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	<updated>2026-05-13T03:47:54Z</updated>
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	<entry>
		<id>https://docs.larian.game/index.php?title=Tutorial_-_Implementing_a_Basic_Quest&amp;diff=5314</id>
		<title>Tutorial - Implementing a Basic Quest</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Tutorial_-_Implementing_a_Basic_Quest&amp;diff=5314"/>
		<updated>2017-12-31T04:01:05Z</updated>

		<summary type="html">&lt;p&gt;Windemere: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
This tutorial will provide an overview of all the steps necessary to implement a quest in a standalone campaign from scratch. It will not delve into any one area in great detail, the goal is to provide a 'big picture' walk through of some of the more commonly desired components in a quest. I will keep adding to it as time permits and when community feedback indicates additional areas of need. The end goal is to provide both video and written guides for each section. The video will be done first, followed by written guides later.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''The Quest''': It's Launch Day at Larian Studios, but there is no power! Swen is lookin for a hero to save the day. Will it be you?&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Creating a New Project and Playable Terrain ==&lt;br /&gt;
The first video in this series starts right at the beginning of creating a new Project, Level, and then a walkable terrain. It will not go in depth on terrain editing as there are good resources already available for it.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://youtu.be/b5hCMWNEiE4 Creating a New Project and Playable Terrain (Youtube)]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Building Your First Story ==&lt;br /&gt;
The Story is an essential element to any campaign and should be compiled soon after creating your terrain. In this episode we cover the concept of a story and how it functions in the game. We'll go over how to build it and include a basic introduction to writing your own goals. &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://youtu.be/OvXiCglVOpU Building Your First Story (Youtube)]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Placing and Modifying an NPC ==&lt;br /&gt;
An overview of how to place an NPC in the game, customize its appearance, and some of the other important properties of an NPC.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://youtu.be/N2u1eqqzlGo Placing and Modifying an NPC (Youtube)]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Creating a Default Dialog for an NPC ==&lt;br /&gt;
How to create a very basic dialog and assign it to an NPC.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://youtu.be/XME89rtXzKQ Creating a Default Dialog for an NPC (Youtube)]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Creating and Updating a Quest Journal ==&lt;br /&gt;
Demonstrates how to create a quest journal and cause the first stage of a quest to be triggered from the dialog that was created in the previous tutorial.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://youtu.be/lLEgNfAEL-k Creating and Updating a Quest Journal (Youtube)]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Quest State Driven Dialogs and Giving an Item  ==&lt;br /&gt;
In this tutorial we re-visit our dialog to make it reflect the quest progression. Instead of asking the same question over and over and re-offering the quest, we add some additional dialog nodes and flags to provide a better user experience. We also use the dialog to trigger the giving of a weapon to the player through a story script, and we cover some useful debugging tools for dialogs and story scripts.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://youtu.be/t44RhWE1aRs Quest State Driven Dialogs and Giving an Item (Youtube)]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Customizing Doors, Containers, and Object Tooltip Display ==&lt;br /&gt;
In this tutorial we move on from our quest setup and create a simple building with an entrance door. We examine the properties that control whether it is locked and how it can be unlocked. We also look at how to specify the strength of the door for potential destruction. We examine containers and adding items to them as well as pseudo-random treasure tables. Finally, we look at &amp;quot;Tooltip Type&amp;quot; settings for controlling when an object's display name is visible in the world.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://youtu.be/u7VaIvYkNog Doors, Containers, and TooltipTypes (Youtube)]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Character Creation ==&lt;br /&gt;
In this tutorial we tackle adding real Character Creation to the campaign so that it can be played both within the editor and from the game client. We'll create a new goal in the story editor and paste in some code released by Larian for a standalone campaign. Then we will edit that code to workaround a discovered bug that prevents game made characters from entering combat with hostile NPCs. After we get our script working, we'll revisit it and go over what some of the frames within the goal are doing. Lastly, we will create a player companion that automatically gets added to the party when the game starts.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Wiki Page on creating an adventure and adding character creation:&amp;lt;br /&amp;gt;&lt;br /&gt;
[[My_first:_Adventure#Necessary_scripting]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://youtu.be/Yq6Rm_Kqb5g Character Creation (Youtube)]&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://youtu.be/8bavkSt29js Character Creation and Story Cleanup (Youtube)]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Introduction to Encounters ==&lt;br /&gt;
In this tutorial we create a dynamically driven encounter that begins when picking up an object. We cover the meaning and uses of Combat Groups and Factions as well as some options for initiating combat from story scripts. &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://youtu.be/nlwdx2VwF2Q Introduction to Encounters (Youtube)]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Scripted Dialog, Timers, and Inventory Checking ==&lt;br /&gt;
In this tutorial we modify our quest so that combat does not start immediately when taking the generator. Instead, we'll have one of the NPCs initiate a dialog with the player and give them five seconds to drop the generator before becoming hostile. The tutorial introduces story scripting to start dialogs, create and process timers, and check the player's inventory for a specific item. Towards the end it also provides some suggestions on how to go about finding the right Osiris calls for your needs at any given time. &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://youtu.be/0OO4uFPdNJg Adding Scripted Dialog, Timers, and Inventory Checking (Youtube)]&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Windemere</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Basic_Character_Creation&amp;diff=4181</id>
		<title>Basic Character Creation</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Basic_Character_Creation&amp;diff=4181"/>
		<updated>2017-11-09T20:48:15Z</updated>

		<summary type="html">&lt;p&gt;Windemere: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;font size=&amp;quot;5&amp;quot; color=&amp;quot;red&amp;quot;&amp;gt;NOTE: Outdated Material&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;3&amp;quot;&amp;gt; This tutorial was written before receiving official character creation scripts from Larian and should be consulted for historical and supplemental reference only. If you are seeking to implement character creation in a standalone campaign, see the [[My_first:_Adventure#Necessary_scripting|necessary scripting]] section of the wiki. There is also a community tutorial for [[Tutorial_-_Implementing_a_Basic_Quest#Character_Creation|character creation]] that demonstrates use of the official scripts.&amp;lt;/font&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Character Creation for Standalone Adventures ==&lt;br /&gt;
Larian is working on a [[My_first:_Adventure|character creation template]], but in the meantime this guide will show you how to get something working for now.  Unfortunately it does not work for multiplayer.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
[[https://docs.larian.game/Working_with_projects| Create an adventure mod]].&lt;br /&gt;
[[https://docs.larian.game/Working_with_levels| Make a basic level]]&lt;br /&gt;
[https://docs.larian.game/File:Basic_Character_Creation.zip Download the Scripts]&lt;br /&gt;
&lt;br /&gt;
'''This tutorial is only for standalone adventure mods and will not work with mods that have &amp;quot;Origins&amp;quot; as a dependency'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Setting up the Story Scripts ==&lt;br /&gt;
* Unzip the [[File:Basic Character Creation.zip|Basic_Character_Creation.zip]] file to the folder:&lt;br /&gt;
\Divinity Original Sin 2\Data\mods\YOUR MOD HERE\Story\RawFiles\Goals&lt;br /&gt;
These scripts are pulled from D:OS 2 Origins and modified.&lt;br /&gt;
&lt;br /&gt;
* Launch the editor, open your adventure mod, and open the level you intend to be the first one after character creation finishes.  If your level does not have an [[https://docs.larian.game/AI_grid_panel| AI grid]], you need to generate one.&lt;br /&gt;
&lt;br /&gt;
* Open the [[https://docs.larian.game/Story_editor| Story Editor]], the goals you copied should now be on the left pane.  &lt;br /&gt;
&lt;br /&gt;
* Expand the goal _BasicCC_Creation_Start.  Open the goal file _BasicCC_CharacterCreation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:BCCStoryEditor1.png|Modify the INIT section]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Change the strings in the following entries seen above as the name of your first level.&lt;br /&gt;
&lt;br /&gt;
DB_CharacterCreationTransitionInfo(&amp;quot;Level1&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
DB_GLO_FirstLevelAfterCharacterCreation(&amp;quot;Level1&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
* Save your work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Setting up the Trigger ==&lt;br /&gt;
&lt;br /&gt;
* Go to the Root Templates pane, find the point trigger, and place one on the level you need players to be transported to when character creation is finished.&lt;br /&gt;
&lt;br /&gt;
* Name your trigger something logical then check the global box on the side bar.   &lt;br /&gt;
&lt;br /&gt;
* Right click your trigger and copy the TypeGUID_Name_GUID to clipboard.  &lt;br /&gt;
&lt;br /&gt;
*Paste the TypeGUID_Name_GUID into the goal _BasicCC_Creation_Start in the DB:&lt;br /&gt;
DB_CharacterCreationTransitionInfo(&amp;quot;Level1&amp;quot;&lt;br /&gt;
* *NOTE*  Do not delete the blue prefix (TRIGGERGUID), paste your information after that.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
BCCTriggerGUID.png| Copy the GUID&lt;br /&gt;
BCCStoryEditor1.png| Paste it into the story editor in the blue box.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Verify the Generic Origins == &lt;br /&gt;
&lt;br /&gt;
*The Generic Origin characters are inherited from the SHARED datapack.  &lt;br /&gt;
*You need to double check that they have the same GUID in your mod as they do in the scripts.  They most likely are the same.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* Open the [[World outliner|World Outliner]], &lt;br /&gt;
* Click the orange button on the top right corner to show all global objects.&lt;br /&gt;
* Find the character S_Player_GenericOrigin and copy the TypeGUID_Name_GUID to clipboard.  &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* Back in the story editor, compare the TypeGUID_Name_GUID you copied to the one in the DB:&amp;lt;br /&amp;gt;&lt;br /&gt;
DB_GenericOrigins((CHARACTERGUID)S_Player_GenericOrigin_7b6c1f26-fe4e-40bd-a5d0-e6ff58cef4fe);&lt;br /&gt;
&lt;br /&gt;
* the GUIDs are most likely the same, if not replace it.&lt;br /&gt;
&lt;br /&gt;
* Still in the story editor, press CONTROL+F7 to generate definitions, build, and reload.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
BCCOutliner.png | World Outliner&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Configure the Project Settings ==&lt;br /&gt;
&lt;br /&gt;
* On the top menu go to Project &amp;gt; Project Settings&lt;br /&gt;
* Click the &amp;quot;General&amp;quot; tab.&lt;br /&gt;
* Change both the Startup Level and CharacterCreation Level to &amp;quot;SYS_Character_Creation_A&amp;quot;.  &lt;br /&gt;
* SYS_Character_Creation_A is located in the SYS folder. You will have to click on the top right corner &amp;quot;Show Inherited Levels&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
BCCProjectSettings.png | Change both of the levels marked by the green arrow.&lt;br /&gt;
BCCLevelSelect3.png| Show the inherited levels.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Save your work&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Finished ==&lt;br /&gt;
&lt;br /&gt;
* Now your character should be usable both in the editor and in the game proper.  Test it out!  &lt;br /&gt;
* You will need to close out and reopen your project to see the changes in the editor.&lt;/div&gt;</summary>
		<author><name>Windemere</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Tutorial_-_Implementing_a_Basic_Quest&amp;diff=3842</id>
		<title>Tutorial - Implementing a Basic Quest</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Tutorial_-_Implementing_a_Basic_Quest&amp;diff=3842"/>
		<updated>2017-10-12T18:33:49Z</updated>

		<summary type="html">&lt;p&gt;Windemere: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
This tutorial will provide an overview of all the steps necessary to implement a quest in a standalone campaign from scratch. It will not delve into any one area in great detail, the goal is to provide a 'big picture' walk through of some of the more commonly desired components in a quest. I will keep adding to it as time permits and when community feedback indicates additional areas of need. The end goal is to provide both video and written guides for each section. The video will be done first, followed by written guides later.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''The Quest''': It's Launch Day at Larian Studios, but there is no power! Swen is lookin for a hero to save the day. Will it be you?&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Creating a New Project and Playable Terrain ==&lt;br /&gt;
The first video in this series starts right at the beginning of creating a new Project, Level, and then a walkable terrain. It will not go in depth on terrain editing as there are good resources already available for it.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://youtu.be/b5hCMWNEiE4 Creating a New Project and Playable Terrain (Youtube)]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Building Your First Story ==&lt;br /&gt;
The Story is an essential element to any campaign and should be compiled soon after creating your terrain. In this episode we cover the concept of a story and how it functions in the game. We'll go over how to build it and include a basic introduction to writing your own goals. &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://youtu.be/OvXiCglVOpU Building Your First Story (Youtube)]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Placing and Modifying an NPC ==&lt;br /&gt;
An overview of how to place an NPC in the game, customize its appearance, and some of the other important properties of an NPC.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://youtu.be/N2u1eqqzlGo Placing and Modifying an NPC (Youtube)]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Creating a Default Dialog for an NPC ==&lt;br /&gt;
How to create a very basic dialog and assign it to an NPC.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://youtu.be/XME89rtXzKQ Creating a Default Dialog for an NPC (Youtube)]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Creating and Updating a Quest Journal ==&lt;br /&gt;
Demonstrates how to create a quest journal and cause the first stage of a quest to be triggered from the dialog that was created in the previous tutorial.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://youtu.be/lLEgNfAEL-k Creating and Updating a Quest Journal (Youtube)]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Quest State Driven Dialogs and Giving an Item  ==&lt;br /&gt;
In this tutorial we re-visit our dialog to make it reflect the quest progression. Instead of asking the same question over and over and re-offering the quest, we add some additional dialog nodes and flags to provide a better user experience. We also use the dialog to trigger the giving of a weapon to the player through a story script, and we cover some useful debugging tools for dialogs and story scripts.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://youtu.be/t44RhWE1aRs Quest State Driven Dialogs and Giving an Item (Youtube)]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Customizing Doors, Containers, and Object Tooltip Display ==&lt;br /&gt;
In this tutorial we move on from our quest setup and create a simple building with an entrance door. We examine the properties that control whether it is locked and how it can be unlocked. We also look at how to specify the strength of the door for potential destruction. We examine containers and adding items to them as well as pseudo-random treasure tables. Finally, we look at &amp;quot;Tooltip Type&amp;quot; settings for controlling when an object's display name is visible in the world.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://youtu.be/u7VaIvYkNog Doors, Containers, and TooltipTypes (Youtube)]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Character Creation ==&lt;br /&gt;
In this tutorial we tackle adding real Character Creation to the campaign so that it can be played both within the editor and from the game client. We'll create a new goal in the story editor and paste in some code released by Larian for a standalone campaign. Then we will edit that code to workaround a discovered bug that prevents game made characters from entering combat with hostile NPCs. After we get our script working, we'll revisit it and go over what some of the frames within the goal are doing. Lastly, we will create a player companion that automatically gets added to the party when the game starts.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Wiki Page on creating an adventure and adding character creation:&amp;lt;br /&amp;gt;&lt;br /&gt;
[[My_first:_Adventure#Necessary_scripting]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://youtu.be/Yq6Rm_Kqb5g Character Creation (Youtube)]&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://youtu.be/8bavkSt29js Character Creation and Story Cleanup (Youtube)]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Introduction to Encounters ==&lt;br /&gt;
In this tutorial we create a dynamically driven encounter that begins when picking up an object. We cover the meaning and uses of Combat Groups and Factions as well as some options for initiating combat from story scripts. &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://youtu.be/nlwdx2VwF2Q Introduction to Encounters (Youtube)]&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Windemere</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Tutorial_-_Implementing_a_Basic_Quest&amp;diff=3841</id>
		<title>Tutorial - Implementing a Basic Quest</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Tutorial_-_Implementing_a_Basic_Quest&amp;diff=3841"/>
		<updated>2017-10-12T18:30:13Z</updated>

		<summary type="html">&lt;p&gt;Windemere: /* Character Creation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
This tutorial will provide an overview of all the steps necessary to implement a quest in a standalone campaign from scratch. It will not delve into any one area in great detail, the goal is to provide a 'big picture' walk through of some of the more commonly desired components in a quest. I will keep adding to it as time permits and when community feedback indicates additional areas of need. The current plan is to cover at least the following issues:&lt;br /&gt;
* Creating a new project and getting your first terrain testable.&lt;br /&gt;
* Placing and modifying an NPC&lt;br /&gt;
* Creating a default dialog for an NPC&lt;br /&gt;
* Creating a quest journal&lt;br /&gt;
* Enhancing dialogs to reflect quest progression&lt;br /&gt;
* Dealing with locked areas and containers&lt;br /&gt;
* Creating NPC Vendors&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The end goal is to provide both video and written guides for each section. The video will be done first, followed by written guides.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''The Quest''': It's Launch Day at Larian Studios, but there is no power! Swen is lookin for a hero to save the day. Will it be you?&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Creating a New Project and Playable Terrain ==&lt;br /&gt;
The first video in this series starts right at the beginning of creating a new Project, Level, and then a walkable terrain. It will not go in depth on terrain editing as there are good resources already available for it.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://youtu.be/b5hCMWNEiE4 Creating a New Project and Playable Terrain (Youtube)]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Building Your First Story ==&lt;br /&gt;
The Story is an essential element to any campaign and should be compiled soon after creating your terrain. In this episode we cover the concept of a story and how it functions in the game. We'll go over how to build it and include a basic introduction to writing your own goals. &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://youtu.be/OvXiCglVOpU Building Your First Story (Youtube)]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Placing and Modifying an NPC ==&lt;br /&gt;
An overview of how to place an NPC in the game, customize its appearance, and some of the other important properties of an NPC.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://youtu.be/N2u1eqqzlGo Placing and Modifying an NPC (Youtube)]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Creating a Default Dialog for an NPC ==&lt;br /&gt;
How to create a very basic dialog and assign it to an NPC.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://youtu.be/XME89rtXzKQ Creating a Default Dialog for an NPC (Youtube)]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Creating and Updating a Quest Journal ==&lt;br /&gt;
Demonstrates how to create a quest journal and cause the first stage of a quest to be triggered from the dialog that was created in the previous tutorial.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://youtu.be/lLEgNfAEL-k Creating and Updating a Quest Journal (Youtube)]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Quest State Driven Dialogs and Giving an Item  ==&lt;br /&gt;
In this tutorial we re-visit our dialog to make it reflect the quest progression. Instead of asking the same question over and over and re-offering the quest, we add some additional dialog nodes and flags to provide a better user experience. We also use the dialog to trigger the giving of a weapon to the player through a story script, and we cover some useful debugging tools for dialogs and story scripts.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://youtu.be/t44RhWE1aRs Quest State Driven Dialogs and Giving an Item (Youtube)]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Customizing Doors, Containers, and Object Tooltip Display ==&lt;br /&gt;
In this tutorial we move on from our quest setup and create a simple building with an entrance door. We examine the properties that control whether it is locked and how it can be unlocked. We also look at how to specify the strength of the door for potential destruction. We examine containers and adding items to them as well as pseudo-random treasure tables. Finally, we look at &amp;quot;Tooltip Type&amp;quot; settings for controlling when an object's display name is visible in the world.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://youtu.be/u7VaIvYkNog Doors, Containers, and TooltipTypes (Youtube)]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Character Creation ==&lt;br /&gt;
In this tutorial we tackle adding real Character Creation to the campaign so that it can be played both within the editor and from the game client. We'll create a new goal in the story editor and paste in some code released by Larian for a standalone campaign. Then we will edit that code to workaround a discovered bug that prevents game made characters from entering combat with hostile NPCs. After we get our script working, we'll revisit it and go over what some of the frames within the goal are doing. Lastly, we will create a player companion that automatically gets added to the party when the game starts.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Wiki Page on creating an adventure and adding character creation:&amp;lt;br /&amp;gt;&lt;br /&gt;
[[My_first:_Adventure#Necessary_scripting]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://youtu.be/Yq6Rm_Kqb5g Character Creation (Youtube)]&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://youtu.be/8bavkSt29js Character Creation and Story Cleanup (Youtube)]&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Windemere</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Community_page_submission&amp;diff=3792</id>
		<title>Community page submission</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Community_page_submission&amp;diff=3792"/>
		<updated>2017-10-11T19:53:10Z</updated>

		<summary type="html">&lt;p&gt;Windemere: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;b&amp;gt;&lt;br /&gt;
Welcome to the community page submission section.&amp;lt;br /&amp;gt;&lt;br /&gt;
First and foremost: thanks to all of you from everyone at Larian Studios!&amp;lt;br /&amp;gt;&lt;br /&gt;
Without your love and feedback, we wouldn't be where we are today.&lt;br /&gt;
&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
That being said, let's do our best to keep this wiki just as lovely as you guys:&amp;lt;br /&amp;gt;&lt;br /&gt;
# To add your page to the main wiki pages, please add it to the list below.&lt;br /&gt;
# Once our moderators get a chance, they'll review the submissions and move approved pages to the appropriate location on the [[Community editor guides | Editor Guides]] and/or [[Community tutorials | Community Tutorials]] section.&lt;br /&gt;
# We'll leave the page link a couple of days on here with an approval stamp and a link to its new location, to give the editor a chance to find out where his/her page went.&lt;br /&gt;
# We love you all very much, but we do not tolerate any misbehavior. Please refrain from using foul language, messing with other people's pages,...&lt;br /&gt;
# This wiki follows the general open format. Anyone is allowed to edit a page. View an edit to your page as interest in your content, not as criticism.&lt;br /&gt;
# But do try to avoid editing someone else's pages before it has been approved and moved to the main sections, unless of course you have the permission to do so from the original editor.&lt;br /&gt;
# As always, stay awesome [[File: heart.png | 32px]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:LarianLogo_Icon.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[Example Submission|Example submission]]&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:LarianLogo_Icon.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[Subregion UI Notifications|Subregion UI Notifications]]&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:LarianLogo_Icon.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[How to make an NPC sit|How to make an NPC sit]]&amp;lt;/b&amp;gt; [[File:LarianLogo_Icon.png|32px]] &amp;lt;b&amp;gt;&amp;lt;font color='green'&amp;gt;APPROVED&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; ([[Community tutorials|Community Tutorials]])&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:LarianLogo_Icon.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[Creating a book with TEXT inside|Creating a book with TEXT inside]]&amp;lt;/b&amp;gt; [[File:LarianLogo_Icon.png|32px]] &amp;lt;b&amp;gt;&amp;lt;font color='green'&amp;gt;APPROVED&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; ([[Community tutorials|Community Tutorials]])&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:LarianLogo_Icon.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[Pak Extractor Guide|Pak Extractor Guide]]&amp;lt;/b&amp;gt; [[File:LarianLogo_Icon.png|32px]] &amp;lt;b&amp;gt;&amp;lt;font color='green'&amp;gt;APPROVED&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; ([[Community editor guides|Editor Guides]])&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:LarianLogo_Icon.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[Tutorial - Implementing a Basic Quest|Tutorial - Implementing a Basic Quest]]&amp;lt;/b&amp;gt; [[File:LarianLogo_Icon.png|32px]] &amp;lt;b&amp;gt;&amp;lt;font color='green'&amp;gt;APPROVED&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; ([[Community tutorials|Community Tutorials]]) ([[Community:_Getting_Started|Editor Guides]])&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:LarianLogo_Icon.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[NPC Patrols|NPC Patrols]]&amp;lt;/b&amp;gt; [[File:LarianLogo_Icon.png|32px]] &amp;lt;b&amp;gt;&amp;lt;font color='green'&amp;gt;APPROVED&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; ([[Community tutorials|Community Tutorials]])&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:LarianLogo_Icon.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[Basic Character Creation]]&amp;lt;/b&amp;gt; [[File:LarianLogo_Icon.png|32px]] &amp;lt;b&amp;gt;&amp;lt;font color='green'&amp;gt;APPROVED&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; ([[Community tutorials|Community Tutorials]])&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:LarianLogo_Icon.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[Character and Item Script Triggers, Calls, and Queries]]&amp;lt;/b&amp;gt; [[File:LarianLogo_Icon.png|32px]] &amp;lt;b&amp;gt;&amp;lt;font color='green'&amp;gt;APPROVED&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; ([[Community:_Script_editor|Editor Guides]])&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:LarianLogo_Icon.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[Scripting in New Talents, Attributes, and Combat Abilities]]&amp;lt;/b&amp;gt; [[File:LarianLogo_Icon.png|32px]] &amp;lt;b&amp;gt;&amp;lt;font color='green'&amp;gt;APPROVED&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; ([[Community tutorials|Community Tutorials]])([[Community:_Story_editor|Editor Guides]])&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:LarianLogo_Icon.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[Creating/Modifying Weapon Elements and Scaling]]&amp;lt;/b&amp;gt; [[File:LarianLogo_Icon.png|32px]] &amp;lt;b&amp;gt;&amp;lt;font color='green'&amp;gt;APPROVED&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; ([[Community tutorials|Community Tutorials]])([[Community:_Stats_editor|Editor Guides]])&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:LarianLogo_Icon.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[Adding New Icons]]&amp;lt;/b&amp;gt; [[File:LarianLogo_Icon.png|32px]] &amp;lt;b&amp;gt;&amp;lt;font color='green'&amp;gt;APPROVED&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; ([[Community tutorials|Community Tutorials]])([[Community:_Texture_atlas_editor|Editor Guides]])&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Windemere</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Subregion_UI_Notifications&amp;diff=3791</id>
		<title>Subregion UI Notifications</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Subregion_UI_Notifications&amp;diff=3791"/>
		<updated>2017-10-11T19:52:23Z</updated>

		<summary type="html">&lt;p&gt;Windemere: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
&lt;br /&gt;
Sub-regions can be used to provide some extra polish and regional distinction within a level by displaying a ribbon UI with its name to the screen. For example in Origins:&lt;br /&gt;
&lt;br /&gt;
[[File:TUT SubregionText 00.png|thumb|none]]&lt;br /&gt;
&lt;br /&gt;
== Procedure ==&lt;br /&gt;
Adding sub-region UI notifications to your level is a three step process:&lt;br /&gt;
&lt;br /&gt;
=== 1. Create a Trigger to Define the Sub-region ===&lt;br /&gt;
You can choose a simple box trigger or poly trigger to define the boundaries. Anytime a character enters the trigger, the sub-region ribbon text will get displayed. It will be helpful to give it a unique name that you can easily identify.&lt;br /&gt;
&lt;br /&gt;
[[File:TUT SubregionText 01.png|1024px|none]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== 2. Define a DB_Subregion in a Story Goal ===&lt;br /&gt;
Larian have provided a simple interface to identify a sub-region using the DB_Subregion() database procedure defined in the ''_GLOBAL_Subregions'' goal.&amp;lt;br /&amp;gt;&lt;br /&gt;
 DB_Subregion((TRIGGERGUID)_Trigger,(STRING)_,(INTEGER)_)&lt;br /&gt;
The first argument is the GUID of the trigger you created in step 1 above. The second argument is a string value that represents a key into a [[Translated_string_key_editor|Translated String Key Editor]] entry where the actual display name of the sub-region will be defined.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Example based on the trigger created in step 1 above:&amp;lt;br /&amp;gt;&lt;br /&gt;
 DB_Subregion(TRIGGERGUID_TRG_Moon_Iolo_hut_09b43f5f-278c-409a-9aaa-bf31b7364538, &amp;quot;LVL_SUB_IOLOS_HUT&amp;quot;, 0);&lt;br /&gt;
'''NOTE:''' Regarding where to add these story calls, please become acquainted with [[Osiris_Design_Patterns#Direct_Dependencies|Osiris Dependencies]] to make sure that the _GLOBAL_Subregions goal has initialized prior to the execution of this frame.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== 3. Create the Corresponding Translated String Key Entry ===&lt;br /&gt;
Now that your story captures the event when a character enters a trigger, it will look for an entry in the Translated String Key table with the matching 'Key' field and display whatever is found in the 'Description' field.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
In our example, when a player enters the trigger we want a sub-region that displays &amp;quot;Iolo's Hut&amp;quot;. Given the trigger we defined in step 1 and the sub-region we created in step 2, our table entry would appear as follows:&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [1] Key|| LVL_SUB_IOLOS_HUT&lt;br /&gt;
|-&lt;br /&gt;
| [2] Description|| Iolo's Hut&lt;br /&gt;
|}&lt;br /&gt;
[[File:TUT SubregionText 02.png|none|1024px]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Note: If this is the first Translated String key entry you have needed for your mod, you made need to create a table using the create button [3] highlighted in the image above.&amp;lt;br /&amp;gt;&lt;br /&gt;
Once you have created and saved the entry, you will need to restart your project to see the results (and perhaps even the editor?).&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Final Results ===&lt;br /&gt;
[[File:TUT SubregionText 03.jpg|none|thumb]]&lt;/div&gt;</summary>
		<author><name>Windemere</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Subregion_UI_Notifications&amp;diff=3790</id>
		<title>Subregion UI Notifications</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Subregion_UI_Notifications&amp;diff=3790"/>
		<updated>2017-10-11T19:48:16Z</updated>

		<summary type="html">&lt;p&gt;Windemere: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
&lt;br /&gt;
Sub-regions can be used to provide some extra polish and regional distinction within a level by displaying a ribbon UI with its name to the screen. For example in Origins:&lt;br /&gt;
&lt;br /&gt;
[[File:TUT SubregionText 00.png|thumb|none]]&lt;br /&gt;
&lt;br /&gt;
== Procedure ==&lt;br /&gt;
Adding sub-region UI notifications to your level is a three step process:&lt;br /&gt;
&lt;br /&gt;
=== 1. Create a Trigger to Define the Sub-region ===&lt;br /&gt;
You can choose a simple box trigger or poly trigger to define the boundaries. Anytime a character enters the trigger, the sub-region ribbon text will get displayed. It will be helpful to give it a unique name that you can easily identify.&lt;br /&gt;
&lt;br /&gt;
[[File:TUT SubregionText 01.png|1024px|none]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== 2. Define a DB_Subregion in a Story Goal ===&lt;br /&gt;
Larian have provided a simple interface to identify a sub-region using the DB_Subregion() database procedure defined in the ''_GLOBAL_Subregions'' goal.&amp;lt;br /&amp;gt;&lt;br /&gt;
 DB_Subregion((TRIGGERGUID)_Trigger,(STRING)_,(INTEGER)_)&lt;br /&gt;
The first argument is the GUID of the trigger you created in step 1 above. The second argument is a string value that represents a key into a [[Translated_string_key_editor|Translated String Key Editor]] entry where the actual display name of the sub-region will be defined.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Example based on the trigger created in step 1 above:&amp;lt;br /&amp;gt;&lt;br /&gt;
 DB_Subregion(TRIGGERGUID_TRG_Moon_Iolo_hut_09b43f5f-278c-409a-9aaa-bf31b7364538, &amp;quot;LVL_SUB_IOLOS_HUT&amp;quot;, 0);&lt;br /&gt;
&lt;br /&gt;
=== 3. Create the Corresponding Translated String Key Entry ===&lt;br /&gt;
Now that your story captures the event when a character enters a trigger, it will look for an entry in the Translated String Key table with the matching 'Key' field and display whatever is found in the 'Description' field.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
In our example, when a player enters the trigger we want a sub-region that displays &amp;quot;Iolo's Hut&amp;quot;. Given the trigger we defined in step 1 and the sub-region we created in step 2, our table entry would appear as follows:&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [1] Key|| LVL_SUB_IOLOS_HUT&lt;br /&gt;
|-&lt;br /&gt;
| [2] Description|| Iolo's Hut&lt;br /&gt;
|}&lt;br /&gt;
[[File:TUT SubregionText 02.png|none|1024px]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Note: If this is the first Translated String key entry you have needed for your mod, you made need to create a table using the create button [3] highlighted in the image above.&amp;lt;br /&amp;gt;&lt;br /&gt;
Once you have created and saved the entry, you will need to restart your project to see the results (and perhaps even the editor?).&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Final Results ===&lt;br /&gt;
[[File:TUT SubregionText 03.jpg|none|thumb]]&lt;/div&gt;</summary>
		<author><name>Windemere</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Subregion_UI_Notifications&amp;diff=3789</id>
		<title>Subregion UI Notifications</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Subregion_UI_Notifications&amp;diff=3789"/>
		<updated>2017-10-11T19:47:28Z</updated>

		<summary type="html">&lt;p&gt;Windemere: Created page with &amp;quot;== Description ==  Sub-regions can be used to provide some extra polish and regional distinction within a level by displaying a ribbon UI with its name to the screen. For exam...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
&lt;br /&gt;
Sub-regions can be used to provide some extra polish and regional distinction within a level by displaying a ribbon UI with its name to the screen. For example in Origins:&lt;br /&gt;
&lt;br /&gt;
[[File:TUT SubregionText 00.png|thumb|none]]&lt;br /&gt;
&lt;br /&gt;
== Procedure ==&lt;br /&gt;
Adding sub-regions to your level is a three step process:&lt;br /&gt;
&lt;br /&gt;
=== 1. Create a Trigger to Define the Sub-region ===&lt;br /&gt;
You can choose a simple box trigger or poly trigger to define the boundaries. Anytime a character enters the trigger, the sub-region ribbon text will get displayed. It will be helpful to give it a unique name that you can easily identify.&lt;br /&gt;
&lt;br /&gt;
[[File:TUT SubregionText 01.png|1024px|none]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=== 2. Define a DB_Subregion in a Story Goal ===&lt;br /&gt;
Larian have provided a simple interface to identify a sub-region using the DB_Subregion() database procedure defined in the ''_GLOBAL_Subregions'' goal.&amp;lt;br /&amp;gt;&lt;br /&gt;
 DB_Subregion((TRIGGERGUID)_Trigger,(STRING)_,(INTEGER)_)&lt;br /&gt;
The first argument is the GUID of the trigger you created in step 1 above. The second argument is a string value that represents a key into a [[Translated_string_key_editor|Translated String Key Editor]] entry where the actual display name of the sub-region will be defined.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Example based on the trigger created in step 1 above:&amp;lt;br /&amp;gt;&lt;br /&gt;
 DB_Subregion(TRIGGERGUID_TRG_Moon_Iolo_hut_09b43f5f-278c-409a-9aaa-bf31b7364538, &amp;quot;LVL_SUB_IOLOS_HUT&amp;quot;, 0);&lt;br /&gt;
&lt;br /&gt;
=== 3. Create the Corresponding Translated String Key Entry ===&lt;br /&gt;
Now that your story captures the event when a character enters a trigger, it will look for an entry in the Translated String Key table with the matching 'Key' field and display whatever is found in the 'Description' field.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
In our example, when a player enters the trigger we want a sub-region that displays &amp;quot;Iolo's Hut&amp;quot;. Given the trigger we defined in step 1 and the sub-region we created in step 2, our table entry would appear as follows:&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [1] Key|| LVL_SUB_IOLOS_HUT&lt;br /&gt;
|-&lt;br /&gt;
| [2] Description|| Iolo's Hut&lt;br /&gt;
|}&lt;br /&gt;
[[File:TUT SubregionText 02.png|none|1024px]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Note: If this is the first Translated String key entry you have needed for your mod, you made need to create a table using the create button [3] highlighted in the image above.&amp;lt;br /&amp;gt;&lt;br /&gt;
Once you have created and saved the entry, you will need to restart your project to see the results (and perhaps even the editor?).&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Final Results ===&lt;br /&gt;
[[File:TUT SubregionText 03.jpg|none|thumb]]&lt;/div&gt;</summary>
		<author><name>Windemere</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=File:TUT_SubregionText_03.jpg&amp;diff=3788</id>
		<title>File:TUT SubregionText 03.jpg</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=File:TUT_SubregionText_03.jpg&amp;diff=3788"/>
		<updated>2017-10-11T19:41:03Z</updated>

		<summary type="html">&lt;p&gt;Windemere: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Windemere</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=File:TUT_SubregionText_02.png&amp;diff=3787</id>
		<title>File:TUT SubregionText 02.png</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=File:TUT_SubregionText_02.png&amp;diff=3787"/>
		<updated>2017-10-11T19:32:11Z</updated>

		<summary type="html">&lt;p&gt;Windemere: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Windemere</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=File:TUT_SubregionText_01.png&amp;diff=3784</id>
		<title>File:TUT SubregionText 01.png</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=File:TUT_SubregionText_01.png&amp;diff=3784"/>
		<updated>2017-10-11T18:58:45Z</updated>

		<summary type="html">&lt;p&gt;Windemere: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Windemere</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=File:TUT_SubregionText_00.png&amp;diff=3783</id>
		<title>File:TUT SubregionText 00.png</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=File:TUT_SubregionText_00.png&amp;diff=3783"/>
		<updated>2017-10-11T18:50:56Z</updated>

		<summary type="html">&lt;p&gt;Windemere: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Windemere</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Tutorial_-_Implementing_a_Basic_Quest&amp;diff=3615</id>
		<title>Tutorial - Implementing a Basic Quest</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Tutorial_-_Implementing_a_Basic_Quest&amp;diff=3615"/>
		<updated>2017-10-05T04:38:28Z</updated>

		<summary type="html">&lt;p&gt;Windemere: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
This tutorial will provide an overview of all the steps necessary to implement a quest in a standalone campaign from scratch. It will not delve into any one area in great detail, the goal is to provide a 'big picture' walk through of some of the more commonly desired components in a quest. I will keep adding to it as time permits and when community feedback indicates additional areas of need. The current plan is to cover at least the following issues:&lt;br /&gt;
* Creating a new project and getting your first terrain testable.&lt;br /&gt;
* Placing and modifying an NPC&lt;br /&gt;
* Creating a default dialog for an NPC&lt;br /&gt;
* Creating a quest journal&lt;br /&gt;
* Enhancing dialogs to reflect quest progression&lt;br /&gt;
* Dealing with locked areas and containers&lt;br /&gt;
* Creating NPC Vendors&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The end goal is to provide both video and written guides for each section. The video will be done first, followed by written guides.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''The Quest''': It's Launch Day at Larian Studios, but there is no power! Swen is lookin for a hero to save the day. Will it be you?&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Creating a New Project and Playable Terrain ==&lt;br /&gt;
The first video in this series starts right at the beginning of creating a new Project, Level, and then a walkable terrain. It will not go in depth on terrain editing as there are good resources already available for it.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://youtu.be/b5hCMWNEiE4 Creating a New Project and Playable Terrain (Youtube)]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Building Your First Story ==&lt;br /&gt;
The Story is an essential element to any campaign and should be compiled soon after creating your terrain. In this episode we cover the concept of a story and how it functions in the game. We'll go over how to build it and include a basic introduction to writing your own goals. &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://youtu.be/OvXiCglVOpU Building Your First Story (Youtube)]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Placing and Modifying an NPC ==&lt;br /&gt;
An overview of how to place an NPC in the game, customize its appearance, and some of the other important properties of an NPC.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://youtu.be/N2u1eqqzlGo Placing and Modifying an NPC (Youtube)]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Creating a Default Dialog for an NPC ==&lt;br /&gt;
How to create a very basic dialog and assign it to an NPC.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://youtu.be/XME89rtXzKQ Creating a Default Dialog for an NPC (Youtube)]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Creating and Updating a Quest Journal ==&lt;br /&gt;
Demonstrates how to create a quest journal and cause the first stage of a quest to be triggered from the dialog that was created in the previous tutorial.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://youtu.be/lLEgNfAEL-k Creating and Updating a Quest Journal (Youtube)]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Quest State Driven Dialogs and Giving an Item  ==&lt;br /&gt;
In this tutorial we re-visit our dialog to make it reflect the quest progression. Instead of asking the same question over and over and re-offering the quest, we add some additional dialog nodes and flags to provide a better user experience. We also use the dialog to trigger the giving of a weapon to the player through a story script, and we cover some useful debugging tools for dialogs and story scripts.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://youtu.be/t44RhWE1aRs Quest State Driven Dialogs and Giving an Item (Youtube)]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Customizing Doors, Containers, and Object Tooltip Display ==&lt;br /&gt;
In this tutorial we move on from our quest setup and create a simple building with an entrance door. We examine the properties that control whether it is locked and how it can be unlocked. We also look at how to specify the strength of the door for potential destruction. We examine containers and adding items to them as well as pseudo-random treasure tables. Finally, we look at &amp;quot;Tooltip Type&amp;quot; settings for controlling when an object's display name is visible in the world.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://youtu.be/u7VaIvYkNog Doors, Containers, and TooltipTypes (Youtube)]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Character Creation ==&lt;br /&gt;
In this tutorial we tackle adding real Character Creation to the campaign so that it can be played both within the editor and from the game client. We'll create a new goal in the story editor and paste in some code released by Larian for a standalone campaign. Then we will edit that code to workaround a discovered bug that prevents game made characters from entering combat with hostile NPCs. After we get our script working, we'll revisit it and go over what some of the frames within the goal are doing. Lastly, we will create a player companion that automatically gets added to the party when the game starts.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Wiki Page on creating an adventure and adding character creation:&amp;lt;br /&amp;gt;&lt;br /&gt;
[[My_first:_Adventure#Necessary_scripting]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://youtu.be/Yq6Rm_Kqb5g Character Creation (Youtube)]&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Windemere</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Tutorial_-_Implementing_a_Basic_Quest&amp;diff=3263</id>
		<title>Tutorial - Implementing a Basic Quest</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Tutorial_-_Implementing_a_Basic_Quest&amp;diff=3263"/>
		<updated>2017-09-26T03:26:57Z</updated>

		<summary type="html">&lt;p&gt;Windemere: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
This tutorial will provide an overview of all the steps necessary to implement a quest in a standalone campaign from scratch. It will not delve into any one area in great detail, the goal is to provide a 'big picture' walk through of some of the more commonly desired components in a quest. I will keep adding to it as time permits and when community feedback indicates additional areas of need. The current plan is to cover at least the following issues:&lt;br /&gt;
* Creating a new project and getting your first terrain testable.&lt;br /&gt;
* Placing and modifying an NPC&lt;br /&gt;
* Creating a default dialog for an NPC&lt;br /&gt;
* Creating a quest journal&lt;br /&gt;
* Enhancing dialogs to reflect quest progression&lt;br /&gt;
* Dealing with locked areas and containers&lt;br /&gt;
* Creating NPC Vendors&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The end goal is to provide both video and written guides for each section. The video will be done first, followed by written guides.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''The Quest''': It's Launch Day at Larian Studios, but there is no power! Swen is lookin for a hero to save the day. Will it be you?&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Creating a New Project and Playable Terrain ==&lt;br /&gt;
The first video in this series starts right at the beginning of creating a new Project, Level, and then a walkable terrain. It will not go in depth on terrain editing as there are good resources already available for it.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://youtu.be/b5hCMWNEiE4 Creating a New Project and Playable Terrain (Youtube)]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Building Your First Story ==&lt;br /&gt;
The Story is an essential element to any campaign and should be compiled soon after creating your terrain. In this episode we cover the concept of a story and how it functions in the game. We'll go over how to build it and include a basic introduction to writing your own goals. &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://youtu.be/OvXiCglVOpU Building Your First Story (Youtube)]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Placing and Modifying an NPC ==&lt;br /&gt;
An overview of how to place an NPC in the game, customize its appearance, and some of the other important properties of an NPC.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://youtu.be/N2u1eqqzlGo Placing and Modifying an NPC (Youtube)]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Creating a Default Dialog for an NPC ==&lt;br /&gt;
How to create a very basic dialog and assign it to an NPC.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://youtu.be/XME89rtXzKQ Creating a Default Dialog for an NPC (Youtube)]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Creating and Updating a Quest Journal ==&lt;br /&gt;
Demonstrates how to create a quest journal and cause the first stage of a quest to be triggered from the dialog that was created in the previous tutorial.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://youtu.be/lLEgNfAEL-k Creating and Updating a Quest Journal (Youtube)]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Quest State Driven Dialogs and Giving an Item  ==&lt;br /&gt;
In this tutorial we re-visit our dialog to make it reflect the quest progression. Instead of asking the same question over and over and re-offering the quest, we add some additional dialog nodes and flags to provide a better user experience. We also use the dialog to trigger the giving of a weapon to the player through a story script, and we cover some useful debugging tools for dialogs and story scripts.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://youtu.be/t44RhWE1aRs Quest State Driven Dialogs and Giving an Item (Youtube)]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Customizing Doors, Containers, and Object Tooltip Display ==&lt;br /&gt;
In this tutorial we move on from our quest setup and create a simple building with an entrance door. We examine the properties that control whether it is locked and how it can be unlocked. We also look at how to specify the strength of the door for potential destruction. We examine containers and adding items to them as well as pseudo-random treasure tables. Finally, we look at &amp;quot;Tooltip Type&amp;quot; settings for controlling when an object's display name is visible in the world.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://youtu.be/u7VaIvYkNog Doors, Containers, and TooltipTypes (Youtube)]&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Windemere</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Tutorial_-_Implementing_a_Basic_Quest&amp;diff=3194</id>
		<title>Tutorial - Implementing a Basic Quest</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Tutorial_-_Implementing_a_Basic_Quest&amp;diff=3194"/>
		<updated>2017-09-22T05:15:17Z</updated>

		<summary type="html">&lt;p&gt;Windemere: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
This tutorial will provide an overview of all the steps necessary to implement a quest in a standalone campaign from scratch. It will not delve into any one area in great detail, the goal is to provide a 'big picture' walk through of some of the more commonly desired components in a quest. I will keep adding to it as time permits and when community feedback indicates additional areas of need. The current plan is to cover at least the following issues:&lt;br /&gt;
* Creating a new project and getting your first terrain testable.&lt;br /&gt;
* Placing and modifying an NPC&lt;br /&gt;
* Creating a default dialog for an NPC&lt;br /&gt;
* Creating a quest journal&lt;br /&gt;
* Enhancing dialogs to reflect quest progression&lt;br /&gt;
* Dealing with locked areas and containers&lt;br /&gt;
* Creating NPC Vendors&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The end goal is to provide both video and written guides for each section. The video will be done first, followed by written guides.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''The Quest''': It's Launch Day at Larian Studios, but there is no power! Swen is lookin for a hero to save the day. Will it be you?&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Creating a New Project and Playable Terrain ==&lt;br /&gt;
The first video in this series starts right at the beginning of creating a new Project, Level, and then a walkable terrain. It will not go in depth on terrain editing as there are good resources already available for it.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://youtu.be/b5hCMWNEiE4 Creating a New Project and Playable Terrain (Youtube)]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Placing and Modifying an NPC ==&lt;br /&gt;
An overview of how to place an NPC in the game, customize its appearance, and some of the other important properties of an NPC.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://youtu.be/N2u1eqqzlGo Placing and Modifying an NPC (Youtube)]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Creating a Default Dialog for an NPC ==&lt;br /&gt;
How to create a very basic dialog and assign it to an NPC.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://youtu.be/XME89rtXzKQ Creating a Default Dialog for an NPC (Youtube)]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Creating and Updating a Quest Journal ==&lt;br /&gt;
Demonstrates how to create a quest journal and cause the first stage of a quest to be triggered from the dialog that was created in the previous tutorial.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://youtu.be/lLEgNfAEL-k Creating and Updating a Quest Journal (Youtube)]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Quest State Driven Dialogs and Giving an Item  ==&lt;br /&gt;
In this tutorial we re-visit our dialog to make it reflect the quest progression. Instead of asking the same question over and over and re-offering the quest, we add some additional dialog nodes and flags to provide a better user experience. We also use the dialog to trigger the giving of a weapon to the player through a story script, and we cover some useful debugging tools for dialogs and story scripts.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://youtu.be/t44RhWE1aRs Quest State Driven Dialogs and Giving an Item (Youtube)]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Customizing Doors, Containers, and Object Tooltip Display ==&lt;br /&gt;
In this tutorial we move on from our quest setup and create a simple building with an entrance door. We examine the properties that control whether it is locked and how it can be unlocked. We also look at how to specify the strength of the door for potential destruction. We examine containers and adding items to them as well as pseudo-random treasure tables. Finally, we look at &amp;quot;Tooltip Type&amp;quot; settings for controlling when an object's display name is visible in the world.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://youtu.be/u7VaIvYkNog Doors, Containers, and TooltipTypes (Youtube)]&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Windemere</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Tutorial_-_Implementing_a_Basic_Quest&amp;diff=3155</id>
		<title>Tutorial - Implementing a Basic Quest</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Tutorial_-_Implementing_a_Basic_Quest&amp;diff=3155"/>
		<updated>2017-09-20T19:54:38Z</updated>

		<summary type="html">&lt;p&gt;Windemere: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
This tutorial will provide an overview of all the steps necessary to implement a quest in a standalone campaign from scratch. It will not delve into any one area in great detail, the goal is to provide a 'big picture' walk through of some of the more commonly desired components in a quest. I will keep adding to it as time permits and when community feedback indicates additional areas of need. The current plan is to cover at least the following issues:&lt;br /&gt;
* Creating a new project and getting your first terrain testable.&lt;br /&gt;
* Placing and modifying an NPC&lt;br /&gt;
* Creating a default dialog for an NPC&lt;br /&gt;
* Creating a quest journal&lt;br /&gt;
* Enhancing dialogs to reflect quest progression&lt;br /&gt;
* Dealing with locked areas and containers&lt;br /&gt;
* Creating NPC Vendors&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The end goal is to provide both video and written guides for each section. The video will be done first, followed by written guides.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''The Quest''': It's Launch Day at Larian Studios, but there is no power! Swen is lookin for a hero to save the day. Will it be you?&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Creating a New Project and Playable Terrain ==&lt;br /&gt;
The first video in this series starts right at the beginning of creating a new Project, Level, and then a walkable terrain. It will not go in depth on terrain editing as there are good resources already available for it.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://youtu.be/b5hCMWNEiE4 Creating a New Project and Playable Terrain (Youtube)]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Placing and Modifying an NPC ==&lt;br /&gt;
An overview of how to place an NPC in the game, customize its appearance, and some of the other important properties of an NPC.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://youtu.be/N2u1eqqzlGo Placing and Modifying an NPC (Youtube)]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Creating a Default Dialog for an NPC ==&lt;br /&gt;
How to create a very basic dialog and assign it to an NPC.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://youtu.be/XME89rtXzKQ Creating a Default Dialog for an NPC (Youtube)]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Creating and Updating a Quest Journal ==&lt;br /&gt;
Demonstrates how to create a quest journal and cause the first stage of a quest to be triggered from the dialog that was created in the previous tutorial.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://youtu.be/lLEgNfAEL-k Creating and Updating a Quest Journal (Youtube)]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Quest State Driven Dialogs and Giving an Item  ==&lt;br /&gt;
In this tutorial we re-visit our dialog to make it reflect the quest progression. Instead of asking the same question over and over and re-offering the quest, we add some additional dialog nodes and flags to provide a better user experience. We also use the dialog to trigger the giving of a weapon to the player through a story script, and we cover some useful debugging tools for dialogs and story scripts.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://youtu.be/t44RhWE1aRs Quest State Driven Dialogs and Giving an Item (Youtube)]&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Windemere</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Tutorial_-_Implementing_a_Basic_Quest&amp;diff=3154</id>
		<title>Tutorial - Implementing a Basic Quest</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Tutorial_-_Implementing_a_Basic_Quest&amp;diff=3154"/>
		<updated>2017-09-20T19:48:00Z</updated>

		<summary type="html">&lt;p&gt;Windemere: /* Creating a New Project and Playable Terrain */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
This tutorial will provide an overview of all the steps necessary to implement a quest in a standalone campaign from scratch. It will not delve into any one area in great detail, the goal is to provide a 'big picture' walk through of some of the more commonly desired components in a quest. I will keep adding to it as time permits and when community feedback indicates additional areas of need. The current plan is to cover at least the following issues:&lt;br /&gt;
* Creating a new project and getting your first terrain testable.&lt;br /&gt;
* Placing and modifying an NPC&lt;br /&gt;
* Creating a default dialog for an NPC&lt;br /&gt;
* Creating a quest journal&lt;br /&gt;
* Enhancing dialogs to reflect quest progression&lt;br /&gt;
* Dealing with locked areas and containers&lt;br /&gt;
* Creating NPC Vendors&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The end goal is to provide both video and written guides for each section. The video will be done first, followed by written guides.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''The Quest''': It's Launch Day at Larian Studios, but there is no power! Swen is lookin for a hero to save the day. Will it be you?&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Creating a New Project and Playable Terrain ==&lt;br /&gt;
The first video in this series starts right at the beginning of creating a new Project, Level, and then a walkable terrain. It will not go in depth on terrain editing as there are good resources already available for it.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://youtu.be/b5hCMWNEiE4 Creating a New Project and Playable Terrain (Youtube)]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Placing and Modifying an NPC ==&lt;br /&gt;
[https://youtu.be/N2u1eqqzlGo Placing and Modifying an NPC (Youtube)]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Creating a Default Dialog for an NPC ==&lt;br /&gt;
[https://youtu.be/XME89rtXzKQ Creating a Default Dialog for an NPC (Youtube)]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Creating and Updating a Quest Journal ==&lt;br /&gt;
[https://youtu.be/lLEgNfAEL-k Creating and Updating a Quest Journal (Youtube)]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Quest State Driven Dialogs and Giving an Item  ==&lt;br /&gt;
[https://youtu.be/t44RhWE1aRs Quest State Driven Dialogs and Giving an Item (Youtube)]&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Windemere</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Secret_Dirt_Piles&amp;diff=3139</id>
		<title>Secret Dirt Piles</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Secret_Dirt_Piles&amp;diff=3139"/>
		<updated>2017-09-20T16:01:46Z</updated>

		<summary type="html">&lt;p&gt;Windemere: /* Osiris Story Calls */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
This tutorial provides an example of how to create a secret dirt pile that needs to be dug up, with a variety of possible results following (item spawn, surface appearing, voice bark, etc.). It makes use of shared resources already provided by Larian. You will need the following:&lt;br /&gt;
&lt;br /&gt;
* Root template item PUZ_Dirtpile_A_Dynamic placed in your level&lt;br /&gt;
* A box trigger&lt;br /&gt;
* A couple of Osiris calls in your story&lt;br /&gt;
* (optional) item or creature to appear&lt;br /&gt;
&lt;br /&gt;
== The Dirt Pile ==&lt;br /&gt;
From the root template, place an instance of the PUZ_Dirtpile_A_Dynamic item in your level. Feel free to rename the placed instance to whatever is meaningful to you. You can then modify some behaviors of the dirt pile with the associated script by clicking on the [...] box.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !!&lt;br /&gt;
|-&lt;br /&gt;
| Scripts||[1] PUZZLE_HiddenPerception [...]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TUT SecretDirtPile ScriptProperties.png|1024px|none|Secret Dirt Puzzle Script Properties]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The script variables adjust the difficulty of perceiving the mound, the minimum range, visual effect to be played, etc.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
If you plan to have a specific item appear after digging up the dirt pile, a convenient place to stash it away is the inventory of the dirt pile itself. Simply add the item you want to reward to your level and then move it to the dirt pile inventory through the ''Items'' property within the Item section.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !!&lt;br /&gt;
|-&lt;br /&gt;
| Items||[0]    [...]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
This will display a new box where you can filter by name and 'Level Items' to find the item you placed in your level.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:TUT SecretDirtPile ItemAssignment.png|none|1024px]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Simply move your placed item into the 'Assigned' window pane and the editor will move it from wherever you placed it in the level to the inventory of the dirt pile. This way you have a concrete instance of the item that can be referenced by GUID but will not be seen by any player until it is discovered through digging up the dirt pile.&lt;br /&gt;
&lt;br /&gt;
== The Box Trigger ==&lt;br /&gt;
A box trigger is used to inform the story scripting where a digable area exists and where to spawn any resulting objects. Select a box trigger from the Root Templates and place it on top of your dirt mound. Feel free to assign it a unique name that is easy to find later. With the trigger selected, you can then define its boundaries by selecting the &amp;quot;Edit Shape Bounds&amp;quot; Mode button on the left and dragging the corners of the trigger to cover the appropriate area.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TUT SecretDirtPile BoxTrigger.png|none|1024px]]&lt;br /&gt;
&lt;br /&gt;
== Osiris Story Calls ==&lt;br /&gt;
Larian has created some shared helper code to make it easy to inform your story about the behavior of your secret dirt pile. They are located in the &amp;quot;''__GLO_Shovel''&amp;quot; file. You will need to add two calls somewhere in one of your story INIT sections (do not modify __GLO_Shovel directly):&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* DB_ShovelArea(_Trigger,_Reward,_DirtMound)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Plus one of the following:&amp;lt;br /&amp;gt;&lt;br /&gt;
* DB_ShovelRewardItemAppear(_Reward,(ITEMGUID)_Item,(TRIGGERGUID)_Trigger)&lt;br /&gt;
* DB_ShovelRewardCharacterAppear(_Reward,(CHARACTERGUID)_Character)&lt;br /&gt;
* DB_ShovelRewardSurface(_Reward,(TRIGGERGUID)_Trigger, (STRING)_Type, (REAL)_Radius, (REAL)_Lifetime)&lt;br /&gt;
* DB_ShovelRewardVoiceBark(_Reward, (STRING)_VoiceBark)&lt;br /&gt;
* DB_ShovelRewardItemTemplate(_Reward,(STRING)_ItemTemplate,(INTEGER)_Amount)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Note that both the DB_ShovelArea() and DB_ShovelRewardXXX() calls make use of a ''_Reward'' string variable. This is the name of a reward database entry that you are creating, and when you create a DB_ShovelArea() entry, your ''_Reward'' value should match at least one instance of a DB_ShovelRewardXXX().&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''NOTE:''' Regarding where to add these story calls, please become acquainted with [[Osiris_Design_Patterns#Direct_Dependencies|Osiris Dependencies]] to make sure that the __GLO_shovel story has initialized prior to your story.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Example&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 INIT&lt;br /&gt;
 &lt;br /&gt;
 DB_ShovelArea(TRIGGERGUID_BoxTrigger_hugh_pile_79c5bc2b-421b-42ff-b987-a4ac282d5444, &amp;quot;hugh_pile_reward&amp;quot;, ITEMGUID_PUZ_Dirtpile_hugh_4984f867-e69e-4579-8436-b45ebdd06358);&lt;br /&gt;
 &lt;br /&gt;
 DB_ShovelRewardItemAppear(&amp;quot;hugh_pile_reward&amp;quot;, ITEMGUID_Item_Hugh_8485bd59-77fb-4800-9f5d-5071707de6b5, TRIGGERGUID_BoxTrigger_hugh_pile_79c5bc2b-421b-42ff-b987-a4ac282d5444);&lt;br /&gt;
 &lt;br /&gt;
In this example, the first line defines a shovel area using the trigger we added to the level and associates the reward &amp;quot;hugh_pile_reward&amp;quot; with the dirt pile we placed in that trigger. The second line defines what &amp;quot;hugh_pile_reward&amp;quot; is: an item we placed in our level (Item_Hugh_[GUID]) and the trigger in which it should spawn (the one we placed earlier).&lt;/div&gt;</summary>
		<author><name>Windemere</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Tutorial_-_Implementing_a_Basic_Quest&amp;diff=3019</id>
		<title>Tutorial - Implementing a Basic Quest</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Tutorial_-_Implementing_a_Basic_Quest&amp;diff=3019"/>
		<updated>2017-09-20T03:14:03Z</updated>

		<summary type="html">&lt;p&gt;Windemere: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
This tutorial will provide an overview of all the steps necessary to implement a quest in a standalone campaign from scratch. It will not delve into any one area in great detail, the goal is to provide a 'big picture' walk through of some of the more commonly desired components in a quest. I will keep adding to it as time permits and when community feedback indicates additional areas of need. The current plan is to cover at least the following issues:&lt;br /&gt;
* Creating a new project and getting your first terrain testable.&lt;br /&gt;
* Placing and modifying an NPC&lt;br /&gt;
* Creating a default dialog for an NPC&lt;br /&gt;
* Creating a quest journal&lt;br /&gt;
* Enhancing dialogs to reflect quest progression&lt;br /&gt;
* Dealing with locked areas and containers&lt;br /&gt;
* Creating NPC Vendors&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The end goal is to provide both video and written guides for each section. The video will be done first, followed by written guides.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''The Quest''': It's Launch Day at Larian Studios, but there is no power! Swen is lookin for a hero to save the day. Will it be you?&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Creating a New Project and Playable Terrain ==&lt;br /&gt;
[https://youtu.be/b5hCMWNEiE4 Creating a New Project and Playable Terrain (Youtube)]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Placing and Modifying an NPC ==&lt;br /&gt;
[https://youtu.be/N2u1eqqzlGo Placing and Modifying an NPC (Youtube)]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Creating a Default Dialog for an NPC ==&lt;br /&gt;
[https://youtu.be/XME89rtXzKQ Creating a Default Dialog for an NPC (Youtube)]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Creating and Updating a Quest Journal ==&lt;br /&gt;
[https://youtu.be/lLEgNfAEL-k Creating and Updating a Quest Journal (Youtube)]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Quest State Driven Dialogs and Giving an Item  ==&lt;br /&gt;
[https://youtu.be/t44RhWE1aRs Quest State Driven Dialogs and Giving an Item (Youtube)]&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Windemere</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Tutorial_-_Implementing_a_Basic_Quest&amp;diff=3015</id>
		<title>Tutorial - Implementing a Basic Quest</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Tutorial_-_Implementing_a_Basic_Quest&amp;diff=3015"/>
		<updated>2017-09-19T16:03:37Z</updated>

		<summary type="html">&lt;p&gt;Windemere: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
This tutorial will provide an overview of all the steps necessary to implement a quest in a standalone campaign from scratch. It will not delve into any one area in great detail, the goal is to provide a 'big picture' walk through of some of the more commonly desired components in a quest. I will keep adding to it as time permits and when community feedback indicates additional areas of need. The current plan is to cover at least the following issues:&lt;br /&gt;
* Creating a new project and getting your first terrain testable.&lt;br /&gt;
* Placing and modifying an NPC&lt;br /&gt;
* Creating a default dialog for an NPC&lt;br /&gt;
* Creating a quest journal&lt;br /&gt;
* Enhancing dialogs to reflect quest progression&lt;br /&gt;
* Dealing with locked areas and containers&lt;br /&gt;
* Creating NPC Vendors&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The end goal is to provide both video and written guides for each section. The video will be done first, followed by written guides.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''The Quest''': It's Launch Day at Larian Studios, but there is no power! Swen is lookin for a hero to save the day. Will it be you?&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Creating a New Project and Playable Terrain ==&lt;br /&gt;
[https://youtu.be/b5hCMWNEiE4 Creating a New Project and Playable Terrain (Youtube)]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Placing and Modifying an NPC ==&lt;br /&gt;
[https://youtu.be/N2u1eqqzlGo Placing and Modifying an NPC (Youtube)]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Creating a Default Dialog for an NPC ==&lt;br /&gt;
[https://youtu.be/XME89rtXzKQ Creating a Default Dialog for an NPC (Youtube)]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Creating and Updating a Quest Journal ==&lt;br /&gt;
[https://youtu.be/lLEgNfAEL-k Creating and Updating a Quest Journal (Youtube)]&lt;/div&gt;</summary>
		<author><name>Windemere</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Tutorial_-_Implementing_a_Basic_Quest&amp;diff=2970</id>
		<title>Tutorial - Implementing a Basic Quest</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Tutorial_-_Implementing_a_Basic_Quest&amp;diff=2970"/>
		<updated>2017-09-19T13:34:49Z</updated>

		<summary type="html">&lt;p&gt;Windemere: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
This tutorial will provide an overview of all the steps necessary to implement a quest in a standalone campaign from scratch. It will not delve into any one area in great detail, the goal is to provide a 'big picture' walk through of some of the more commonly desired components in a quest. I will keep adding to it as time permits and when community feedback indicates additional areas of need. The current plan is to cover at least the following issues:&lt;br /&gt;
* Creating a new project and getting your first terrain testable.&lt;br /&gt;
* Placing and modifying an NPC&lt;br /&gt;
* Creating a default dialog for an NPC&lt;br /&gt;
* Creating a quest journal&lt;br /&gt;
* Enhancing dialogs to reflect quest progression&lt;br /&gt;
* Dealing with locked areas and containers&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The end goal is to provide both video and written guides for each section. The video will be done first, followed by written guides.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''The Quest''': It's Launch Day at Larian Studios, but there is no power! Swen is lookin for a hero to save the day. Will it be you?&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Creating a New Project and Playable Terrain ==&lt;br /&gt;
[https://youtu.be/b5hCMWNEiE4 Creating a New Project and Playable Terrain (Youtube)]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Placing and Modifying an NPC ==&lt;br /&gt;
[https://youtu.be/N2u1eqqzlGo Placing and Modifying an NPC (Youtube)]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Creating a Default Dialog for an NPC ==&lt;br /&gt;
[https://youtu.be/XME89rtXzKQ Creating a Default Dialog for an NPC (Youtube)]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Creating and Updating a Quest Journal ==&lt;br /&gt;
[https://youtu.be/lLEgNfAEL-k Creating and Updating a Quest Journal (Youtube)]&lt;/div&gt;</summary>
		<author><name>Windemere</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Tutorial_-_Implementing_a_Basic_Quest&amp;diff=2901</id>
		<title>Tutorial - Implementing a Basic Quest</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Tutorial_-_Implementing_a_Basic_Quest&amp;diff=2901"/>
		<updated>2017-09-19T03:45:10Z</updated>

		<summary type="html">&lt;p&gt;Windemere: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
This tutorial will provide an overview of all the steps necessary to implement a quest in a standalone campaign from scratch. It will not delve into any one area in great detail, the goal is to provide a 'big picture' walk through of some of the more commonly desired components in a quest. I will keep adding to it as time permits and when community feedback indicates additional areas of need. The current plan is to cover at least the following issues:&lt;br /&gt;
* Creating a new project and getting your first terrain testable.&lt;br /&gt;
* Placing and modifying an NPC&lt;br /&gt;
* Creating a default dialog for an NPC&lt;br /&gt;
* Creating a quest journal&lt;br /&gt;
* Tying together the quest journal with dialog and scripted events&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The end goal is to provide both video and written guides for each section. The video will be done first, followed by written guides.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''The Quest''': It's Launch Day at Larian Studios, but there is no power! Swen is lookin for a hero to save the day. Will it be you?&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Creating a New Project and Playable Terrain ==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://youtu.be/b5hCMWNEiE4 Creating a New Project and Playable Terrain (Youtube)]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Placing and Modifying an NPC ==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://youtu.be/N2u1eqqzlGo Placing and Modifying an NPC (Youtube)]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Creating a Default Dialog for an NPC ==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://youtu.be/XME89rtXzKQ Creating a Default Dialog for an NPC (Youtube)]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Creating and Updating a Quest Journal ==&lt;br /&gt;
[https://youtu.be/lLEgNfAEL-k Creating and Updating a Quest Journal (Youtube)]&lt;/div&gt;</summary>
		<author><name>Windemere</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Tutorial_-_Implementing_a_Basic_Quest&amp;diff=2891</id>
		<title>Tutorial - Implementing a Basic Quest</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Tutorial_-_Implementing_a_Basic_Quest&amp;diff=2891"/>
		<updated>2017-09-18T15:24:10Z</updated>

		<summary type="html">&lt;p&gt;Windemere: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
This tutorial will provide an overview of all the steps necessary to implement a quest in a standalone campaign from scratch. It will not delve into any one area in great detail, the goal is to provide a 'big picture' walk through of some of the more commonly desired components in a quest. I will keep adding to it as time permits and when community feedback indicates additional areas of need. The current plan is to cover at least the following issues:&lt;br /&gt;
* Creating a new project and getting your first terrain testable.&lt;br /&gt;
* Placing and modifying an NPC&lt;br /&gt;
* Creating a default dialog for an NPC&lt;br /&gt;
* Creating a quest journal&lt;br /&gt;
* Tying together the quest journal with dialog and scripted events&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The end goal is to provide both video and written guides for each section. The video will be done first, followed by written guides.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''The Quest''': It's Launch Day at Larian Studios, but there is no power! Swen is lookin for a hero to save the day. Will it be you?&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Creating a New Project and Playable Terrain ==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://youtu.be/b5hCMWNEiE4 Creating a New Project and Playable Terrain (Youtube)]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Placing and Modifying an NPC ==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://youtu.be/N2u1eqqzlGo Placing and Modifying an NPC (Youtube)]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Creating a Default Dialog for an NPC ==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://youtu.be/XME89rtXzKQ Creating a Default Dialog for an NPC (Youtube)]&lt;/div&gt;</summary>
		<author><name>Windemere</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Tutorial_-_Implementing_a_Basic_Quest&amp;diff=2890</id>
		<title>Tutorial - Implementing a Basic Quest</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Tutorial_-_Implementing_a_Basic_Quest&amp;diff=2890"/>
		<updated>2017-09-18T15:23:15Z</updated>

		<summary type="html">&lt;p&gt;Windemere: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
This tutorial will provide an overview of all the steps necessary to implement a quest in a standalone campaign from scratch. It will not delve into any one area in great detail, the goal is to provide a 'big picture' walk through of some of the more commonly desired components in a quest. I will keep adding to it as time permits and when community feedback indicates additional areas of need. The current plan is to cover at least the following issues:&lt;br /&gt;
* Creating a new project and getting your first terrain testable.&lt;br /&gt;
* Placing and modifying an NPC&lt;br /&gt;
* Bulleted list item&lt;br /&gt;
* Creating a default dialog for an NPC&lt;br /&gt;
* Creating a quest journal&lt;br /&gt;
* Tying together the quest journal with dialog and scripted events&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The end goal is to provide both video and written guides for each section. The video will be done first, followed by written guides.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''The Quest''': It's Launch Day at Larian Studios, but there is no power! Swen is lookin for a hero to save the day. Will it be you?&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Creating a New Project and Playable Terrain ==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://youtu.be/b5hCMWNEiE4 Creating a New Project and Playable Terrain (Youtube)]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Placing and Modifying an NPC ==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://youtu.be/N2u1eqqzlGo Placing and Modifying an NPC (Youtube)]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Creating a Default Dialog for an NPC ==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://youtu.be/XME89rtXzKQ Creating a Default Dialog for an NPC (Youtube)]&lt;/div&gt;</summary>
		<author><name>Windemere</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Community_page_submission&amp;diff=2889</id>
		<title>Community page submission</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Community_page_submission&amp;diff=2889"/>
		<updated>2017-09-18T15:22:31Z</updated>

		<summary type="html">&lt;p&gt;Windemere: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;b&amp;gt;&lt;br /&gt;
Welcome to the community page submission section.&amp;lt;br /&amp;gt;&lt;br /&gt;
First and foremost: thanks to all of you from everyone at Larian Studios!&amp;lt;br /&amp;gt;&lt;br /&gt;
Without your love and feedback, we wouldn't be where we are today.&lt;br /&gt;
&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
That being said, let's do our best to keep this wiki just as lovely as you guys:&amp;lt;br /&amp;gt;&lt;br /&gt;
# To add your page to the main wiki pages, please add it to the list below.&lt;br /&gt;
# Once our moderators get a chance, they'll review the submissions and move approved pages to the appropriate location on the [[Community editor guides | Editor Guides]] and/or [[Community tutorials | Community Tutorials]] section.&lt;br /&gt;
# We'll leave the page link a couple of days on here with an approval stamp and a link to its new location, to give the editor a chance to find out where his/her page went.&lt;br /&gt;
# We love you all very much, but we do not tolerate any misbehavior. Please refrain from using foul language, messing with other people's pages,...&lt;br /&gt;
# This wiki follows the general open format. Anyone is allowed to edit a page. View an edit to your page as interest in your content, not as criticism.&lt;br /&gt;
# But do try to avoid editing someone else's pages before it has been approved and moved to the main sections, unless of course you have the permission to do so from the original editor.&lt;br /&gt;
# As always, stay awesome [[File: heart.png | 32px]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:LarianLogo_Icon.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[Example Submission|Example submission]]&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:LarianLogo_Icon.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[Pak Extractor Guide|Pak Extractor Guide]]&amp;lt;/b&amp;gt; [[File:LarianLogo_Icon.png|32px]] &amp;lt;b&amp;gt;&amp;lt;font color='green'&amp;gt;APPROVED&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; ([[Community editor guides|Editor Guides]])&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:LarianLogo_Icon.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[Tutorial - Implementing a Basic Quest|Tutorial - Implementing a Basic Quest]]&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Windemere</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Tutorial_-_Implementing_a_Basic_Quest&amp;diff=2888</id>
		<title>Tutorial - Implementing a Basic Quest</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Tutorial_-_Implementing_a_Basic_Quest&amp;diff=2888"/>
		<updated>2017-09-18T15:21:56Z</updated>

		<summary type="html">&lt;p&gt;Windemere: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
This tutorial will provide an overview of all the steps necessary to implement a quest in a standalone campaign from scratch. It will not delve into any one area in great detail, the goal is to provide a 'big picture' walk through of some of the more commonly desired components in a quest. I will keep adding to it as time permits and when community feedback indicates additional areas of need. The current plan is to cover at least the following issues:&lt;br /&gt;
* Creating a new project and getting your first terrain testable.&lt;br /&gt;
* Placing and modifying an NPC&lt;br /&gt;
* Bulleted list item&lt;br /&gt;
* Creating a default dialog for an NPC&lt;br /&gt;
* Creating a quest journal&lt;br /&gt;
* Tying together the quest journal with dialog and scripted events&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The end goal is to provide both video and written guides for each section. The video will be done first, followed by written guides.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''The Quest''': It's Launch Day at Larian Studios, but there is no power! Swen is lookin for a hero to save the day. Will it be you?&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Creating a New Project and Playable Terrain ==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://youtu.be/b5hCMWNEiE4 Creating a New Project and Playable Terrain (Youtube)]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Placing and Modifying an NPC ==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://youtu.be/N2u1eqqzlGo Placing and Modifying an NPC (Youtube)]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Creating a Default Dialog for an NPC ==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://youtu.be/XME89rtXzKQ Creating a Default Dialog for an NPC]&lt;/div&gt;</summary>
		<author><name>Windemere</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Tutorial_-_Implementing_a_Basic_Quest&amp;diff=2887</id>
		<title>Tutorial - Implementing a Basic Quest</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Tutorial_-_Implementing_a_Basic_Quest&amp;diff=2887"/>
		<updated>2017-09-18T15:13:27Z</updated>

		<summary type="html">&lt;p&gt;Windemere: Created page with &amp;quot;== Overview == This tutorial will provide an overview of all the steps necessary to implement a quest in a standalone campaign from scratch. It will not delve into any one are...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
This tutorial will provide an overview of all the steps necessary to implement a quest in a standalone campaign from scratch. It will not delve into any one area in great detail, the goal is to provide a 'big picture' walk through of some of the more commonly desired components in a quest. I will keep adding to it as time permits and when community feedback indicates additional areas of need. The current plan is to cover at least the following issues:&lt;br /&gt;
* Creating a project and getting your first terrain testable.&lt;br /&gt;
* Placing and modifying an NPC&lt;br /&gt;
* Bulleted list item&lt;br /&gt;
* Creating a default dialog for an NPC&lt;br /&gt;
* Creating a quest journal&lt;br /&gt;
* Tying together the quest journal with dialog and scripted events&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The end goal is to provide both video and written guides for each section. The video will be done first, followed by written guides.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''The Quest''': It's Launch Day at Larian Studios, but there is no power! Swen is lookin for a hero to save the day. Will it be you?&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Creating a Project and  Modifying an NPC ==&lt;/div&gt;</summary>
		<author><name>Windemere</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=User:Windemere&amp;diff=2691</id>
		<title>User:Windemere</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=User:Windemere&amp;diff=2691"/>
		<updated>2017-09-15T14:36:12Z</updated>

		<summary type="html">&lt;p&gt;Windemere: Created page with &amp;quot;Long time Larian fan with some previous modding experience with Neverwinter Nights 2 and Dragon Age. I participated in the early access evaluation of the DOS:2 editor and hope...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Long time Larian fan with some previous modding experience with Neverwinter Nights 2 and Dragon Age. I participated in the early access evaluation of the DOS:2 editor and hope to assist in fostering a thriving modding community for it. While far from an expert in every area of the editor, feel free to reach out to me with questions if I can be of any assistance.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* Larian Forums: [http://larian.com/forums/ubbthreads.php?ubb=showprofile&amp;amp;User=22728 Profile for Windemere]&amp;lt;br /&amp;gt;&lt;br /&gt;
* Discord: Windemere#7113&lt;br /&gt;
* [http://steamcommunity.com/profiles/76561198045493691 Steam Profile]&lt;/div&gt;</summary>
		<author><name>Windemere</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Locked_Doors_and_Containers&amp;diff=2183</id>
		<title>Locked Doors and Containers</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Locked_Doors_and_Containers&amp;diff=2183"/>
		<updated>2017-09-12T20:48:11Z</updated>

		<summary type="html">&lt;p&gt;Windemere: /* Object Configuration */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Object Configuration ==&lt;br /&gt;
In order to lock a door or container, there are two properties under the objects 'Item' sub-category that need to be addressed (shown in bold):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !!&lt;br /&gt;
|-&lt;br /&gt;
| ...||&lt;br /&gt;
|-&lt;br /&gt;
| Items||&lt;br /&gt;
|-&lt;br /&gt;
| '''Key'''|| ''&amp;lt;key name&amp;gt;''&lt;br /&gt;
|-&lt;br /&gt;
| LevelOverride||&lt;br /&gt;
|-&lt;br /&gt;
| LevelOverrideCurrent||&lt;br /&gt;
|-&lt;br /&gt;
| '''LockLevel''' || ''&amp;lt;level&amp;gt;''&lt;br /&gt;
|-&lt;br /&gt;
| ...||&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Key''': The name of the key that can unlock this door or container. This field must be given a value even if you never plan to create such a key in game. Otherwise, the object will not be locked.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''LockLevel''': The level of thievery required to pick the lock if the player is without the above named key.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;A simple, locked door that requires thievery level 2 to unlock&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Value&lt;br /&gt;
|-&lt;br /&gt;
| '''Key'''|| key_null&lt;br /&gt;
|-&lt;br /&gt;
| '''LockLevel''' || 2&lt;br /&gt;
|}&lt;br /&gt;
* key_null is never created in the game and does not exist&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;A locked door that can only be opened with a specific key named 'key_master'&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Value&lt;br /&gt;
|-&lt;br /&gt;
| '''Key'''|| key_master&lt;br /&gt;
|-&lt;br /&gt;
| '''LockLevel''' || 100&lt;br /&gt;
|}&lt;br /&gt;
* By setting the lock level to 100, it is impossible to get thievery high enough to unlock it without possession of 'key_master'&lt;br /&gt;
* There would need to be a key created somewhere in the game with the name 'key_master' to open the door (apart from scripting).&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;A locked door that can be opened with a specific key named 'key_owner' OR thievery level 3&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Value&lt;br /&gt;
|-&lt;br /&gt;
| '''Key'''|| key_owner&lt;br /&gt;
|-&lt;br /&gt;
| '''LockLevel''' || 3&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;/div&gt;</summary>
		<author><name>Windemere</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Locked_Doors_and_Containers&amp;diff=2182</id>
		<title>Locked Doors and Containers</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Locked_Doors_and_Containers&amp;diff=2182"/>
		<updated>2017-09-12T20:47:49Z</updated>

		<summary type="html">&lt;p&gt;Windemere: /* Object Configuration */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Object Configuration ==&lt;br /&gt;
In order to lock a door or container, there are two properties under the objects 'Item' sub-category that need to be addressed (shown in bold):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !!&lt;br /&gt;
|-&lt;br /&gt;
| ...||&lt;br /&gt;
|-&lt;br /&gt;
| Items||&lt;br /&gt;
|-&lt;br /&gt;
| '''Key'''|| ''&amp;lt;key name&amp;gt;''&lt;br /&gt;
|-&lt;br /&gt;
| LevelOverride||&lt;br /&gt;
|-&lt;br /&gt;
| LevelOverrideCurrent||&lt;br /&gt;
|-&lt;br /&gt;
| '''LockLevel''' || ''&amp;lt;level&amp;gt;''&lt;br /&gt;
|-&lt;br /&gt;
| ...||&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Key''': The name of the key that can unlock this door or container. This field must be given a value even if you never plan to create such a key in game. Otherwise, the object will not be locked.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''LockLevel''': The level of thievery required to open the lock if the player is without the above named key.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;A simple, locked door that requires thievery level 2 to unlock&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Value&lt;br /&gt;
|-&lt;br /&gt;
| '''Key'''|| key_null&lt;br /&gt;
|-&lt;br /&gt;
| '''LockLevel''' || 2&lt;br /&gt;
|}&lt;br /&gt;
* key_null is never created in the game and does not exist&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;A locked door that can only be opened with a specific key named 'key_master'&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Value&lt;br /&gt;
|-&lt;br /&gt;
| '''Key'''|| key_master&lt;br /&gt;
|-&lt;br /&gt;
| '''LockLevel''' || 100&lt;br /&gt;
|}&lt;br /&gt;
* By setting the lock level to 100, it is impossible to get thievery high enough to unlock it without possession of 'key_master'&lt;br /&gt;
* There would need to be a key created somewhere in the game with the name 'key_master' to open the door (apart from scripting).&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;A locked door that can be opened with a specific key named 'key_owner' OR thievery level 3&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Value&lt;br /&gt;
|-&lt;br /&gt;
| '''Key'''|| key_owner&lt;br /&gt;
|-&lt;br /&gt;
| '''LockLevel''' || 3&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;/div&gt;</summary>
		<author><name>Windemere</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Locked_Doors_and_Containers&amp;diff=2181</id>
		<title>Locked Doors and Containers</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Locked_Doors_and_Containers&amp;diff=2181"/>
		<updated>2017-09-12T20:46:57Z</updated>

		<summary type="html">&lt;p&gt;Windemere: Created page with &amp;quot;== Object Configuration == In order to lock a door or container, there are two properties under the objects 'Item' sub-category that need to be addressed (shown in bold):  {|...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Object Configuration ==&lt;br /&gt;
In order to lock a door or container, there are two properties under the objects 'Item' sub-category that need to be addressed (shown in bold):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !!&lt;br /&gt;
|-&lt;br /&gt;
| ...||&lt;br /&gt;
|-&lt;br /&gt;
| Items||&lt;br /&gt;
|-&lt;br /&gt;
| '''Key'''|| ''&amp;lt;key name&amp;gt;''&lt;br /&gt;
|-&lt;br /&gt;
| LevelOverride||&lt;br /&gt;
|-&lt;br /&gt;
| LevelOverrideCurrent||&lt;br /&gt;
|-&lt;br /&gt;
| '''LockLevel''' || ''&amp;lt;level&amp;gt;''&lt;br /&gt;
|-&lt;br /&gt;
| ...||&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Key''': The name of the key that can unlock this door or container. This field must be given a value even if you never plan to create such a key in game. Otherwise, the object will not be locked.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''LockLevel''': The level of thievery required to pick the lock if the player is without the above named key.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Examples ==&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;A simple, locked door that requires thievery level 2 to unlock&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Value&lt;br /&gt;
|-&lt;br /&gt;
| '''Key'''|| key_null&lt;br /&gt;
|-&lt;br /&gt;
| '''LockLevel''' || 2&lt;br /&gt;
|}&lt;br /&gt;
* key_null is never created in the game and does not exist&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;A locked door that can only be opened with a specific key named 'key_master'&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Value&lt;br /&gt;
|-&lt;br /&gt;
| '''Key'''|| key_master&lt;br /&gt;
|-&lt;br /&gt;
| '''LockLevel''' || 100&lt;br /&gt;
|}&lt;br /&gt;
* By setting the lock level to 100, it is impossible to get thievery high enough to unlock it without possession of 'key_master'&lt;br /&gt;
* There would need to be a key created somewhere in the game with the name 'key_master' to open the door (apart from scripting).&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;A locked door that can be opened with a specific key named 'key_owner' OR thievery level 3&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Value&lt;br /&gt;
|-&lt;br /&gt;
| '''Key'''|| key_owner&lt;br /&gt;
|-&lt;br /&gt;
| '''LockLevel''' || 3&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;/div&gt;</summary>
		<author><name>Windemere</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Community_tutorials&amp;diff=2179</id>
		<title>Community tutorials</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Community_tutorials&amp;diff=2179"/>
		<updated>2017-09-12T20:04:55Z</updated>

		<summary type="html">&lt;p&gt;Windemere: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [[Custom Menu Screens]]&lt;br /&gt;
* [[Locked Doors and Containers]]&lt;br /&gt;
* [[Secret Dirt Piles]]&lt;/div&gt;</summary>
		<author><name>Windemere</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Secret_Dirt_Piles&amp;diff=2178</id>
		<title>Secret Dirt Piles</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Secret_Dirt_Piles&amp;diff=2178"/>
		<updated>2017-09-12T19:46:47Z</updated>

		<summary type="html">&lt;p&gt;Windemere: /* Osiris Story Calls */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
This tutorial provides an example of how to create a secret dirt pile that needs to be dug up, with a variety of possible results following (item spawn, surface appearing, voice bark, etc.). It makes use of shared resources already provided by Larian. You will need the following:&lt;br /&gt;
&lt;br /&gt;
* Root template item PUZ_Dirtpile_A_Dynamic placed in your level&lt;br /&gt;
* A box trigger&lt;br /&gt;
* A couple of Osiris calls in your story&lt;br /&gt;
* (optional) item or creature to appear&lt;br /&gt;
&lt;br /&gt;
== The Dirt Pile ==&lt;br /&gt;
From the root template, place an instance of the PUZ_Dirtpile_A_Dynamic item in your level. Feel free to rename the placed instance to whatever is meaningful to you. You can then modify some behaviors of the dirt pile with the associated script by clicking on the [...] box.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !!&lt;br /&gt;
|-&lt;br /&gt;
| Scripts||[1] PUZZLE_HiddenPerception [...]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TUT SecretDirtPile ScriptProperties.png|1024px|none|Secret Dirt Puzzle Script Properties]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The script variables adjust the difficulty of perceiving the mound, the minimum range, visual effect to be played, etc.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
If you plan to have a specific item appear after digging up the dirt pile, a convenient place to stash it away is the inventory of the dirt pile itself. Simply add the item you want to reward to your level and then move it to the dirt pile inventory through the ''Items'' property within the Item section.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !!&lt;br /&gt;
|-&lt;br /&gt;
| Items||[0]    [...]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
This will display a new box where you can filter by name and 'Level Items' to find the item you placed in your level.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:TUT SecretDirtPile ItemAssignment.png|none|1024px]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Simply move your placed item into the 'Assigned' window pane and the editor will move it from wherever you placed it in the level to the inventory of the dirt pile. This way you have a concrete instance of the item that can be referenced by GUID but will not be seen by any player until it is discovered through digging up the dirt pile.&lt;br /&gt;
&lt;br /&gt;
== The Box Trigger ==&lt;br /&gt;
A box trigger is used to inform the story scripting where a digable area exists and where to spawn any resulting objects. Select a box trigger from the Root Templates and place it on top of your dirt mound. Feel free to assign it a unique name that is easy to find later. With the trigger selected, you can then define its boundaries by selecting the &amp;quot;Edit Shape Bounds&amp;quot; Mode button on the left and dragging the corners of the trigger to cover the appropriate area.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TUT SecretDirtPile BoxTrigger.png|none|1024px]]&lt;br /&gt;
&lt;br /&gt;
== Osiris Story Calls ==&lt;br /&gt;
Larian has created some shared helper code to make it easy to inform your story about the behavior of your secret dirt pile. They are located in the &amp;quot;''__GLO_Shovel''&amp;quot; file. You will need to add two calls somewhere in your story INIT section:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* DB_ShovelArea(_Trigger,_Reward,_DirtMound)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Plus one of the following:&amp;lt;br /&amp;gt;&lt;br /&gt;
* DB_ShovelRewardItemAppear(_Reward,(ITEMGUID)_Item,(TRIGGERGUID)_Trigger)&lt;br /&gt;
* DB_ShovelRewardCharacterAppear(_Reward,(CHARACTERGUID)_Character)&lt;br /&gt;
* DB_ShovelRewardSurface(_Reward,(TRIGGERGUID)_Trigger, (STRING)_Type, (REAL)_Radius, (REAL)_Lifetime)&lt;br /&gt;
* DB_ShovelRewardVoiceBark(_Reward, (STRING)_VoiceBark)&lt;br /&gt;
* DB_ShovelRewardItemTemplate(_Reward,(STRING)_ItemTemplate,(INTEGER)_Amount)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Note that both the DB_ShovelArea() and DB_ShovelRewardXXX() calls make use of a ''_Reward'' string variable. This is the name of a reward database entry that you are creating, and when you create a DB_ShovelArea() entry, your ''_Reward'' value should match at least one instance of a DB_ShovelRewardXXX().&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Example&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 INIT&lt;br /&gt;
 &lt;br /&gt;
 DB_ShovelArea(TRIGGERGUID_BoxTrigger_hugh_pile_79c5bc2b-421b-42ff-b987-a4ac282d5444, &amp;quot;hugh_pile_reward&amp;quot;, ITEMGUID_PUZ_Dirtpile_hugh_4984f867-e69e-4579-8436-b45ebdd06358);&lt;br /&gt;
 &lt;br /&gt;
 DB_ShovelRewardItemAppear(&amp;quot;hugh_pile_reward&amp;quot;, ITEMGUID_Item_Hugh_8485bd59-77fb-4800-9f5d-5071707de6b5, TRIGGERGUID_BoxTrigger_hugh_pile_79c5bc2b-421b-42ff-b987-a4ac282d5444);&lt;br /&gt;
 &lt;br /&gt;
In this example, the first line defines a shovel area using the trigger we added to the level and associates the reward &amp;quot;hugh_pile_reward&amp;quot; with the dirt pile we placed in that trigger. The second line defines what &amp;quot;hugh_pile_reward&amp;quot; is: an item we placed in our level (Item_Hugh_[GUID]) and the trigger in which it should spawn (the one we placed earlier).&lt;/div&gt;</summary>
		<author><name>Windemere</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Secret_Dirt_Piles&amp;diff=2177</id>
		<title>Secret Dirt Piles</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Secret_Dirt_Piles&amp;diff=2177"/>
		<updated>2017-09-12T19:43:18Z</updated>

		<summary type="html">&lt;p&gt;Windemere: /* The Dirt Pile */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
This tutorial provides an example of how to create a secret dirt pile that needs to be dug up, with a variety of possible results following (item spawn, surface appearing, voice bark, etc.). It makes use of shared resources already provided by Larian. You will need the following:&lt;br /&gt;
&lt;br /&gt;
* Root template item PUZ_Dirtpile_A_Dynamic placed in your level&lt;br /&gt;
* A box trigger&lt;br /&gt;
* A couple of Osiris calls in your story&lt;br /&gt;
* (optional) item or creature to appear&lt;br /&gt;
&lt;br /&gt;
== The Dirt Pile ==&lt;br /&gt;
From the root template, place an instance of the PUZ_Dirtpile_A_Dynamic item in your level. Feel free to rename the placed instance to whatever is meaningful to you. You can then modify some behaviors of the dirt pile with the associated script by clicking on the [...] box.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !!&lt;br /&gt;
|-&lt;br /&gt;
| Scripts||[1] PUZZLE_HiddenPerception [...]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TUT SecretDirtPile ScriptProperties.png|1024px|none|Secret Dirt Puzzle Script Properties]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The script variables adjust the difficulty of perceiving the mound, the minimum range, visual effect to be played, etc.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
If you plan to have a specific item appear after digging up the dirt pile, a convenient place to stash it away is the inventory of the dirt pile itself. Simply add the item you want to reward to your level and then move it to the dirt pile inventory through the ''Items'' property within the Item section.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !!&lt;br /&gt;
|-&lt;br /&gt;
| Items||[0]    [...]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
This will display a new box where you can filter by name and 'Level Items' to find the item you placed in your level.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:TUT SecretDirtPile ItemAssignment.png|none|1024px]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Simply move your placed item into the 'Assigned' window pane and the editor will move it from wherever you placed it in the level to the inventory of the dirt pile. This way you have a concrete instance of the item that can be referenced by GUID but will not be seen by any player until it is discovered through digging up the dirt pile.&lt;br /&gt;
&lt;br /&gt;
== The Box Trigger ==&lt;br /&gt;
A box trigger is used to inform the story scripting where a digable area exists and where to spawn any resulting objects. Select a box trigger from the Root Templates and place it on top of your dirt mound. Feel free to assign it a unique name that is easy to find later. With the trigger selected, you can then define its boundaries by selecting the &amp;quot;Edit Shape Bounds&amp;quot; Mode button on the left and dragging the corners of the trigger to cover the appropriate area.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TUT SecretDirtPile BoxTrigger.png|none|1024px]]&lt;br /&gt;
&lt;br /&gt;
== Osiris Story Calls ==&lt;br /&gt;
Larian has created some shared helper code to make it easy to inform your story about the behavior of your secret dirt pile. They are located in the &amp;quot;''__GLO_Shovel''&amp;quot; file. You will need to add two calls somewhere in your story INIT section:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* DB_ShovelArea(_Trigger,_Reward,_DirtMound)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Plus one of the following:&amp;lt;br /&amp;gt;&lt;br /&gt;
* DB_ShovelRewardItemAppear(_Reward,(ITEMGUID)_Item,(TRIGGERGUID)_Trigger)&lt;br /&gt;
* DB_ShovelRewardCharacterAppear(_Reward,(CHARACTERGUID)_Character)&lt;br /&gt;
* DB_ShovelRewardSurface(_Reward,(TRIGGERGUID)_Trigger, (STRING)_Type, (REAL)_Radius, (REAL)_Lifetime)&lt;br /&gt;
* DB_ShovelRewardVoiceBark(_Reward, (STRING)_VoiceBark)&lt;br /&gt;
* DB_ShovelRewardItemTemplate(_Reward,(STRING)_ItemTemplate,(INTEGER)_Amount)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Note that both the DB_ShovelArea() and DB_ShovelRewardXXX() calls make use of a ''_Reward'' string variable. This is the name of a reward database entry that you are creating, and when you create a DB_ShovelArea() entry, your '_Reward' value should match at least one instance of a DB_ShovelRewardXXX().&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Example&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 INIT&lt;br /&gt;
 &lt;br /&gt;
 DB_ShovelArea(TRIGGERGUID_BoxTrigger_hugh_pile_79c5bc2b-421b-42ff-b987-a4ac282d5444, &amp;quot;hugh_pile_reward&amp;quot;, ITEMGUID_PUZ_Dirtpile_hugh_4984f867-e69e-4579-8436-b45ebdd06358);&lt;br /&gt;
 &lt;br /&gt;
 DB_ShovelRewardItemAppear(&amp;quot;hugh_pile_reward&amp;quot;, ITEMGUID_Item_Hugh_8485bd59-77fb-4800-9f5d-5071707de6b5, TRIGGERGUID_BoxTrigger_hugh_pile_79c5bc2b-421b-42ff-b987-a4ac282d5444);&lt;br /&gt;
 &lt;br /&gt;
In this example, the first line defines a shovel area using the trigger we added to the level and associates the reward &amp;quot;hugh_pile_reward&amp;quot; with the dirt pile we placed in that trigger. The second line defines what &amp;quot;hugh_pile_reward&amp;quot; is: an item we placed in our level (Item_Hugh_[GUID]) and the trigger in which it should spawn (the one we placed earlier).&lt;/div&gt;</summary>
		<author><name>Windemere</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=File:TUT_SecretDirtPile_ItemAssignment.png&amp;diff=2176</id>
		<title>File:TUT SecretDirtPile ItemAssignment.png</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=File:TUT_SecretDirtPile_ItemAssignment.png&amp;diff=2176"/>
		<updated>2017-09-12T19:27:49Z</updated>

		<summary type="html">&lt;p&gt;Windemere: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Windemere</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Secret_Dirt_Piles&amp;diff=2171</id>
		<title>Secret Dirt Piles</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Secret_Dirt_Piles&amp;diff=2171"/>
		<updated>2017-09-12T19:10:44Z</updated>

		<summary type="html">&lt;p&gt;Windemere: /* Osiris Story Calls */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
This tutorial provides an example of how to create a secret dirt pile that needs to be dug up, with a variety of possible results following (item spawn, surface appearing, voice bark, etc.). It makes use of shared resources already provided by Larian. You will need the following:&lt;br /&gt;
&lt;br /&gt;
* Root template item PUZ_Dirtpile_A_Dynamic placed in your level&lt;br /&gt;
* A box trigger&lt;br /&gt;
* A couple of Osiris calls in your story&lt;br /&gt;
* (optional) item or creature to appear&lt;br /&gt;
&lt;br /&gt;
== The Dirt Pile ==&lt;br /&gt;
From the root template, place an instance of the PUZ_Dirtpile_A_Dynamic item in your level. Feel free to rename the placed instance to whatever is meaningful to your mod and level.&lt;br /&gt;
&lt;br /&gt;
You can modify some behaviors of the dirt pile with the associated script by clicking on the [...] box. Search the item properties of the dirt pile for the following entry:&amp;lt;br /&amp;gt;&lt;br /&gt;
...&amp;lt;br /&amp;gt;&lt;br /&gt;
'''[Scripts][[1] PUZZLE_HiddenPerception]'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TUT SecretDirtPile ScriptProperties.png|1024px|none|Secret Dirt Puzzle Script Properties]]&lt;br /&gt;
&lt;br /&gt;
The script variables adjust the difficulty of perceiving the mound, the minimum range, visual effect to be played, etc.&lt;br /&gt;
&lt;br /&gt;
== The Box Trigger ==&lt;br /&gt;
A box trigger is used to inform the story scripting where a digable area exists and where to spawn any resulting objects. Select a box trigger from the Root Templates and place it on top of your dirt mound. Feel free to assign it a unique name that is easy to find later. With the trigger selected, you can then define its boundaries by selecting the &amp;quot;Edit Shape Bounds&amp;quot; Mode button on the left and dragging the corners of the trigger to cover the appropriate area.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TUT SecretDirtPile BoxTrigger.png|none|1024px]]&lt;br /&gt;
&lt;br /&gt;
== Osiris Story Calls ==&lt;br /&gt;
Larian has created some shared helper code to make it easy to inform your story about the behavior of your secret dirt pile. They are located in the &amp;quot;''__GLO_Shovel''&amp;quot; file. You will need to add two calls somewhere in your story INIT section:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* DB_ShovelArea(_Trigger,_Reward,_DirtMound)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Plus one of the following:&amp;lt;br /&amp;gt;&lt;br /&gt;
* DB_ShovelRewardItemAppear(_Reward,(ITEMGUID)_Item,(TRIGGERGUID)_Trigger)&lt;br /&gt;
* DB_ShovelRewardCharacterAppear(_Reward,(CHARACTERGUID)_Character)&lt;br /&gt;
* DB_ShovelRewardSurface(_Reward,(TRIGGERGUID)_Trigger, (STRING)_Type, (REAL)_Radius, (REAL)_Lifetime)&lt;br /&gt;
* DB_ShovelRewardVoiceBark(_Reward, (STRING)_VoiceBark)&lt;br /&gt;
* DB_ShovelRewardItemTemplate(_Reward,(STRING)_ItemTemplate,(INTEGER)_Amount)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Note that both the DB_ShovelArea() and DB_ShovelRewardXXX() calls make use of a ''_Reward'' string variable. This is the name of a reward database entry that you are creating, and when you create a DB_ShovelArea() entry, your '_Reward' value should match at least one instance of a DB_ShovelRewardXXX().&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Example&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 INIT&lt;br /&gt;
 &lt;br /&gt;
 DB_ShovelArea(TRIGGERGUID_BoxTrigger_hugh_pile_79c5bc2b-421b-42ff-b987-a4ac282d5444, &amp;quot;hugh_pile_reward&amp;quot;, ITEMGUID_PUZ_Dirtpile_hugh_4984f867-e69e-4579-8436-b45ebdd06358);&lt;br /&gt;
 &lt;br /&gt;
 DB_ShovelRewardItemAppear(&amp;quot;hugh_pile_reward&amp;quot;, ITEMGUID_Item_Hugh_8485bd59-77fb-4800-9f5d-5071707de6b5, TRIGGERGUID_BoxTrigger_hugh_pile_79c5bc2b-421b-42ff-b987-a4ac282d5444);&lt;br /&gt;
 &lt;br /&gt;
In this example, the first line defines a shovel area using the trigger we added to the level and associates the reward &amp;quot;hugh_pile_reward&amp;quot; with the dirt pile we placed in that trigger. The second line defines what &amp;quot;hugh_pile_reward&amp;quot; is: an item we placed in our level (Item_Hugh_[GUID]) and the trigger in which it should spawn (the one we placed earlier).&lt;/div&gt;</summary>
		<author><name>Windemere</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Secret_Dirt_Piles&amp;diff=2167</id>
		<title>Secret Dirt Piles</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Secret_Dirt_Piles&amp;diff=2167"/>
		<updated>2017-09-12T18:54:24Z</updated>

		<summary type="html">&lt;p&gt;Windemere: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
This tutorial provides an example of how to create a secret dirt pile that needs to be dug up, with a variety of possible results following (item spawn, surface appearing, voice bark, etc.). It makes use of shared resources already provided by Larian. You will need the following:&lt;br /&gt;
&lt;br /&gt;
* Root template item PUZ_Dirtpile_A_Dynamic placed in your level&lt;br /&gt;
* A box trigger&lt;br /&gt;
* A couple of Osiris calls in your story&lt;br /&gt;
* (optional) item or creature to appear&lt;br /&gt;
&lt;br /&gt;
== The Dirt Pile ==&lt;br /&gt;
From the root template, place an instance of the PUZ_Dirtpile_A_Dynamic item in your level. Feel free to rename the placed instance to whatever is meaningful to your mod and level.&lt;br /&gt;
&lt;br /&gt;
You can modify some behaviors of the dirt pile with the associated script by clicking on the [...] box. Search the item properties of the dirt pile for the following entry:&amp;lt;br /&amp;gt;&lt;br /&gt;
...&amp;lt;br /&amp;gt;&lt;br /&gt;
'''[Scripts][[1] PUZZLE_HiddenPerception]'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TUT SecretDirtPile ScriptProperties.png|1024px|none|Secret Dirt Puzzle Script Properties]]&lt;br /&gt;
&lt;br /&gt;
The script variables adjust the difficulty of perceiving the mound, the minimum range, visual effect to be played, etc.&lt;br /&gt;
&lt;br /&gt;
== The Box Trigger ==&lt;br /&gt;
A box trigger is used to inform the story scripting where a digable area exists and where to spawn any resulting objects. Select a box trigger from the Root Templates and place it on top of your dirt mound. Feel free to assign it a unique name that is easy to find later. With the trigger selected, you can then define its boundaries by selecting the &amp;quot;Edit Shape Bounds&amp;quot; Mode button on the left and dragging the corners of the trigger to cover the appropriate area.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TUT SecretDirtPile BoxTrigger.png|none|1024px]]&lt;br /&gt;
&lt;br /&gt;
== Osiris Story Calls ==&lt;br /&gt;
Larian has created some shared helper code to make it easy to inform your story about the behavior of your secret dirt pile. They are located in the &amp;quot;''__GLO_Shovel''&amp;quot; file. You will need to add two calls somewhere in your story INIT section:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* DB_ShovelArea(_Trigger,_Reward,_DirtMound)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Plus one of the following:&amp;lt;br /&amp;gt;&lt;br /&gt;
* DB_ShovelRewardItemAppear(_Reward,(ITEMGUID)_Item,(TRIGGERGUID)_Trigger)&lt;br /&gt;
* DB_ShovelRewardCharacterAppear(_Reward,(CHARACTERGUID)_Character)&lt;br /&gt;
* DB_ShovelRewardSurface(_Reward,(TRIGGERGUID)_Trigger, (STRING)_Type, (REAL)_Radius, (REAL)_Lifetime)&lt;br /&gt;
* DB_ShovelRewardVoiceBark(_Reward, (STRING)_VoiceBark)&lt;br /&gt;
* DB_ShovelRewardItemTemplate(_Reward,(STRING)_ItemTemplate,(INTEGER)_Amount)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Note that both the DB_ShovelArea() and DB_ShovelRewardXXX() calls make use of a ''_Reward'' string variable. This is the name of a reward database entry that you are creating, and when you create a DB_ShovelArea() entry, your '_Reward' value should match at least one instance of a DB_ShovelRewardXXX().&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Example&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 INIT&lt;br /&gt;
 &lt;br /&gt;
 DB_ShovelArea(TRIGGERGUID_BoxTrigger_hugh_pile_79c5bc2b-421b-42ff-b987-a4ac282d5444, &amp;quot;hugh_pile_reward&amp;quot;, ITEMGUID_PUZ_Dirtpile_hugh_4984f867-e69e-4579-8436-b45ebdd06358);&lt;br /&gt;
 &lt;br /&gt;
 DB_ShovelRewardItemAppear(&amp;quot;hugh_pile_reward&amp;quot;, ITEMGUID_Item_Hugh_8485bd59-77fb-4800-9f5d-5071707de6b5, TRIGGERGUID_BoxTrigger_hugh_pile_79c5bc2b-421b-42ff-b987-a4ac282d5444);&lt;/div&gt;</summary>
		<author><name>Windemere</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Secret_Dirt_Piles&amp;diff=2165</id>
		<title>Secret Dirt Piles</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Secret_Dirt_Piles&amp;diff=2165"/>
		<updated>2017-09-12T18:33:55Z</updated>

		<summary type="html">&lt;p&gt;Windemere: /* The Box Trigger */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
This tutorial provides an example of how to create a secret dirt pile that needs to be dug up, with a variety of possible results following (item spawn, surface appearing, voice bark, etc.). It makes use of shared resources already provided by Larian. You will need the following:&lt;br /&gt;
&lt;br /&gt;
* Root template item PUZ_Dirtpile_A_Dynamic placed in your level&lt;br /&gt;
* A box trigger&lt;br /&gt;
* A couple of Osiris calls in your story&lt;br /&gt;
* (optional) item or creature to appear&lt;br /&gt;
&lt;br /&gt;
== The Dirt Pile ==&lt;br /&gt;
From the root template, place an instance of the PUZ_Dirtpile_A_Dynamic item in your level. Feel free to rename the placed instance to whatever is meaningful to your mod and level.&lt;br /&gt;
&lt;br /&gt;
You can modify some behaviors of the dirt pile with the associated script by clicking on the [...] box. Search the item properties of the dirt pile for the following entry:&amp;lt;br /&amp;gt;&lt;br /&gt;
...&amp;lt;br /&amp;gt;&lt;br /&gt;
'''[Scripts][[1] PUZZLE_HiddenPerception]'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TUT SecretDirtPile ScriptProperties.png|1024px|none|Secret Dirt Puzzle Script Properties]]&lt;br /&gt;
&lt;br /&gt;
The script variables adjust the difficulty of perceiving the mound, the minimum range, visual effect to be played, etc.&lt;br /&gt;
&lt;br /&gt;
== The Box Trigger ==&lt;br /&gt;
A box trigger is used to inform the story scripting where a digable area exists and where to spawn any resulting objects. Select a box trigger from the Root Templates and place it on top of your dirt mound. Feel free to assign it a unique name that is easy to find later. With the trigger selected, you can then define its boundaries by selecting the &amp;quot;Edit Shape Bounds&amp;quot; Mode button on the left and dragging the corners of the trigger to cover the appropriate area.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TUT SecretDirtPile BoxTrigger.png|none|1024px]]&lt;/div&gt;</summary>
		<author><name>Windemere</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Secret_Dirt_Piles&amp;diff=2164</id>
		<title>Secret Dirt Piles</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Secret_Dirt_Piles&amp;diff=2164"/>
		<updated>2017-09-12T18:21:42Z</updated>

		<summary type="html">&lt;p&gt;Windemere: Created page with &amp;quot;== Overview == This tutorial provides an example of how to create a secret dirt pile that needs to be dug up, with a variety of possible results following (item spawn, surface...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
This tutorial provides an example of how to create a secret dirt pile that needs to be dug up, with a variety of possible results following (item spawn, surface appearing, voice bark, etc.). It makes use of shared resources already provided by Larian. You will need the following:&lt;br /&gt;
&lt;br /&gt;
* Root template item PUZ_Dirtpile_A_Dynamic placed in your level&lt;br /&gt;
* A box trigger&lt;br /&gt;
* A couple of Osiris calls in your story&lt;br /&gt;
* (optional) item or creature to appear&lt;br /&gt;
&lt;br /&gt;
== The Dirt Pile ==&lt;br /&gt;
From the root template, place an instance of the PUZ_Dirtpile_A_Dynamic item in your level. Feel free to rename the placed instance to whatever is meaningful to your mod and level.&lt;br /&gt;
&lt;br /&gt;
You can modify some behaviors of the dirt pile with the associated script by clicking on the [...] box. Search the item properties of the dirt pile for the following entry:&amp;lt;br /&amp;gt;&lt;br /&gt;
...&amp;lt;br /&amp;gt;&lt;br /&gt;
'''[Scripts][[1] PUZZLE_HiddenPerception]'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TUT SecretDirtPile ScriptProperties.png|1024px|none|Secret Dirt Puzzle Script Properties]]&lt;br /&gt;
&lt;br /&gt;
The script variables adjust the difficulty of perceiving the mound, the minimum range, visual effect to be played, etc.&lt;br /&gt;
&lt;br /&gt;
== The Box Trigger ==&lt;br /&gt;
A box trigger is used to inform the story scripting where a digable area exists and where to spawn any resulting objects. Select a box trigger from the Root Templates and place it on top of your dirt mound. With the trigger selected, you can then define its boundaries by selecting the &amp;quot;Edit Shape Bounds&amp;quot; Mode button and dragging the corners to cover the area.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__GLO_Shovel&lt;/div&gt;</summary>
		<author><name>Windemere</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=File:TUT_SecretDirtPile_BoxTrigger.png&amp;diff=2163</id>
		<title>File:TUT SecretDirtPile BoxTrigger.png</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=File:TUT_SecretDirtPile_BoxTrigger.png&amp;diff=2163"/>
		<updated>2017-09-12T18:21:00Z</updated>

		<summary type="html">&lt;p&gt;Windemere: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Windemere</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=File:TUT_SecretDirtPile_ScriptProperties.png&amp;diff=2161</id>
		<title>File:TUT SecretDirtPile ScriptProperties.png</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=File:TUT_SecretDirtPile_ScriptProperties.png&amp;diff=2161"/>
		<updated>2017-09-12T17:55:20Z</updated>

		<summary type="html">&lt;p&gt;Windemere: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Windemere</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Custom_Menu_Screens&amp;diff=1616</id>
		<title>Custom Menu Screens</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Custom_Menu_Screens&amp;diff=1616"/>
		<updated>2017-09-05T23:28:32Z</updated>

		<summary type="html">&lt;p&gt;Windemere: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Preparing the Level ==&lt;br /&gt;
Custom Menu Screens are created by adding a Spectator Camera Trigger to a level and then linking it to the project settings for your mod. There are some special rules to know about when designing your level to be used as a Menu Screen. When the menu screen is displayed from the game menu, there is no server running, which means that spawned creatures and interactive items will not display. For this reason, most artists prefer to create levels or terrains specifically tailored as menus screens rather than using the ones played in game. Doing this also allows for more creativity in moving objects around and adjusting the lighting for the specific field of view that the camera will have.&lt;br /&gt;
&lt;br /&gt;
== Placing Your Menu Camera ==&lt;br /&gt;
&lt;br /&gt;
* Select the SpectatorCameraTrigger from your Root Templates and add it somewhere in your level. Alternatively, the editor has a convenience option under the Tools menu to ''Place spec cam at current pos'', which will place a SpectatorCameraTrigger at the current position of the camera in the editor.&lt;br /&gt;
&lt;br /&gt;
* Give your new SpectatorCameraTrigger the name 'Camera_Start'.&lt;br /&gt;
[[File:StartMenuTut SpectatorCameraAdd.png|frame|left|Adding a Spectator Camera Trigger]]&lt;br /&gt;
[[File:Tut StartMenu SpectatorCameraName.png|none|x300px|Assign 'Start_Camera' to the name]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Once your Spectator Camera is placed in your level, you can move it around and rotate it with the translation controls like any other object.&lt;br /&gt;
&lt;br /&gt;
* You can get a live preview of how the Start Menu will look by selecting the ''Spectator Camera-&amp;gt;right mouse click-&amp;gt;&amp;quot;Activate in FX Preview&amp;quot;''.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Tut StartMenu SpectatorCameraActivateFx.png|Activating Fx Preview to Evaluate Camera Placement&lt;br /&gt;
File:Tut StartMenu SpectatorCameraFxPreview.png | Live Preview of Spectator Camera Field of View&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Keep in mind that the game places a thin UI overlay towards the right hand of the screen, so you may want to account for it.&lt;br /&gt;
&lt;br /&gt;
== Assigning the Menu Level to your Mod ==&lt;br /&gt;
&lt;br /&gt;
Once you are happy with the placement and field of view of the Start Camera in your menu level, you simply assign it to the project through the &amp;quot;''Project-&amp;gt;Project Settings...''&amp;quot; menu under the 'General' tab.&lt;br /&gt;
&lt;br /&gt;
[[File:Tut StartMenu MenuLevelAssignment.png|frame|none|Assigning a Start Menu Level to the Project]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
When you start up the game, you will see your menu anytime you return to playing your mod!&lt;br /&gt;
&lt;br /&gt;
[[File:Tut StartMenu FinalProduct.png|frame|none|Custom Start Menu Final Product]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels]]&lt;/div&gt;</summary>
		<author><name>Windemere</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Custom_Menu_Screens&amp;diff=1614</id>
		<title>Custom Menu Screens</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Custom_Menu_Screens&amp;diff=1614"/>
		<updated>2017-09-05T18:47:13Z</updated>

		<summary type="html">&lt;p&gt;Windemere: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Preparing the Level ==&lt;br /&gt;
Custom Menu Screens are created by adding a Spectator Camera Trigger to a level and then linking it to the project settings for your mod. There are some special rules to know about when designing your level to be used as a Menu Screen. When the menu screen is displayed from the game menu, there is no server running, which means that spawned creatures and interactive items will not display. For this reason, most artists prefer to create levels or terrains specifically tailored as menus screens rather than using the ones played in game. Doing this also allows for more creativity in moving objects around and adjusting the lighting for the specific field of view that the camera will have.&lt;br /&gt;
&lt;br /&gt;
== Placing Your Menu Camera ==&lt;br /&gt;
&lt;br /&gt;
* Select the SpectatorCameraTrigger from your Root Templates and add it somewhere in your level.&lt;br /&gt;
* Give it the name 'Camera_Start'.&lt;br /&gt;
[[File:StartMenuTut SpectatorCameraAdd.png|frame|left|Adding a Spectator Camera Trigger]]&lt;br /&gt;
[[File:Tut StartMenu SpectatorCameraName.png|none|x300px|Assign 'Start_Camera' to the name]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Once your Spectator Camera is placed in your level, you can move it around and rotate it with the translation controls like any other object.&lt;br /&gt;
&lt;br /&gt;
* You can get a live preview of how the Start Menu will look by selecting the ''Spectator Camera-&amp;gt;right mouse click-&amp;gt;&amp;quot;Activate in FX Preview&amp;quot;''.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Tut StartMenu SpectatorCameraActivateFx.png|Activating Fx Preview to Evaluate Camera Placement&lt;br /&gt;
File:Tut StartMenu SpectatorCameraFxPreview.png | Live Preview of Spectator Camera Field of View&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Keep in mind that the game places a thin UI overlay towards the right hand of the screen, so you may want to account for it.&lt;br /&gt;
&lt;br /&gt;
== Assigning the Menu Level to your Mod ==&lt;br /&gt;
&lt;br /&gt;
Once you are happy with the placement and field of view of the Start Camera in your menu level, you simply assign it to the project through the &amp;quot;''Project-&amp;gt;Project Settings...''&amp;quot; menu under the 'General' tab.&lt;br /&gt;
&lt;br /&gt;
[[File:Tut StartMenu MenuLevelAssignment.png|frame|none|Assigning a Start Menu Level to the Project]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
When you start up the game, you will see your menu anytime you return to playing your mod!&lt;br /&gt;
&lt;br /&gt;
[[File:Tut StartMenu FinalProduct.png|frame|none|Custom Start Menu Final Product]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels]]&lt;/div&gt;</summary>
		<author><name>Windemere</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Custom_Menu_Screens&amp;diff=1613</id>
		<title>Custom Menu Screens</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Custom_Menu_Screens&amp;diff=1613"/>
		<updated>2017-09-05T18:46:33Z</updated>

		<summary type="html">&lt;p&gt;Windemere: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Preparing the Level ==&lt;br /&gt;
Custom Menu Screens are created by adding a Spectator Camera Trigger to a level and then linking it to the project settings for your mod. There are some special rules to know about when designing your level to be used as a Menu Screen. When the menu screen is displayed from the game menu, there is no server running, which means that spawned creatures and interactive items will not display. For this reason, most artists prefer to create levels or terrains specifically tailored as menus screens rather than using the ones played in game. Doing this also allows for more creativity in moving objects around and adjusting the lighting for the specific field of view that the camera will have.&lt;br /&gt;
&lt;br /&gt;
== Placing Your Menu Camera ==&lt;br /&gt;
&lt;br /&gt;
* Select the SpectatorCameraTrigger from your Root Templates and add it somewhere in your level.&lt;br /&gt;
* Give it the name 'Start_Camera'.&lt;br /&gt;
[[File:StartMenuTut SpectatorCameraAdd.png|frame|left|Adding a Spectator Camera Trigger]]&lt;br /&gt;
[[File:Tut StartMenu SpectatorCameraName.png|none|x300px|Assign 'Start_Camera' to the name]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Once your Spectator Camera is placed in your level, you can move it around and rotate it with the translation controls like any other object.&lt;br /&gt;
&lt;br /&gt;
* You can get a live preview of how the Start Menu will look by selecting the ''Spectator Camera-&amp;gt;right mouse click-&amp;gt;&amp;quot;Activate in FX Preview&amp;quot;''.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Tut StartMenu SpectatorCameraActivateFx.png|Activating Fx Preview to Evaluate Camera Placement&lt;br /&gt;
File:Tut StartMenu SpectatorCameraFxPreview.png | Live Preview of Spectator Camera Field of View&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Keep in mind that the game places a thin UI overlay towards the right hand of the screen, so you may want to account for it.&lt;br /&gt;
&lt;br /&gt;
== Assigning the Menu Level to your Mod ==&lt;br /&gt;
&lt;br /&gt;
Once you are happy with the placement and field of view of the Start Camera in your menu level, you simply assign it to the project through the &amp;quot;''Project-&amp;gt;Project Settings...''&amp;quot; menu under the 'General' tab.&lt;br /&gt;
&lt;br /&gt;
[[File:Tut StartMenu MenuLevelAssignment.png|frame|none|Assigning a Start Menu Level to the Project]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
When you start up the game, you will see your menu anytime you return to playing your mod!&lt;br /&gt;
&lt;br /&gt;
[[File:Tut StartMenu FinalProduct.png|frame|none|Custom Start Menu Final Product]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels]]&lt;/div&gt;</summary>
		<author><name>Windemere</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Custom_Menu_Screens&amp;diff=1612</id>
		<title>Custom Menu Screens</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Custom_Menu_Screens&amp;diff=1612"/>
		<updated>2017-09-05T18:41:16Z</updated>

		<summary type="html">&lt;p&gt;Windemere: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Preparing the Level ==&lt;br /&gt;
Custom Menu Screens are created by adding a Spectator Camera Trigger to a level and then linking it to the project settings for your mod. There are some special rules to know about when designing your level to be used as a Menu Screen. When the menu screen is displayed from the game menu, there is no server running, which means that spawned creatures and interactive items will not display. For this reason, most artists prefer to create levels or terrains specifically tailored as menus screns rather than using the ones played in game. Doing this also allows for more creativity in moving objects around and adjusting the lighting for the specific field of view that the camera will have.&lt;br /&gt;
&lt;br /&gt;
== Placing Your Menu Camera ==&lt;br /&gt;
&lt;br /&gt;
* Select the SpectatorCameraTrigger from your Root Templates and add it somewhere in your level.&lt;br /&gt;
* Give it the name 'Start_Camera'.&lt;br /&gt;
[[File:StartMenuTut SpectatorCameraAdd.png|frame|left|Adding a Spectator Camera Trigger]]&lt;br /&gt;
[[File:Tut StartMenu SpectatorCameraName.png|none|x300px|Assign 'Start_Camera' to the name]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Once your Spectator Camera is placed in your level, you can move it around and rotate it with the translation controls like any other object.&lt;br /&gt;
&lt;br /&gt;
* You can get a live preview of how the Start Menu will look by selecting the ''Spectator Camera-&amp;gt;right mouse click-&amp;gt;&amp;quot;Activate in FX Preview&amp;quot;''.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Tut StartMenu SpectatorCameraActivateFx.png|Activating Fx Preview to Evaluate Camera Placement&lt;br /&gt;
File:Tut StartMenu SpectatorCameraFxPreview.png | Live Preview of Spectator Camera Field of View&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Keep in mind that the game places a thin UI overlay towards the right hand of the screen, so you may want to account for it.&lt;br /&gt;
&lt;br /&gt;
== Assigning the Menu Level to your Mod ==&lt;br /&gt;
&lt;br /&gt;
Once you are happy with the placement and field of view of the Start Camera in your menu level, you simply assign it to the project through the &amp;quot;''Project-&amp;gt;Project Settings...''&amp;quot; menu under the 'General' tab.&lt;br /&gt;
&lt;br /&gt;
[[File:Tut StartMenu MenuLevelAssignment.png|frame|none|Assigning a Start Menu Level to the Project]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
When you start up the game, you will see your menu anytime you return to playing your mod!&lt;br /&gt;
&lt;br /&gt;
[[File:Tut StartMenu FinalProduct.png|frame|none|Custom Start Menu Final Product]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels]]&lt;/div&gt;</summary>
		<author><name>Windemere</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=File:Tut_StartMenu_FinalProduct.png&amp;diff=1611</id>
		<title>File:Tut StartMenu FinalProduct.png</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=File:Tut_StartMenu_FinalProduct.png&amp;diff=1611"/>
		<updated>2017-09-05T18:36:45Z</updated>

		<summary type="html">&lt;p&gt;Windemere: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Windemere</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Custom_Menu_Screens&amp;diff=1610</id>
		<title>Custom Menu Screens</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Custom_Menu_Screens&amp;diff=1610"/>
		<updated>2017-09-05T18:27:26Z</updated>

		<summary type="html">&lt;p&gt;Windemere: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Preparing the Level ==&lt;br /&gt;
Custom Menu Screens are created by designing a level with a Spectator Camera Trigger and then linking it to the project settings for your mod. There are some special rules to observe when designing your level, however. When the menu screen is displayed from the game menu, there is no server running, which means that spawned creatures and interactive items will not display. For this reason, most artists prefer to create levels specifically tailored for start menus rather than employing the ones used in game.&lt;br /&gt;
&lt;br /&gt;
== Placing Your Menu Camera ==&lt;br /&gt;
&lt;br /&gt;
* Select the SpectatorCameraTrigger from your Root Templates and add it somewhere in your level.&lt;br /&gt;
* Give it the name 'Start_Camera'.&lt;br /&gt;
[[File:StartMenuTut SpectatorCameraAdd.png|frame|left|Adding a Spectator Camera Trigger]]&lt;br /&gt;
[[File:Tut StartMenu SpectatorCameraName.png|none|x300px|Assign 'Start_Camera' to the name]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Once your Spectator Camera is placed in your level, you can move it around and rotate it with the translation controls like any other object.&lt;br /&gt;
&lt;br /&gt;
* You can get a live preview of how the Start Menu will look by selecting the ''Spectator Camera-&amp;gt;right mouse click-&amp;gt;&amp;quot;Activate in FX Preview&amp;quot;''.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Tut StartMenu SpectatorCameraActivateFx.png|Activating Fx Preview to Evaluate Camera Placement&lt;br /&gt;
File:Tut StartMenu SpectatorCameraFxPreview.png | Live Preview of Spectator Camera Field of View&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Assigning the Menu Level to your Mod ==&lt;br /&gt;
&lt;br /&gt;
Once you are happy with the placement and field of view of the Start Camera in your menu level, you simply assign it to the project through the &amp;quot;''Project-&amp;gt;Project Settings...''&amp;quot; menu under the 'General' tab.&lt;br /&gt;
&lt;br /&gt;
[[File:Tut StartMenu MenuLevelAssignment.png|frame|none|Assigning a Start Menu Level to the Project]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
When you start up the game, you will see your menu anytime you return to playing your mod!&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels]]&lt;/div&gt;</summary>
		<author><name>Windemere</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Custom_Menu_Screens&amp;diff=1609</id>
		<title>Custom Menu Screens</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Custom_Menu_Screens&amp;diff=1609"/>
		<updated>2017-09-05T18:22:16Z</updated>

		<summary type="html">&lt;p&gt;Windemere: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Preparing the Level ==&lt;br /&gt;
Custom Menu Screens are created by designing a level with a Spectator Camera Trigger and then linking it to the project settings for your mod. There are some special rules to observe when designing your level, however. When the menu screen is displayed from the game menu, there is no server running, which means that spawned creatures and interactive items will not display. For this reason, most artists prefer to create levels specifically tailored for start menus rather than employing the ones used in game.&lt;br /&gt;
&lt;br /&gt;
== Placing Your Menu Camera ==&lt;br /&gt;
&lt;br /&gt;
* Select the SpectatorCameraTrigger from your Root Templates and add it somewhere in your level.&lt;br /&gt;
* Give it the name 'Start_Camera'.&lt;br /&gt;
[[File:StartMenuTut SpectatorCameraAdd.png|frame|left|Adding a Spectator Camera Trigger]]&lt;br /&gt;
[[File:Tut StartMenu SpectatorCameraName.png|none|x300px|Assign 'Start_Camera' to the name]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Once your Spectator Camera is placed in your level, you can move it around and rotate it with the translation controls like any other object.&lt;br /&gt;
&lt;br /&gt;
* You can get a live preview of how the Start Menu will look by selecting the Spectator Camera, right mouse click, and choose &amp;quot;Activate in FX Preview&amp;quot;.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Tut StartMenu SpectatorCameraActivateFx.png|Activating Fx Preview to Evaluate Camera Placement&lt;br /&gt;
File:Tut StartMenu SpectatorCameraFxPreview.png | Live Preview of Spectator Camera Field of View&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Assigning the Menu Level to your Mod ==&lt;br /&gt;
&lt;br /&gt;
Once you are happy with the placement and field of view of the Start Camera in your menu level, you simply assign it to the project through the &amp;quot;''Project-&amp;gt;Project Settings...''&amp;quot; menu under the 'General' tab.&lt;br /&gt;
&lt;br /&gt;
[[File:Tut StartMenu MenuLevelAssignment.png|frame|none|Assigning a Start Menu Level to the Project]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Levels]]&lt;/div&gt;</summary>
		<author><name>Windemere</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=File:Tut_StartMenu_MenuLevelAssignment.png&amp;diff=1608</id>
		<title>File:Tut StartMenu MenuLevelAssignment.png</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=File:Tut_StartMenu_MenuLevelAssignment.png&amp;diff=1608"/>
		<updated>2017-09-05T18:19:40Z</updated>

		<summary type="html">&lt;p&gt;Windemere: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Windemere</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=File:Tut_StartMenu_SpectatorCameraFxPreview.png&amp;diff=1607</id>
		<title>File:Tut StartMenu SpectatorCameraFxPreview.png</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=File:Tut_StartMenu_SpectatorCameraFxPreview.png&amp;diff=1607"/>
		<updated>2017-09-05T17:52:30Z</updated>

		<summary type="html">&lt;p&gt;Windemere: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Windemere</name></author>
	</entry>
</feed>