The quickest way to do this is to double click on the Yellow Door Marker that we placed in the tutorial on Bethesda Tutorial World Hookup. Now that you've placed those let's move to the exterior. 10.7: Placement of the InsideEntrance LocRefType. Place another XMarkerHeading in the entrance room and mark it as InsideEntranceMarker ( Fig. Next, lets place an XMarkerHeading down with the necromancer, making sure it is on the navmesh, and set it to the CaptiveMarker LocRefType ( Fig. Set three Containers to the Container LocRefType these can be anything from urns to chests, from dressers to barrels ( Fig. We'll run through the rest of the interior LocRefTypes quickly. They are commonly used by LocRefTypes, Patrol Paths, and for positioning actors in Scenes. XMarkerHeadings are often used when you want to specify not only the position, but also the direction something should be facing, such as an actor.
![bethesda creation kit randomized tree placement bethesda creation kit randomized tree placement](https://assets.atlasobscura.com/media/W1siZiIsInVwbG9hZHMvcGxhY2VfaW1hZ2VzL2FhNWE3NGYxLTUwNDEtNGI0YS1hNjYyLTY3NTBjYjk3M2UxYmQ0YjU1MDQ5NjY3OWY5ZTIyNV8yMDIwMTAxMF8xNDA4MjguanBnIl0sWyJwIiwidGh1bWIiLCIxMjAweD4iXSxbInAiLCJjb252ZXJ0IiwiLXF1YWxpdHkgODEgLWF1dG8tb3JpZW50Il1d/20201010_140828.jpg)
An XMarkerHeading is different from a regular XMarker in that it also stores rotational data. Make sure it is positioned on the generated Navmesh and set the LocRefType as LocationCenterMarker. A good spot for this in Lokir's Tomb would be the second room. Next we will place an XMarkerHeading for the LocationCenterMarker between the entrance and the boss. 10.4: BossContainer and BossTreasureMarker LocRefTypes. They are used for positional data only.įig. XMarkers are invisible and have no collision in game. If a Radiant Quest wants to place an object near the Boss, but not in a container, this is where it will be placed. Let's place an Xmarker on the ground next to that chest (filter *All for XMarker) this we will set to BossTreasureMarker. If a Radiant Quest wants to place a special treasure in the Boss's Chest, this is where it will go. Next, on that platform, let's set the BossContainer LocRefType to the TreasDrugrChestBoss in the same way (if you have a normal TreasDrugrChest, you can replace with TreasDrugrChestBoss, but be careful with the NavMesh).
![bethesda creation kit randomized tree placement bethesda creation kit randomized tree placement](https://eclipsescout.github.io/4.0/latest/html/ScoutClient/figures/treebox.png)
Due to the large amount of unique LocRefTypes, there is not a simple color scheme, but you'll get a feel for ones you place in your dungeons frequently. This our indicator that this object is flagged as a LocRefType and is very helpful for remembering which objects not to delete. Notice that a small rectangular box has now appeared hovering above our Actor Marker. Go to the second to last tab, "Location Ref Type", and set the drop down to say "Boss" then hit okay. Go back to the boss we placed in the Tutorial on Ambushes and open up the Object Info by double clicking on the LvlDraugrAmbushBossMale or LvlDraugrAmbushMelee1HMale. Let's start by setting the Boss, which is one of the most commonly used LocRefTypes. For example it doesn't always make sense for Draugr to have a captive so that might not be needed. You don't have to place all of the LocRefTypes listed in your dungeon if they don't make sense for the area. LocationEdgeMarker - Set on an XMarkerHeading at the far edge of the exterior cell.OutsideEntranceMarker - Set on an XMarkerHeading just outside the entrance to the dungeon.LocationCenterMarker - Set on an XMarkerHeading in the center of the dungeon.InsideEntranceMarker- Set on an XMarkerHeading just inside the entrance.FriendMarker - Set on an XMarkerHeading where a friendly actor might meet you.
![bethesda creation kit randomized tree placement bethesda creation kit randomized tree placement](https://assets.atlasobscura.com/media/W1siZiIsInVwbG9hZHMvcGxhY2VfaW1hZ2VzLzg2OGQyZTIwLTM3MTMtNGQ2Zi04ZGY4LWNiODg3YjkwYWNjNDdlYWRiMDFhNmMzMDhmNjQ5Yl8yMDIwMTAxMF8xNDE0NDEuanBnIl0sWyJwIiwidGh1bWIiLCIxMjAweD4iXSxbInAiLCJjb252ZXJ0IiwiLXF1YWxpdHkgODEgLWF1dG8tb3JpZW50Il1d/20201010_141441.jpg)