSQBenduOlo. (Note that IDs can't have spaces or special characters in them.)
  • Name: The name that will be visible to the player. "Bendu Olo" in our case.
  • Short Name: How somebody familiar with this character might refer to them. This gets used by the radiant story system, which we'll come back to later. For now, just call him "Bendu."
  • Unique: This is the only checkbox you need to worry about for now. It lets the engine know that there should only be one of this actor in the world (as opposed to a new type of animal we were making, for instance). Make sure this is checked.

There are a few things we need to set up in the Traits tab, just to the right.

  • Race: Pretty self-explanatory -- sets the race that this actor will be. Select "DarkElfRace" from the pull-down menu. Now Bendu will have the appearance and racial bonuses of a Dark Elf.
  • Voice Type: This determines what generic dialogue and combat barks this actor will have available to them. Set him up as a MaleDarkElf.

600px

48px In most cases, characters are not prefixed with an identifier because they are often used by multiple quests. Since Bendu might have a bright future ahead of him, we might consider just calling him "BenduOlo."

Finally, hop over to the Inventory tab. Here we'll give him some clothes so he's not just running around in his underwear.

What an actor chooses to wear is determined by their Outfit. Skyrim ships with a number of snazzy outfits already defined, but you can make your own fairly easily if you want to. For now, give him some plain clothes with a hat by choosing "FarmClothesOutfit01WithHat" from the Default Outfit pulldown menu.

400px

Placing the Actor

What we've done here is create the base object for the actor; to actually place him in the game, we'll need to create a reference for him. (If you're unfamiliar with the difference between a base object and a reference, see the callout box on this page labeled "Base Object vs Reference.")

We're going to place Bendu into an existing space. In Mixwater Mill, there's a house that used to have workers there, but has since been abandoned. Let's make it Bendu's home.

Look at the Cell View window. Make sure that the pulldown menu to the right of "World Space" says "Interiors," then select "MixwaterMillWorkersHouse" from the cell list. Double click to load it up.

600px

Zoom out a little bit so you can see more of the interior space. (If you need help navigating around the render window, you can review the earlier tutorial on it.)

500px

Adding our good Mr. Olo to the cell is as simple as grabbing GSQBenduOlo in the object window and dragging it to a place in the render window.

500px

Testing the Actor In-Game

If you're eager to meet your new creation, that's easy enough. Just make sure your plugin is loaded, and start the game. Once you do, start the game, pull up the console, and:

COC MixwaterMillWorkersHouse

Inside, you should find Bendu wandering around, maybe sitting in a chair. He won't have much to say to you, since we haven't written any dialogue for him, and won't have much to do, since we haven't given him any activities. But you have now created a new NPC, so congrats.

500px

Making an Enemy

Now we're going to make the thief who stole Bendu's amulet. Create a new actor like you did before, and give it the ID "GSQThief" and the name "Dirty Thief."

Now things get a little more interesting, though. Instead of specifying the rest of the thieve's data, we're going to use a template. In the bottom left of the Actor window, you can see a "Template Data" section.

600px

Using a template lets us base this actor off another one. It's great for any kind of actor you plan to be a combatant, because you can easily use existing leveled lists and stats, just changing the bits that you want.

So from the ActorBase pulldown list, choose "LvlBanditMelee1H." That name is kind of a mouthful, but is easily broken down:

  • Lvl: This actor uses a leveled list, so as the player becomes more powerful, this actor will increase in difficulty accordingly. (Leveled lists are too complicated to get into here; if you're interested, their details are documented.)
  • Bandit: This actor's appearance and gear fit the archetype we generally think of for bandit characters in the world, and will show up as "Bandit" in the player's combat interface.
  • Melee: This actor will use melee attacks as opposed to ranged or magic attacks.
  • 1H: This actor will use a one-handed weapon.

Within that, there's a lot of variation and randomness. You might get a female Khajiit one time, a male Nord another. Using leveled templates let us provide suitable challenges to the player regardless of their progress, as well as a bit of variety.

Fichier:Achtung.png Note that most leveled templates can resolve to a multitude of voice types, so you need to be careful when writing dialogue for templated actors. In our case, this actor is just a quest obstacle, so we don't care.

Having chosen a template, we need to select which aspects of that template we want to use, by checking the appropriate boxes in the template area. Check every box except for "Use Script" and "Use Base Data."

300px

We don't have to worry about setting race, inventory, equipment, or anything else, since we're pulling all that from the template!

Click "OK" to save the thief actor.

Placing the Enemy

There aren't many unoccupied "dungeon" spaces in Skyrim, but one is available far out in the Reach. Load the cell "ReachwindEyrie01" and place a reference to the thief object the same way we we placed Bendu into the Mixwater Mill cell.

500px

48px You'll notice that the reference appears in the editor as a green M. Because this actor is templated, the editor doesn't know what it looks like, so it draws a capital M for historical reasons since lost to the vortex of time (theories range from "ninja monkey" to "monster" to "marker"). It's green because the default difficulty for leveled actors is "Easy."

If you want to visit the new baddie you've created, start up the game with your plugin and:

COC ReachwindEyrie01

Be ready for a fight!

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