Difference between revisions of "Crosslinking plugin files"

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-The Workaround-
{{Deprecated Article|Longwinded explanation of simple and obvious idea. Comes down to: "To make two objects (e.g. doors) from different mods close to each other, place them in the same cell close to each other."}}
Created by COMPUTWITCH


For my example I will use a plugin currently available (on August 5, 2006)at www.oblivion source.com: The "house tunnels/catacombs" mod.  
==Introduction==
Linking [[Door|doors]] between [[:Category:Cells|cells]] in different [[Glossary#E|plugin files]] is problematic. Because the doors need to function even when only one of the two plugin files is active. This is a very effective solution to that problem if you don't want to merge the plugins, or if merging would be impractical or detrimental to what you are trying to accomplish. In this tutorial a simple method for linking two cells is explained, there's a more advanced method available listed on the bottom.


The "housetunnels/catacombs" mod connects all of the purchasable houses in the game to one another via trap doors in the basement and a short but winding set of caves. Lets say we want to link the house in the "Myhome" mod to the catacombs in the "housetunnels" mod. If we load the construction set, put doors in the catacombs and the house, save the doors, reload the construction set, and then link them, the resulting save will crosslink the two mods together and create the aforementioned "not a unique object" errors, no matter which file is set active. The only way to make this type of link work is to link a door from the catacombs to a wilderness space just outside your house.  
==The Plan==
For this tutorial two plugins from [http://www.oblivionsource.com oblivionsource.com] will be used. The "house tunnels/catacombs" mod, and the "myhome" mod, downloading these mods is not necessary to understand the tutorial.


What I did was loaded the catacomb mod as the active file, put a door in the catacombs in a likely looking place, then saved the mod with the door added but not going anywhere. Then I reloaded the construction set, opened the myhome cell (catacombs is still the active file) and viewed the linked door going to the outside. Just outside the front door is a well door siting to the left of a stable. the well door doesn't go anywhere, but i cant use it, because it is part of the "myhome" mod and it's use would create a crosslink. Panning around the well gave me an easy reference to an available wilderness cell on the other side of the stable. Since I'm no good at landscaping yet, I dragged a matching well door from the object menu and plopped it down by the stable on the rignt side, so now looking out my front door I see a well door to the left of the stable and another well door to the right of it. Once added, I clicked the teleport tab, linked it to the previously added catacomb door, adjusted the teleport markers accordingly, then saved again.  
*The "housetunnels/catacombs" plugin connects all the purchasable houses to one another via trapdoors in the basement and a short but winding set of caves.  
*The myhome plugin is a house mod that we're going to connect to the catacombs of the housetunnels plugin.


End result: If I load the "catacombs" mod but not the "myhouse" mod, I can walk down the road by where my house should have been (but isn't,) and see a well sitting off to the side of the road. Approching the well I see it's a door and POOF!! down to the catacombs I go, meaning that the link to the catacombs is independent of the "myhome" mod and will work with or without it running. But since we intentionally placed the well door next to where the stable sits with the "myhome" mod running, the house tunnels mod now works nicely with the "myhome" mod running as well. So, if I reload the game with the "catcombs" mod and the "myhome" mods both running, I can walk out my door, go to the stables, go to the well on the rignt, and access the catacombs, and it looks like the well was originally part of the myhouse mod all along, even though it's not. WAY cool effect!!!! (I created a well and attached it to the other well door later, so both doors would go somewhere)
If we load the [[The Elder Scrolls Construction Set|Construction Set]], put doors in the catacombs and the house, save the doors, reload the Construction Set, and then link them, the resulting save will crosslink the two mods together and create "not a unique object" errors, no matter which file is [[Active File|set active]]. The only way to make this type of link work is to link a door from the catacombs to a wilderness space just outside your house.


I can now do the same thing with each one of the other house mods I have (and mabye my favorite shops in town while i'm at it) by adding more doors to the catacombs and placing well doors, trapdoors, or whatever other portal object seems appropriate ousdide the homes, creating an interlinking set of tunnels to wherever i want to go. If winding tunnels do not suit your taste, you could create a room full of doors or Arcane Univiersity tower portals and use it as a sort of "Grand Central Station" to go anywhere in the oblivion world you wanted to go in liu of fast traveling everywhere.  
==Placing the Doors==
We select both plugins in the [[Data|Data Files window]], the housetunnel plugin should be loaded as the [[Active File|active file]]. After the Construction Set is finished loading, we put a door in the catacombs in a likely looking place, but not going anywhere.


Another variation of this plan would be to skip the catacombs entirely and link a door fom one house mod directly to a well door or other portal object outside the other house, saving the change, then loading the other house as the active file and linking a door from it to a portal object ouside the first house, to create two way transport.  
Then we load the [[Exterior cells|exterior cell]] of the myhome plugin, just outside the front door is a well door siting to the left of a stable. The well door doesn't go anywhere, but it can't be used because it is part of the myhome plugin and using it would result in errors. A wilderness cell on the other side of the stableis a suitable spot for an exit. We drag a matching well door from the [[Object Window]] and plop it down by the stable on the right side. Now looking out the front door we see a well door to the left of the stable and another well door to the right of it. Once added, we can double click the door and go to the teleport tab, and link it to the previously added catacomb door. After adjusting in the teleport marker and saving we're done and close the Construction Set.


The moral of this story: While there as many variations to the way you execute this plan as there are people to execute it, the concept of modifying .esp mod files to fit together like puzzle pieces so they appear to be joined while actually remaining independent is one of the simplest yet effective plans I can think of to solve the potential crosslinking issues that arise when trying to link structures created in different .esp mod plugin files.  
==End Result==
If the housetunnels plugin is loaded but not the myhouse plugin, you can walk down the road where the house should have been and see a well sitting off to the side of the road. Approaching the well you'll see it's a door and POOF!! down to the catacombs you go, meaning that the link to the catacombs is independent of the myhome plugin and will work with or without it. Since we intentionally placed the well door next to where the stable's are when the myhome mod is running, the housetunnels mod will work nicely with the myhome mod running as well. So, if you reload the game with the housetunnels mod and the myhome mods both running, you can walk out the door, go to the stables and to the well on the right, and access the catacombs. It looks like the well was originally part of the myhouse mod all along.


Hope this has helped.  
==Other Situations==
While there are as many variations to the way you execute this plan as there are people to execute it, the concept of modifying plugin files to fit together like puzzle pieces, is one of the simplest yet effective plans to solve the potential crosslinking issues. For a more advanced crosslinking method take a look at the link below.


Computwitch
==See Also==
*[[De-Isolation Tutorial]]
*[[Combine your SI and non-SI mods into one (OBSE, Patch v1.1, Other mods too)]]

Latest revision as of 21:22, 5 June 2008


Introduction[edit | edit source]

Linking doors between cells in different plugin files is problematic. Because the doors need to function even when only one of the two plugin files is active. This is a very effective solution to that problem if you don't want to merge the plugins, or if merging would be impractical or detrimental to what you are trying to accomplish. In this tutorial a simple method for linking two cells is explained, there's a more advanced method available listed on the bottom.

The Plan[edit | edit source]

For this tutorial two plugins from oblivionsource.com will be used. The "house tunnels/catacombs" mod, and the "myhome" mod, downloading these mods is not necessary to understand the tutorial.

  • The "housetunnels/catacombs" plugin connects all the purchasable houses to one another via trapdoors in the basement and a short but winding set of caves.
  • The myhome plugin is a house mod that we're going to connect to the catacombs of the housetunnels plugin.

If we load the Construction Set, put doors in the catacombs and the house, save the doors, reload the Construction Set, and then link them, the resulting save will crosslink the two mods together and create "not a unique object" errors, no matter which file is set active. The only way to make this type of link work is to link a door from the catacombs to a wilderness space just outside your house.

Placing the Doors[edit | edit source]

We select both plugins in the Data Files window, the housetunnel plugin should be loaded as the active file. After the Construction Set is finished loading, we put a door in the catacombs in a likely looking place, but not going anywhere.

Then we load the exterior cell of the myhome plugin, just outside the front door is a well door siting to the left of a stable. The well door doesn't go anywhere, but it can't be used because it is part of the myhome plugin and using it would result in errors. A wilderness cell on the other side of the stableis a suitable spot for an exit. We drag a matching well door from the Object Window and plop it down by the stable on the right side. Now looking out the front door we see a well door to the left of the stable and another well door to the right of it. Once added, we can double click the door and go to the teleport tab, and link it to the previously added catacomb door. After adjusting in the teleport marker and saving we're done and close the Construction Set.

End Result[edit | edit source]

If the housetunnels plugin is loaded but not the myhouse plugin, you can walk down the road where the house should have been and see a well sitting off to the side of the road. Approaching the well you'll see it's a door and POOF!! down to the catacombs you go, meaning that the link to the catacombs is independent of the myhome plugin and will work with or without it. Since we intentionally placed the well door next to where the stable's are when the myhome mod is running, the housetunnels mod will work nicely with the myhome mod running as well. So, if you reload the game with the housetunnels mod and the myhome mods both running, you can walk out the door, go to the stables and to the well on the right, and access the catacombs. It looks like the well was originally part of the myhouse mod all along.

Other Situations[edit | edit source]

While there are as many variations to the way you execute this plan as there are people to execute it, the concept of modifying plugin files to fit together like puzzle pieces, is one of the simplest yet effective plans to solve the potential crosslinking issues. For a more advanced crosslinking method take a look at the link below.

See Also[edit | edit source]