Category:Editor Interface

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Revision as of 01:35, 11 December 2018 by imported>Qazaaq (added property names)
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The Creation Kit is the primary tool for creating and editing Data Files. Here you can find information about all the windows and dialogs you may encounter while using the toolset.

CreationKit Editor.png

File Menu

A menu bar that displays commands and options from a drop-down menu. The file menu is located in the upper left hand corner of the Creation Kit and is used for managing loaded data files (.ESMs and .ESPs), importing/exporting of data, checking data validity and managing Archive Files.

File

This menu has options for loading and saving your plug-in, as well as exporting and importing data. It also contains the preferences link.

  • Data...: Opens the Data Window.
  • Save: Saves any changes you've made to the current Active file. If you haven't specified an active file in the Data Window, you will be prompted for a new filename to save your changes to. All changes will be saved to a plug-in file (FILENAME.esp) based on the current master file.
    • Note: Plugin files cannot contain any reserved characters, such as "(" or ")", or when attempting to select them the loader will not recognize them as valid plugins. To remove this error, simply rename the plugin to not contain reserved characters.
  • Save and Push Plugin to PC:
  • Import/Export: Allows you to export data into tab delimited text files. Used for localization during development.
  • Preferences: Allows you to set preferences for various aspects of the editor, mainly having to do with how the Render Window looks and operates.
  • Validate Loaded Data: Validate Loaded Data runs a check through the loaded plug-in and master files to check for errors in how the data is set up. This check is also run automatically when the Creation Kit finishes loading the data selected; this is just a way to run that check without having to reload the data.
  • Create Archive:
  • Upload Plugin and Archive to Bethesda.net:
  • Compact Active File Form IDs:
  • Convert Active File to Light Master:
  • Login to Bethesda.net...:
  • Logout:
  • Exit: Closes the editor. If you have made any changes since your last save, you will be prompted to save before exiting.

Edit

Undo/Redo, Copy/Paste and other essential functions live here, which we will mostly access via Creation Kit Interface Cheat Sheet.

  • Undo:
  • Redo:
  • Cut Render:
  • Copy Render:
  • Paste Render:
  • Paste in Place:
  • Duplicate:
  • Search & Replace...:
  • Find Text:
  • Render Window Hotkeys:
  • Render Window Picking Preferences:

View

Options here largely control how the Render Window behaves, and will be useful during more complex tasks.

  • Toolbar:
  • Statusbar:
  • Object Window:
  • Cell View Window:
  • Scene Info Window:
  • Open Windows...:
  • Preview Window:
  • Show/Hide Window:
  • Reference Batch Action Window:
  • Layers...:
  • Material Palette:
  • Object Window Layouts:
  • Current Cell Only:
  • Markers:
  • Light Markers:
  • Sound Markers:
  • Light Radius:
  • Wireframe:
  • Bright Light:
  • Sky:
  • Grass:
  • Fog:
  • Collision Geometry:
  • Leaves:
  • Trees:
  • Occlusion Planes:
  • Isometric:
  • Top:
  • Depth Biasing:
  • Refresh Render Window:
  • Warnings:
  • Properties:

World

This menu collects many tools for manipulating aspects of the game world.

  • World Spaces...:
  • Regions:
  • Cells:
  • World LOD...:
  • World Testing And Reports:
    • Test Models:
    • Test Icons/Textures:
    • Test All Cells:
    • Test Interior Cells:
    • Output Model Size List:
    • Update Distant LOD Data:
    • Update Model Bounds:
    • Update Model Texture Lists:
    • Update Object Visibility Data:
    • Update Obstacle Cover Data:
    • Analyze Archive Data:
    • Recalc Land Normals:
    • Find equipment with 100% condition rating:
    • View all locks:
    • View leveled actors by encounter zone:
    • Validate water geometry:
    • Output MapMarker Data:
    • Global Loot Preview:
  • View Render Test Failures...:
  • View BetaComment Data...:
  • Run Havok Sim:
  • Update Lighting and Effects:
  • Landscape Editing:
  • Landscape Editing:
  • Object Palette Editing:
  • Heightmap Autopaint:
  • Heightmap Import:
  • Create Local Maps:
  • Validate room/portal alignment:
  • Align tangent space ay NIF intersection:
  • Generate LOS:
  • Generate Max Height Data For Current Cell:
  • Generate Max Height Data For World:
  • Generate Max Height Data For ALL Worlds:
  • Generate HiRes Heightfield For Cells:
  • PreCombine Geometry for Current Cell:
  • PreCombine Geometry for Loaded Area:
  • PreCombine Geometry For World:
  • PreCombine Geometry For Interior Cells:
  • Export All Landscape:
  • Force Weather:

NavMesh

Users familiar with Fallout 3's GECK will remember navmesh, our central tool for AI navigation through an environment. This menu holds our various tools for creating and manipulating this valuable functionality.

Character

These tools are mostly for the manipulation of character behavior and beyond the scope of this initial tutorial.

Gameplay

These advanced settings can have game-wide effects and are also beyond the scope of this tutorial.

Help

Simple version information and a link to this wiki!


Toolbar

The main toolbar includes a set of buttons as shortcuts for commonly used functions from the menus.

  • Load Master/Plugin Files:
  • Save Plugin:
  • Save Plugin, then hot-load it into game on PC:
  • Go to Selection on PC:
  • Preferences:
  • Open Material Editor:
  • Undo:
  • Redo:
  • Snap to Grid:
  • Snap to Angle:
  • Snap to Connect Points:
  • Toggle Local/Global Translation:
  • World (Heightmap) Editing:
  • Landscape Editing:
  • Run Havok Sim:
  • Animate Lights and Effects:
  • Toggle Lights:
  • Toggle Sky:
  • Toggle Grass:
  • Force render window weather:
  • Open Filtered Dialogue Window:

Subcategories

This category has only the following subcategory.

K

Media in category "Editor Interface"

The following 200 files are in this category, out of 281 total.

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