The aim of this guide is to show the workflow for Implementing a new location into Skyrim, from end-to-end. This will focus on implementation and assume both the exterior and interiors cells are already set up. We will also be discussing setting up a basic home interior during the example.
This guide assumes you are already reasonably familiar with the Creation Kit and have your interior cells, exterior cells and NPCs ready to go.
First, we need to add a location to the game, which can be attached to cells and objects to show who owns them or where they are located. In the Object Window locate WorldData -> Location and right-click to create a new form.
Field | Description |
---|---|
ID | Naming convention for locations is [Prefix][FullLocationName]Location e.g. CYRGonterFarmLocation. It is important to add the word ‘Location’ to the end or this would likely conflict with the cell name. |
Parent Location | Which area of the world is this in, usually town/city location or for smaller farms it would be the hold. Very uncommon to leave blank. |
Unreported Crime Faction | This can be left blank, it will inherit from it’s parent location. |
Keywords | Selecting the right keywords is important for helping the game’s radiant systems to identify the type of location this is. |
Common Keywords
- LocTypeDwelling - NPCs live here (could be a public place such as Markarth's Warrens).
- LocTypeHouse - This is a home, useful for identifying robbery targets for the Thieves' Guild.
- LocTypeDungeon - Combine with LocTypeClearable to indicate a respawning dungeon.
- LocTypeInn - The player can rest here, usually includes a rentable room.
- LocTypeFarm - Location is a farm (duh?).
The next stage is to create the other forms that will be used for this location. First is a faction which is found under Character -> Faction in the Object Window. Create a new faction by right clicking and selecting "New".
Field | Description |
---|---|
ID | Should match the cell name and location name but have the word faction on the end. |
Name | Optional, makes faction easier to identify in CK. |
Flags | At this point the only flag we need is 'Can be owner' which means this faction can own cells and object references. |
The other parts of the faction are used in setting up more advanced factions and vendors, but we are only creating a group of NPCs who live in this location.
Next, if the cell needs to be locked a key should be created under Items -> Key.
Field | Description |
---|---|
ID | Again should match the cell name with the 'key' suffix. |
Name | Key to [Location Name]. |
Playable | Can the player obtain this? |
Model | Always add a model or the key will be invisible. |
Keyword | Add VendorItemKey to prevent it being sellable or appearing in the wrong bag pocket. |
With a key setup, NPCs aren’t smart enough to use keys themselves, so you’ll need a Lock List for the cell. If the cell is public or doesn’t need to be locked, this can be ignored. This is a Formlist located under Miscellaneous -> FormList in the Object Window.
ID should be the cell name with a suffix 'LockList'. Here we will add all the NPCs that can lock and unlock this cell. Add the base actor form and not the ObjectReference to these lists.
Now we have the 4 basic forms that are needed to setup a location.
In the Cell View window, right click your interior cell and edit it. We’re currently interested in two of the tabs; Common Data and Interior Data.
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In Common Data check the following;
In Interior Data check the following;
Location Reference Types (or LocRefTypes) are objects within the cell that can be identified even if it’s unloaded. This is used by radiant quest systems to find things such as Containers, NPCs and important items within a cell. There are a number of key references which should be setup in all cells. To add a LocRefType, double click the object in the Render Window find the Location Ref Type tab, then select from the drop down.
ID | Info |
---|---|
LocationCentreMarker | This should be attached to an XMarker in the approximate centre of the interior, placed on the floor. |
HouseMainDoorRef | This is the main entrance to the cell (even if there’s only one). |
HouseBackDoorRef | This is the back door (if the interior has one). |
HouseContainerRefType | 1-2 containers inside the home should have this flag. These are usually containers in NPC bedrooms that have their personal belongings inside. Used for stealing/planting evidence. |
MerchantContainerRefType | If interior is a shop or an NPC inside is a vendor, a merchant chest should be setup and placed outside the playable area with this LocRefType added. |
Boss | This LocRefType should be added to the NPCs who own the property. For example, a couple who live on a farm with a farmhand, only the couple need this flag. Used to flag the location as cleared if all these NPCs are killed. Also allows radiant quests to easily find the homeowner(s). Children should not be bosses in locations you wish to clear as they’re essential in regular gameplay. |
Once you have labelled the doors with the LocRefType, it is now time to add the key. On the lock tab, set the key and level of the lock, but ensure this is done from the interior door only.
For NPCs to correctly lock and unlock the doors they must be manually set to being owned by the faction that owns the cell. Do this in the Ownership tab.
This stage can be done at any point, but I always set up my NPCs after the other data is in place.
First, it is best to use [Prefix]FullName
as the ID convention. The full name with spaces (and punctuation) is entered in the name box. Short name is only required when the NPC has a first name and surname, this can be used on Objectives e.g. “Return to Ulfric” vs “Return to Ulfric Stormcloak”.
If your NPC is unique, make sure the unique flag is check, this tends to untick itself sometimes, so check it each time you reopen the NPC.
When creating NPCs there are several fields that need to be considered on each tab. I suggest saving the NPC record every 1-2 tabs in case CK crashes.
Traits
Stats
Factions
Relationships
Keywords
AI Data
AI Package
Inventory
Character Gen Parts & Character Gen Morphs
Make sure the NPCs are all added to the lock list if you create them after the list.
Once NPCs are placed, one final value needs altering – Persistent Location.
This acts to optimise the AI system of the game. For NPCs living in a town, their Persistent Location should be set to the Town Location, rather than default. This means they will continue to process AI while the player is in town or any of it’s sublocations. For smaller settlements (like farms) this can be left to default. Provided the exterior cell and interior cells share the same location data.
Persistent Location can be set by double clicking the reference in the Cell View window and adding the required location in the Persistent Location tab.