BTK Checklist 02: Creating Your First Building
This checklist outlines the detailed steps provided in BTK Tutorial file 02: Creating Your First Building. This is to be used as a reference and not as a tutorial.
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Index
2a) Setup: Creating Your Mod File
2b) Create Building Workspace
2c) Begin Building
2d) Building Guidelines and Tips
2e) Creating a NIF
2f) Nifscope Name Sanitization
2g) Completing Static Model + Assoc. Building Plan
2h) See / Test In Game
2i) Shortcut Movement Keys in Render Window
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2a) Setup: Creating Your Mod File
Open the Creation Kit
- File -> Data and check Fallout4.esm and SimSettlements.esm. Press OK.
- File -> Save and choose a name for your Mod.
- Once complete, you only need to check your Mod's name and set as Active File.
2b) Create Building Workspace
- Cell View Window (World Space set to Interiors)
- Click an item in World Editor ID -> type kgsim -> select kgSIMBuildingStage and double click
- Object Window -> filter = EditorHelper -> select desired plot type
- Double-click plot model -> Edit window appears
- Set all position and rotation values to 0
- Note: the editor will be above the building stage, not on it.
- Layers Window -> select desired EditorHelp model -> Add Layer -> name the layer
- Verify Markers are displaying correctly (press M to toggle)
- Object Window -> filter = AlignmentHelper -> select desired Helper
- Set all position and rotation values to 0
- Optional: add AlignmentHelper to its own layer
2c) Begin Building
- Object Window select WorldObjects -> Static
- Note: leave something in the filter to speed up loading elements
- Use filters to select an object -> drag element into Render Window
2d) Building Guidelines and Tips
- Save often. CK can CTD too!
- Level 1 is basic. Level 2 has power. Level 3 is decorations
- Residential Exterior Plot example: Level 1 = small shack. Level 2 = Patched up (most of) the holes and has lamps. Level 3 has personality and is a 'home'.
- SS Plot Utility Pole: Don't cover up the electrical connection.
- One-sided statics are a thing. Ensure the 'invisible' side is concealed.
- Green statics can be used, but must be fragmented (Alt + U)
- Filter "workshop" items are great to use in SS.
2e) Creating a NIF
Warning: Do not use an Animated Static. It will crash the CK.
- Hide EditorHelper layers (including the Utility Pole Helper) and temporary item layers (if any)
- Showing: pre-placed cement base below the model, building pieces, AlignmentHelper, major furniture pieces (helps with NPC pathing)
- Drag a box to encompass all the building elements.
- De-select and re-select the AlignmentHelper (ctrl+click x2)
- Places the AlignmentHelp at the 'top' of the list and aligns entire building.
- Alt+O -> Name the static with suffix _SCOL -> OK to accept the name.
- Click OK on Input Object Window Filter (no input required)
- Double-click the model = Properties window -> Edit
- Examine model to ensure nothing was missed / left out
- Object Data drop down select kgSIM_AlignmentHelper and verify positional data =0's
- Click re-create NIF from Data
2f) Nifscope Name Sanitization
- Locate your exported Nif in Fallout4...Data\Meshes\SCOL and rename from Hex gibberish to your object name minus the _SCOL suffix
- Create (or find) your own folder in Data\Meshes\<yourfolder> and copy your object here
- Open the model in Nifscope, Save it, OK to names being sanitized, and close Nifscope
- That is the minimum to get the Nif into SS and all that is covered in this tutorial.
2g) Completing Static Model + Assoc. Building Plan
- Object Window -> WorldObjects -> Static (right side of window) right click -> New
- Name the model its final name
- Click Edit near the middle of the screen = 3D model screen
- Click Edit and navigate / select the model saved from Nifscope
- OK to confirm model selection and OK to finish static creation
- Object Window -> MiscItem -> kgSIM_BuildingPlanTemplate right click and duplicate
- Change the ID
- Name field: Enter the in-game Building Name then click OK
- Create A New Form = Yes
- Re-open Building Plan -> select text SimSettlements:SimBuildingPlan under Papyrus scrips and press Properties button
- Double click Level Stops -> Add -> enter 1 for Int Value
- Note: Level Stops are discussed in detail in later tutorials. The 1 means the building will upgrade.
- Commercial Plot Override: Double click PlotTypeOverride, check Filter box, type kgsim_typecommercial, select an available type (except kgSIM_TypeCommercial)
- Skip StageItemSpawns for now
- Double click StageModels -> Add -> enter ST and wait for the CK to catch up
- Select Static (if not already showing) from the list
- Check Filter and enter kgSIM_BuildingMaterials to select starting building material model desired.
- Again Select Static -> check Filter -> enter your model name
- Press OK, then OK again
- Save
2h) See / Test In Game
- Ensure your mod is being loaded (Check the box for your Mod in NMM Plugins)
- Load the game -> Create the appropriate Plot Type -> open console
- Type help <part of your building plan name> 4
- If a space is in your building plan, the whole text string must be in quotes
- Ex: help "MM Barracks Wood" 4
- Your plot's game ID is shown
- While still in console, click Plot Utility Pole
- Type in console cf "testbuildingplan" <plot's game ID> 0
- Ex: cf "testbuildingplan" 0A001732 0
- The 0 denotes the building materials stage. Entering 1 will skip to Level 1 of the building
Skipped from Tutorial PDF: Integrating With Sim Settlements Without the Console Commands
2i) Shortcut Movement Keys in Render Window
From Tutorial 00 - Creation Kit 101
Camera Controls
- Left-click on object + Shift = rotate camera
- Mouse Wheel = camera zoom
- Middle mouse button (or push down mouse wheel) = pan camera
Moving / Rotating Objects
- Left-click and drag a selected object to move it around.
- Right-click and drag a selected object to rotate it on the Z-axis
- Press E to bring up arrows to move your object with
- Hold X or C for forward/backward and left/right
- Hold Z for up and down
- Press W to bring up a rotation helper, dragging one of the circles will rotate your objects in different directions
Hiding / Showing Objects
- Press 1 to fade something out, Press 1 twice to hide it.
- Press Alt+1 to unhide/unfade everything
Creating/Breaking Down SCOLs
- Alt + O To create the SCOL
- Alt + U To fragment the SCOL