I'd suggest making a new thread for stuff not related to sound so it doesn't get too confusing :P
Anyway, the short version is I think you need to learn a bit about script statements and such.
I'd suggest watching (and making yourself!) the Larian Tutorial videos as a base line. It goes over a few things like scripting combat encounters and dialogs.
Part 1:
https://www.youtube.com/watch?v=6CNcQz7j5KYPart 2:
https://www.youtube.com/watch?v=R_CvF4cCOm0Combat Scripting (Part 3):
https://www.youtube.com/watch?v=Oq6lUvrvrwUYou can use the minimal mod template to follow along with the above videos:
http://steamcommunity.com/sharedfiles/filedetails/?id=664042663You could probably follow along with your existing mod, but I don't know what kind of state it's in.
The videos are a little old but I don't think there is anything wrong in there. Though if you run into a problem feel free to post it up.
1. How do I create character and alter loot, name, etc? I can see where to find them all in resources. When I place one and go into the sidebar I see some options but I don't know how to access/change things like stats, loot, and hitpoints.
I'd focus on improving some of your script-fu before messing with those kinda details.
Assigning stats is pretty easy though, you just open the sidebar and scroll down to where it says stats, then there's a drop down menu. You can also quick and dirty set their level by putting a number on the "leveloverride" field.
Unfortunately the stats names aren't very descriptive but that's a whole other topic.
2. I looked at all the triggers and did not see a CharacterAppearAtTrigger. Do I need to put down some other type of trigger and alter it? Where do I put "CHARACTER Character, TRIGGER Target, INT PlaySpawn"? Or is it that I put the whole thing "CharacterAppearAtTrigger(CHARACTER Character, TRIGGER Target, INT PlaySpawn)" somewhere?
CharacterAppearAtTrigger is what's known as a "Call". Calls tell the engine to do stuff. So if you have a statement that says something like:
IF
CharacterEnteredTrigger(_Player,TRIGGER_TheTrigger)
THEN
CharacterAppearAtTrigger(CHARACTER_Skeleton,Trigger_SpawnPoint,1);
That means the character Skeleton, will appear at the trigger called SpawnPoint, and the 1 means it will play the spawn animation (usually they come up through the ground). If it was set to 0, the character would just appear there and wouldn't look natural.
The type of trigger the character appears at is determined by what you place. So it's just a normal Point, box, or poly trigger.
I believe the third video covers some of this.