Difference between revisions of "Bethsoft Tutorial Non-NPC population"
Bethsoft Tutorial Non-NPC population (edit)
Revision as of 02:48, 11 January 2009
, 02:48, 11 January 2009Protected "Bethsoft Tutorial Non-NPC population": these can be edited, but shouldn't be moved [move=sysop]
imported>JBurgess m (→Traps) |
imported>DragoonWraith m (Protected "Bethsoft Tutorial Non-NPC population": these can be edited, but shouldn't be moved [move=sysop]) |
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[[Category: | [[Category:Tutorials]] | ||
[[Category:Building_and_Editing]] | [[Category:Building_and_Editing]] | ||
[[Category:Getting Started]] | [[Category:Getting Started]] | ||
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Locking doors and containers is very straightforward. Double-click on the object you'd like to lock to bring up its Reference Properties window. Doors and Containers have a special "Lock" tab, and all you have to do is click on this tab and set the lock value for the reference. | Locking doors and containers is very straightforward. Double-click on the object you'd like to lock to bring up its Reference Properties window. Doors and Containers have a special "Lock" tab, and all you have to do is click on this tab and set the lock value for the reference. | ||
In the screenshot | In the screenshot to the right, the door's lock is set to easy. Note that players in Fallout 3 will be unable to attempt picking any lock unless their lockpicking skills is greater than or equal to the skill required to pick, as listed in this table: | ||
{| {{table}} | {| {{table}} | ||
| align="center" style="background:#f0f0f0;"|'''Lock Level''' | | align="center" style="background:#f0f0f0;"|'''Lock Level''' | ||
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<blockquote> | <blockquote> | ||
When setting a lock to '''"Requires Key"''', be '''sure''' to specify a key to open this lock, otherwise there will be no way a player can ever open the lock. | When setting a lock to '''"Requires Key"''', be '''sure''' to specify a key to open this lock, otherwise there will be no way a player can ever open the lock. | ||
''(Unless the player enters the developer console in game (by pressing "~"), highlights the specific door, and types 'unlock' [enter].)'' | |||
</blockquote> | </blockquote> | ||
<blockquote> | <blockquote> | ||
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#Set the lock difficulty to Hard, and check the Persistent Reference box on the door. | #Set the lock difficulty to Hard, and check the Persistent Reference box on the door. | ||
#Drag a "'''DefaultUnlockTermWall3Hard'''" object from the object window into the render window. | #Drag a "'''DefaultUnlockTermWall3Hard'''" object from the object window into the render window. | ||
#Place the terminal against the wall next to the door and press the '''"-"''' key with the terminal | #Place the terminal against the wall next to the door and press the '''"-"''' key with the terminal selected. This will bring up the batch operation window. | ||
#Select the "Set Linked Ref" option, then "Select reference in render window." | #Select the "Set Linked Ref" option, then "Select reference in render window." | ||
#The cursor will become a red crosshair.[[Image:Cursor_no_target.jpg]] | #The cursor will become a red crosshair.[[Image:Cursor_no_target.jpg]] | ||
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#Press '''ctrl+f''' to open the find and replace window. | #Press '''ctrl+f''' to open the find and replace window. | ||
#Swap "LvlTurretCeilingMountBase" with a "'''crTurretCeiling02'''" object. | #Swap "LvlTurretCeilingMountBase" with a "'''crTurretCeiling02'''" object. | ||
#The turret is probably | #The turret is probably above the ceiling. Line it up properly with the base. | ||
#Rotate the turret if you want it to point in a certain direction. | #Rotate the turret if you want it to point in a certain direction. | ||
#With the turret selected, ctrl+f again and swap this turret out for a "'''LvlTurretCeiling768Raider'''" Object. | #With the turret selected, ctrl+f again and swap this turret out for a "'''LvlTurretCeiling768Raider'''" Object. |