Difference between revisions of "Fallout 4 Basic Quest Tutorial One-Time Setup"

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imported>Gstaff
imported>Gstaff
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'''Click the Play button (lower right corner)'''
'''Click the Play button (lower right corner)'''
Click OK to any dialogs that pop up
Three windows will appear:
# 'Object Window': Eventually will contain all the objects in the Fallout 4 world. Basically, everything you see in the game has an object that is referenced here
# 'Cell View': Specific “cells” in the world, like rooms and towns
# 'Render Window': Displays the current cell you’re editing
----
----
[[Image:ProfFP2.png|640px]]
[[Image:ProfFP2.png|640px]]
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'''Click OK to any dialogs that pop up'''
'''Menu-Select File > Data…'''
----
----
Three windows will appear:
# 'Object Window': Eventually will contain all the objects in the Fallout 4 world. Basically, everything you see in the game has an object that is referenced here
# 'Cell View': Specific “cells” in the world, like rooms and towns
# 'Render Window': Displays the current cell you’re editing
[[Image:ProfFP3.png|640px]]
[[Image:ProfFP3.png|640px]]
'''Menu-Select File > Data…'''
----
[[Image:ProfFP4.png|640px]]




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'''Double-click the Fallout4.esm'''  
'''Double-click the Fallout4.esm'''  
----
----
[[Image:ProfFP5.png|640px]]
[[Image:ProfFP4.png|640px]]




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----
----
Note that the Object Window and Cell View windows are populated with data representing the objects in the Fallout 4 world. There is also a warnings windows filled with warning messages. Ignore all of them.  
Note that the Object Window and Cell View windows are populated with data representing the objects in the Fallout 4 world. There is also a warnings windows filled with warning messages. Ignore all of them.  
[[Image:ProfFP6.png|640px]]
[[Image:ProfFP5.png|640px]]
 
 


'''Double-Click on any item in the left list in the Cell View Window'''
'''Double-Click on any item in the left list in the Cell View Window'''
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* Holding down the Shift-Key while dragging the mouse rotates
* Holding down the Shift-Key while dragging the mouse rotates
* If you click on an object in the render window, Shift-Key (mouse move) rotates around that object  
* If you click on an object in the render window, Shift-Key (mouse move) rotates around that object  
[[Image:ProfFP7.png|640px]]
[[Image:ProfFP6.png|640px]]




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'''Menu-Select File > Save'''
'''Menu-Select File > Save'''
----
----
[[Image:ProfFP8.png|640px]]
[[Image:ProfFP7.png|640px]]


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'''Click the Save button'''
'''Click the Save button'''
 
----
Note that the title bar of your Window is whatever you named your file in the previous step.  
Note that the title bar of your Window is whatever you named your file in the previous step.  


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Go to the next tutorial to load your mod into Fallout 4.  
Go to the next tutorial to load your mod into Fallout 4.  
[[Image:ProfFP8.png|640px]]
[[Image:ProfFP9.png|640px]]








= IMPORTANT: Enable Loose Files
= IMPORTANT: Enable Loose Files =
This step throws everyone off. If you don't enable loose files, your quest changes will '''NOT''' be loaded. To enable loose files:
This step throws everyone off. If you don't enable loose files, your quest changes will '''NOT''' be loaded. To enable loose files:
* Open\Create the file : <Documents>\My Games\Fallout 4\Fallout4Custom.ini
* Open\Create the file : <Documents>\My Games\Fallout 4\Fallout4Custom.ini
* Populate the Fallout4Custom.ini file with the following:
* Populate the Fallout4Custom.ini file with the following:
<pre>
<pre>
[Archive]  
[Archive]  

Revision as of 22:56, 31 December 2016

Overview

The most basic kind of quest is the "Fetch Quest". This is typically the player encountering an NPC who asks the player to retrieve an item. This tutorial will teach you how to create a basic Fetch Quest. This quest is written in an action-reaction style. First you see text describing the actions you must perform, along with any explanation for those actions. Next you see a picture, which depicts the CreationKit's reaction.

Start up the GECK by running the Bethesda.Net Launcher


Note: I’m assuming:

  1. You have Fallout 4
  2. You’ve downloaded the GECK (inside the Bethesda.net Launcher)
  3. You’ve have signed up for an account on Bethesda and are logged in.

P1.png


Click the Play button (lower right corner) Click OK to any dialogs that pop up Three windows will appear:

  1. 'Object Window': Eventually will contain all the objects in the Fallout 4 world. Basically, everything you see in the game has an object that is referenced here
  2. 'Cell View': Specific “cells” in the world, like rooms and towns
  3. 'Render Window': Displays the current cell you’re editing

ProfFP2.png


Menu-Select File > Data…


ProfFP3.png


Double-click the Fallout4.esm


ProfFP4.png


Click the OK button


Note that the Object Window and Cell View windows are populated with data representing the objects in the Fallout 4 world. There is also a warnings windows filled with warning messages. Ignore all of them. ProfFP5.png


Double-Click on any item in the left list in the Cell View Window


This brings up the object in the Render Windows.

For example if you double-click on BeaconHillPub, you’ll see it appear in the Render Window

To navigate the Render Window:

  • Mouse wheel zooms in and out
  • Holding down the mouse wheel while dragging the mouse, pans
  • Holding down the Shift-Key while dragging the mouse rotates
  • If you click on an object in the render window, Shift-Key (mouse move) rotates around that object

ProfFP6.png


Menu-Select File > Save


ProfFP7.png


Type in a File name


I typed ProfessorFTutorial, but you should choose something easy to remember like YournameTutorial. The filename doesn’t have to end in Tutorial, I just chose that because this is a tutorial! ProfFP8.png


Click the Save button


Note that the title bar of your Window is whatever you named your file in the previous step.

You’re done creating your first mod! It doesn’t do anything interesting, it’s just a copy of Fallout 4.

But it’s the starting point.

Go to the next tutorial to load your mod into Fallout 4. ProfFP9.png



IMPORTANT: Enable Loose Files

This step throws everyone off. If you don't enable loose files, your quest changes will NOT be loaded. To enable loose files:

  • Open\Create the file : <Documents>\My Games\Fallout 4\Fallout4Custom.ini
  • Populate the Fallout4Custom.ini file with the following:
[Archive] 
bInvalidateOlderFiles=1
sResourceDataDirsFinal=