I liked the other tutorials more because they actually told you how things worked instead of just copy-pasting existing stuff that you know nothing about how it works. I'd love to make a trap that reacts to a trigger box just like one of the top comments are asking how to do, but I have no idea how to do that because it wasn't said in this video how one would go about in doing so.
Im really loving this series. thanks for giving me the tools to make me feel like i can contribute to this great game. and thanks for investing your time and resources for us the community. we all know u could have kept this to yourselves and charged us monthly for DLC. im looking at you MW3 : (
@TheRealLaugh99 have markers on and make sure you select both boxes around them as well as the actual mannequin. It worked for me but it was kind of fiddly.
you can but the idea is that it gives a large area of which a player can activate the ambush, if you do the door then someone could probably use the speed shout and possibly glitch through the collision box and skip the ambush. Using a large box just ensures the player WILL activate it
I don't know for sure, but you may be able to learn how that is done by looking at the last room in Ustengrav (where you find the Horn of Jurgen Windcaller is no longer found). In this room there is an effect similar to what you want where those pillars rise from the water.
Make sure the lever/button you have is under activate buttons. then go to the navmesh script base tab. under check the checkbox and select ground. then save and test!
I know how to use the activate parents and stuff. The nordic secret doors are different though. Recently found out that your pull chain needs to have some scripts or else it won't work. If you guys need an example, look at the blindcliffcave cell, and look for the nordic secret door. The pull bar next to it will have a bunch of scripts, or you could just copy the secret door and the pull bar.
Hey can somebody help me? I copy-pasted the coffin, the lid, orange marker, the primitive and the actor like I was supposed to (in the group). But when I try it in game, the draugr doesn't appear in the coffin... he's standing on top of it from the beginning.
I wonder if there is a way to make static ground objects move with triggering active primitive. So like when you move into a room, ground raises, or stuff like that.
Is there a way to make the trigger primitive detect either the player or a follower alias? Also, is there a way to set a tripwire that ignores the dungeon inhabitants? It seems a bit silly when they trigger their own mace taps or get spiked by the spear traps.
Use an activator. Place something like a pull chain in, then double click your door. Go to activate parents, right click + new, select reference in render window, then double click your activator(pull chain).
If I make the ambush, the actor will appear on the place of the green marker, rather than inside the sarcophagus. The sarcophagus will open when I walk into the trigger box, but the actor will already be outside. What am I doing wrong?
The main reason for making the trigger box that large is in case of lag/glitch/someone no clipping into the room so it still activates like normal I believe. Always better safe than sorry.
Hey, I'm trying to make a fireplace. Therefore I would to know, if it's possible to make an activator that toggle a specific objects(Fire for example) visibility. I want to make it so, that when a button of handle is activated, a fire will start. When that activated is activated again, the fire vanishes.
I tried the draugr set up for a vertical sarcophagus by copying it and pasting it into my dungeon. Unfortunately, the draugr kinda likes to chill outside of his sarcophagus. When I get near it, the tomb still busts open but he's already spawned outside of it. Anyone know how to fix this?
Figured it out -at least for me. Try placing the "draugr" placeholder inside the coffin. It sounds dumb and super simple, but it worked for me without fail
This stuff is exactly what I want to do when I get out of college I love using creation kits and making stuff in tes I want to work for Bethesda so bad... To help make the greatest games ever!!
Hello there, I cannot find a way to make the trap door activate (the one that you'd fall down in) upon the player walking on it. I would love some help. Whether it be from Bethesda or a random commenter. Please, I beg of thee. Edit: I figured it out. Use the "T" cube in the tool bar and it'll give you a list of triggers you can use. Use DefaultActivateSelfTrig and then set the Trap's parent to be the Trigger you just made.
Maybe one of you guys can help. I have one of those secret nordic stone door things in a dungeon I'm making. I have it linked to a pullchain, the way the tut says, but when i go ingame it won't let me activate it (no "[E] Activate Pull Chain" dialogue shows up). What am I doing wrong?
how can i "spawn" a boss (human nord) with a trigger? i tried a regulair one but i can only find draugh and undead triggers, nothing that keeps a male nord invisible untill i activate the trigger
Does anyone know how to make triggerbox traps? I tried to connect a dweshaftrap to a trigger box. But it doesn't work :( And when I looked in kagenzrel, I didn't understand anything of how that trap works. Bethesda if you read this, please comment back or send me a message, I really want to know how to use trigger box traps.
Does anyone know what the pieces for the platform used on the boss platform are? I wish they had shown all the pieces that were actually used in this since it's not in the tutorial.
does anyone know what this error message means. MASTERFILE: Gamesetting 'sKinectNotCalibrated in file update.esm' is not recognized by the current exe i was trying to add some ambushes but now when i try to load my mod in-game the game crashes to desktop when loading a saved game. any help would be great.
Hey guys I have this problem. When I save then exit my creation kit then open Skyrim. The first time I use the comment "coc **worldname**" it works fine. All doodads show. But when I re open my creation kit then re open the file I just tested. All will seem fine. But when I save it I have the following problems. The first, it makes me save a completely new file, I cant just overwrite. Second, when I test, almost everything is invisible. The only items that aren't are the ones I just saved.
Making the trigger box that large seems like a wast of time to me. If there is only one way into the room why not just make a small box that covers the entrance...
Is anyone else having problems with parenting their traps? I'm linking them exactly like the tutorial and sometimes it seems to work. However the just seem to "not work" I test it one time in game and it's fine and another time my traps "such as poison gas and lean to trap" Activate themselves "I'm linking them via pressure plates like the one in the warehouse" :S Just don't understand.
@Cory590 Yes! No matter what I do, he is always of it. it happens with other set-ups, I tried adding the skeleton sitting in the chair and he just stands on top of it! Any help with this would be VERY MUCH appreciated!
*PLEASE READ AND HELP* I can not save any heightmap, when I try to, CK stops working. I heard that it is an issue with CK on Windows 7 64x. Anyone else suffering from this issue? Or maybe someone knows how to fix it?
I have a problem, when i go in-game to test the mod/dungeon and i get to the first enemy in the first room he detect's me but he cant move, he is running but he doesn't get any were. what am i doing wrong?!
wait what? So you cant make the traps, you need to steal them from another cell? Why in the earth? It would have been so simple just to point and click them to work!. Or am i missing something?
FDVlogger This should help. www.creationkit.com/Complete_Example_Scripts#Maintenance.2Fupdate_code_which_runs_once_per_save_load_and_shows_a_message_when_a_mod_is_updated_or_first_loaded
well i was walking around near some bandit camp northwest of whiterun, and low and behold i fell into some godforsaken pit with wooden stakes in the ground that kill a low level player instantly basically. Im guessing i have you to thank for that? tight bastard haha
I like how every tutorial I go to for traps, or really anything always uses the exact same tools/traps/doors/puzzles/bosses/etc for their demonstration. It'd be nice to have some variety, and that would help us understand how they work better as well. there's 2 other tutorial vids on utube that use the same ambush trap, and they same swinging mace trap as their demos.. what If someone wants to make a more detailed trap, like a failure on a puzzle trap these wont work on that.. first of all. they use different traps.. second, you have to link stuff differently too basics are great.. where's the advanced tutorial..
I liked the other tutorials more because they actually told you how things worked instead of just copy-pasting existing stuff that you know nothing about how it works. I'd love to make a trap that reacts to a trigger box just like one of the top comments are asking how to do, but I have no idea how to do that because it wasn't said in this video how one would go about in doing so.
Im really loving this series. thanks for giving me the tools to make me feel like i can contribute to this great game. and thanks for investing your time and resources for us the community. we all know u could have kept this to yourselves and charged us monthly for DLC. im looking at you MW3 : (
You know who can't activate parents? Batman.
fuck.
@TheRealLaugh99 have markers on and make sure you select both boxes around them as well as the actual mannequin. It worked for me but it was kind of fiddly.
@Kampinator You can make your own trap designs. The ones in the warehouse are just common templates you can use.
you can but the idea is that it gives a large area of which a player can activate the ambush, if you do the door then someone could probably use the speed shout and possibly glitch through the collision box and skip the ambush. Using a large box just ensures the player WILL activate it
so is it possible to put another enemy in the coffin ambush other than draugr? can I place any levelled actor in there?
I don't know for sure, but you may be able to learn how that is done by looking at the last room in Ustengrav (where you find the Horn of Jurgen Windcaller is no longer found). In this room there is an effect similar to what you want where those pillars rise from the water.
This guy is the first person I've listened to that has my same last name! The G and the S are silent, like "Lanloi".
Bethesda, can you make a tutorial regarding making custom traps from scratch?
Make sure the lever/button you have is under activate buttons. then go to the navmesh script base tab. under check the checkbox and select ground. then save and test!
When i place the ambush the draugr is standing beside the sarcophagus. i copied this video exactly. anyone know what i have done wrong?
I know how to use the activate parents and stuff. The nordic secret doors are different though. Recently found out that your pull chain needs to have some scripts or else it won't work.
If you guys need an example, look at the blindcliffcave cell, and look for the nordic secret door. The pull bar next to it will have a bunch of scripts, or you could just copy the secret door and the pull bar.
Hey can somebody help me? I copy-pasted the coffin, the lid, orange marker, the primitive and the actor like I was supposed to (in the group). But when I try it in game, the draugr doesn't appear in the coffin... he's standing on top of it from the beginning.
Try placing the "draugr" placeholder inside the coffin. It sounds dumb and super simple, but it worked for me without fail
"And then drag them off into the void." Lucien Lachance liked that.
I wonder if there is a way to make static ground objects move with triggering active primitive. So like when you move into a room, ground raises, or stuff like that.
Is there a way to make the trigger primitive detect either the player or a follower alias?
Also, is there a way to set a tripwire that ignores the dungeon inhabitants? It seems a bit silly when they trigger their own mace taps or get spiked by the spear traps.
Hey, whenever I go to the warehouse, the orange pieces dont show up, thus I can't select them, how do I fix this?
@YuuExussum Yeah but won't that affect the trap that is in kargenzel too? I don't want it to trigger other traps as well.
@scottishidi0t
have you created a nav mesh for your level? A lack of one could be your problem
what i want is a video containing any and all information about NPC characters and dialogue, factions, and relationships, Etc, etc.
Use an activator. Place something like a pull chain in, then double click your door. Go to activate parents, right click + new, select reference in render window, then double click your activator(pull chain).
If I make the ambush, the actor will appear on the place of the green marker, rather than inside the sarcophagus. The sarcophagus will open when I walk into the trigger box, but the actor will already be outside. What am I doing wrong?
Try placing the "draugr" placeholder inside the coffin. It sounds dumb and super simple, but it worked for me without fail
The main reason for making the trigger box that large is in case of lag/glitch/someone no clipping into the room so it still activates like normal I believe. Always better safe than sorry.
I was looking for Dart trap but it seems like nobody can explain how to make it working!
Hey, I'm trying to make a fireplace. Therefore I would to know, if it's possible to make an activator that toggle a specific objects(Fire for example) visibility. I want to make it so, that when a button of handle is activated, a fire will start. When that activated is activated again, the fire vanishes.
is it posable to make new trap spells such as a ice spike trap, a flamejet trap or a blinding shock trap??
I tried the draugr set up for a vertical sarcophagus by copying it and pasting it into my dungeon. Unfortunately, the draugr kinda likes to chill outside of his sarcophagus. When I get near it, the tomb still busts open but he's already spawned outside of it. Anyone know how to fix this?
Same, anyone at all?
Figured it out -at least for me. Try placing the "draugr" placeholder inside the coffin. It sounds dumb and super simple, but it worked for me without fail
Hey Bethesda, this video isn't in the playlist.
This stuff is exactly what I want to do when I get out of college I love using creation kits and making stuff in tes I want to work for Bethesda so bad... To help make the greatest games ever!!
@Meibu1 I'm having a similar problem but I'm trying to use a lever or button to activate it.
@claythebrainfart11 Have you not been listening to the amount of shortcut keys? It could probably be done but doing it on an Xbox would take AGES!
Watching these again for the Fallout 4 Creation Kit 2.0 that just dropped.
Does anyone know how to make someone with their hands bound? And kneeling (for instance in the Dark Brotherhood Quest)
Hello there, I cannot find a way to make the trap door activate (the one that you'd fall down in) upon the player walking on it. I would love some help. Whether it be from Bethesda or a random commenter. Please, I beg of thee.
Edit: I figured it out. Use the "T" cube in the tool bar and it'll give you a list of triggers you can use. Use DefaultActivateSelfTrig and then set the Trap's parent to be the Trigger you just made.
Maybe one of you guys can help. I have one of those secret nordic stone door things in a dungeon I'm making. I have it linked to a pullchain, the way the tut says, but when i go ingame it won't let me activate it (no "[E] Activate Pull Chain" dialogue shows up). What am I doing wrong?
how can i "spawn" a boss (human nord) with a trigger? i tried a regulair one but i can only find draugh and undead triggers, nothing that keeps a male nord invisible untill i activate the trigger
If the player jumps over the trigger then it wont activate or if some collisions get in the way. It's to reduce any glitches...
Does anyone know how to make triggerbox traps?
I tried to connect a dweshaftrap to a trigger box. But it doesn't work :( And when I looked in kagenzrel, I didn't understand anything of how that trap works.
Bethesda if you read this, please comment back or send me a message, I really want to know how to use trigger box traps.
Anyway to add an OilTrap to all the waters in game?
Does anyone know how to activate a Nordic secret door? I cant get it to work, It just wont go down.
Can I make traps to damage enemies too?
how can i connect more than 1 draugr to one primitive?
Are you able to put created armors and weapons in your level
Did you just rotate the horizontal one? Because there is one specifically made for the vertical one.
Does anyone know what the pieces for the platform used on the boss platform are? I wish they had shown all the pieces that were actually used in this since it's not in the tutorial.
Have you linked it to a trigger?
Is there a way i can dl that map?
I want to try it out ;)
does anyone know what this error message means.
MASTERFILE: Gamesetting 'sKinectNotCalibrated in file update.esm' is not recognized by the current exe
i was trying to add some ambushes but now when i try to load my mod in-game the game crashes to desktop when loading a saved game. any help would be great.
what was the orange rectangle in the boss part?
Hey guys I have this problem. When I save then exit my creation kit then open Skyrim. The first time I use the comment "coc **worldname**" it works fine. All doodads show. But when I re open my creation kit then re open the file I just tested. All will seem fine. But when I save it I have the following problems. The first, it makes me save a completely new file, I cant just overwrite. Second, when I test, almost everything is invisible. The only items that aren't are the ones I just saved.
Thats where the lid goes when it falls off of the sarcophogus
Making the trigger box that large seems like a wast of time to me. If there is only one way into the room why not just make a small box that covers the entrance...
How comes when i spawn in the trig i cant see it?
Thank you so much, really helpful.
Anyone know how to add mannequins, mine don't show up in game?
Is anyone else having problems with parenting their traps? I'm linking them exactly like the tutorial and sometimes it seems to work. However the just seem to "not work" I test it one time in game and it's fine and another time my traps "such as poison gas and lean to trap" Activate themselves "I'm linking them via pressure plates like the one in the warehouse" :S Just don't understand.
thats where the lid lands when the boss comes out
how do i select whether i want a cell and/or a container to respawn or not? anyone?
How do you select multiple items at once in thw Creation Kit? That would be really helpful for the mod I'm making.
If I'm understanding you correctly, select an object, then hold down Ctrl + [whichever object(s) you wish to select along with the original(s)]
@YuuExussum I tried this, and it did not work. :(
@helix4811 I left it for 2 hours and still no response, nothing is even loading. CK completely stopped working.
@TheJeyjeyshine its not like they are going to send you to jail, its a general idea on how old you SHOULD be.
@Cory590 Yes! No matter what I do, he is always of it. it happens with other set-ups, I tried adding the skeleton sitting in the chair and he just stands on top of it! Any help with this would be VERY MUCH appreciated!
is a navmesh set on the chair or is the ambusher's green placeholder placed correctly within the chair?
*PLEASE READ AND HELP*
I can not save any heightmap, when I try to, CK stops working. I heard that it is an issue with CK on Windows 7 64x. Anyone else suffering from this issue? Or maybe someone knows how to fix it?
This was recorded only four days after Skyrim's release. O.o
@Meibu1 just use a pre-made trap and replace the actual trap and trigger to that of what you which you want :D
I have a problem, when i go in-game to test the mod/dungeon and i get to the first enemy in the first room he detect's me but he cant move, he is running but he doesn't get any were. what am i doing wrong?!
Is the NPC NavMesh good?
Oh no! Where are my markers! There rectangle and blue guy are missing! Then I pressed M, and magically, everything was there!
Try to Lock the coffing then,Make Something like invisible pressure plate,tripwire that when you come past unlocks the coffin door and Wola :D ?
wait what? So you cant make the traps, you need to steal them from another cell? Why in the earth? It would have been so simple just to point and click them to work!. Or am i missing something?
@jimthepyroful treasdraugr And treas means tresure
Anyone knows how to create a magical trap? not a rune, but one of those pillars with soulgems that throw spells at you
FDVlogger This should help. www.creationkit.com/Complete_Example_Scripts#Maintenance.2Fupdate_code_which_runs_once_per_save_load_and_shows_a_message_when_a_mod_is_updated_or_first_loaded
Some Dude actually i got it working already, but thanks a lot! :D
i like how this script can turn any static in the game into an attacker, lotsa room to get creative with your levels
Some Dude my tester friend freaked the hell out when dragon statues started spitting all kinds of spells at him :D
Áwesome idea :D
well i was walking around near some bandit camp northwest of whiterun, and low and behold i fell into some godforsaken pit with wooden stakes in the ground that kill a low level player instantly basically. Im guessing i have you to thank for that? tight bastard haha
When I do this the top comes off, but no enemies spawn.
Is your enemies starting state, ' [x] Start Disabled'?
enemy's*
how do you select multiple items
Are you asking as in, Ctrl + [whatever item(s) you are selecting], or something else?
Thank you
Thx, helps me a lot :)
I want to sing activate now
DARKFOX127 has a tutorial for nordic secret doors. I followed it, and mine works fine!
Hold LeftCtrl button and select with LeftMouseButton :)
I like how every tutorial I go to for traps, or really anything always uses the exact same tools/traps/doors/puzzles/bosses/etc for their demonstration.
It'd be nice to have some variety, and that would help us understand how they work better as well.
there's 2 other tutorial vids on utube that use the same ambush trap, and they same swinging mace trap as their demos..
what If someone wants to make a more detailed trap, like a failure on a puzzle trap
these wont work on that.. first of all. they use different traps..
second, you have to link stuff differently too
basics are great.. where's the advanced tutorial..
When you start up the kit there should be a crap load of cells with variations of traps and such, just use those for reference to experiment.
@Gazillafy Made my night :)
@Gazillafy Yeh, now we have Tom Hanks :D
Yeah, you place those as dummy items, they are leveled when the cell is loaded
I would've liked the boss to be a dragon preist personally, I just think that would be a bit more unique than an average boss dragur
I a getting really disapointed with these things... I hope Beth dose some more advanced ones at some point.
LOL
You HAVE to prevent somebody from PURPOSELY trapping themselves? Why?
8:18. "Want want him to be a boss."
I have the same problem!
I gotta get worken on my Tomb I havent even finished the layout yet..... I blame College lol
That's what the Navmesh is for. See the Videotutorial for that. Think it's the 5th part.
Anyones elses draugr not spawning in the sarcophagus?
0 dislikes... what a beast
@Gazillafy He was until he took an arrow to the knee.
@claythebrainfart11 hahaha, that's cute!
Hey if you're still looking on how to do it Message me so I will reply with the howto,cos if you don't need it,whats the point of posting :) ?
Where is my like button for the Warehouse cells? =)
@TheGayFlorist oh wow i wonder why its flagged lol
You sound a bit like Tom Hanks! :P