
Note that we did not put any conditions on this package. Use the filter at the top to quickly find "GSQ01BenduGilfreHitMarks" and double-click to add it to the scene. This brings up a list of every package in the game. This time, though, instead of right-clicking and selecting "New" to make a new package, we'll re-use the package we just made by choosing "Add" from the context menu. Right-click on Gilfre to add a package action to her as well. You can see that Bendu now has a package listed under him for this scene. Press OK in the package window, then OK again in the Package Scene Action window to return to the scene proper. In any case, name this package "GSQ01BenduGilfreHitMarks." The default package template is "Travel" - keep that, and select the Mixwater Mill map marker as the target. We'll be creating a wholly new action just for this moment of this scene it may seem like overkill, but since scenes tend to be very specific, it can be hard to use more generic packages. Right-click in the package list and select "New" to create a new package. Because the game considers packages from top to bottom, the scene packages will always take precedence (assuming they are valid). So if you're keeping track from the previous tutorial on Packages, we have scene packages sitting on top of alias packages sitting on top of base packages. The big table taking up most of this window represents yet another package stack that we can place on top of the actor that is in this alias. This will open up the Package Scene Action window. Right click on the square labeled "Bendu" in the scene, and select "New Action -> Package" from the context-menu. We make them move the same way we make any actor move: with a package. There are lots of choices for this, but let's have them meet up near the MapMarker for Mixwater Mill. The first thing we're going to want Bendu and Gilfre to do is get somewhere near each other. Sometimes menu options have silly names.)


(We're adding this phase to the "end" of the scene, but since there are no other phases, it's just the first phase created. Right-click in the scene area and select "Add Phase at End" to create our phase. In the Creation Kit, a scene is broken down into Phases, which parcel out the activity into discrete chunks so the game can process them. We've now told the game which actors will be participating in the scene, but not what they'll be doing. Once you've made that new alias, return to the scenes tab, select our scene, then right-click and select New Actor to put Gilfre in the scene as well.
Bethesda creation kit tutorial how to#
We don't have Gilfre as an alias in this quest, though - do you remember how to create an alias and point it to a specific actor? (Aliases Tab, New Reference Alias, Name it "Gilfre", Unique Actor, Gilfre from the pulldown.) Double-click on Bendu to add him to the scene as one of our performers. Right-click in the canvas and select "New Actor." This will bring up a list of all the Reference Aliases that have been created in this quest. Make sure to click on it so it's highlighted. Right-click in the left table and select "New" to create a new scene. It's similar to the Dialogue Views tab in that we can see a list of our scenes on the left side of the window, but the actual content will live in the big canvas to the right. Open up the GSQ01 quest and go to the Scenes tab. Or, we could simply write all the desired actions out as a scene. Say we wanted him to have a conversation with Gilfre (who also lives at Mixwater Mill), and then go chop wood for a bit - that would require a complicated set of scripts to handle positioning, speech, timing, conditions, etc. This is sufficient until we need a more complicated behavior. So far we've learned how to make Bendu perform simple actions with the package system, and how to make him speak, both to the player and in general using the dialogue systems. Adding dialogue, timers, and actions to the scene.

They're useful for dialogue scenes, set pieces, and any time you need an actor to do something more complex than a single package can accomplish.

Scenes are a major new feature from older versions of Bethesda engines, and provide a high degree of control for multiple actors performing coordinating actions. This chapter will describe the new Scene functionality in the Creation Kit.
