Editing A beginner's guide, lesson 1 - The Construction Set Primer

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{{ABGContents}}
'''TES IV: Oblivion Modding for Beginners'''
 
'''A. BUILDINGS AND STRUCTURES'''
 
'''Lesson One: The Construction Set Primer'''


==Preamble==
This is the first in a proposed series of Tutorial Lessons aimed at teaching how to mod ''TES IV: Oblivion'' aimed at beginners. It will build up into a Complete Modding Course. Don't worry there  
This is the first in a proposed series of Tutorial Lessons aimed at teaching how to mod ''TES IV: Oblivion'' aimed at beginners. It will build up into a Complete Modding Course. Don't worry there  
are no exams, though there is some homework. It is not intended to aid the transfer of modders  
are no exams, though there is some homework. It is not intended to aid the transfer of modders  
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'''You will need to [[The Elder Scrolls Construction Set|download a copy]] of this before we can start.''' While there are sometimes reasons to use the old v1.0 version of the CS, for this tutorial we'll use the v1.2 version. Also, make sure you have the latest patch for Oblivion; the patches can be found [http://elderscrolls.com/downloads/updates_patches.htm here]. Get the Shivering Isles version if you have the expansion, otherwise get the Oblivion version (you have to scroll down a bit). Make sure you get the correct version for your locality.
'''You will need to [[The Elder Scrolls Construction Set|download a copy]] of this before we can start.'''




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Finally it will need information about any objects you add to the world. These are image files called [[Glossary#N|NIF]]s, short for NetImmerse File format, which have the '''.nif''' extension. The game already knows about thousands of these objects, and we can use this library of image files to populate our world with stuff. For a beginning modder, the '''.nif''' files that are already contained in the CS will provide plenty of material to work with.  For now, you should simply be aware of their existence.  Later in the series we can look at changing and adding our own .nif files.
Finally it will need information about any objects you add to the world. These are image files  
called [[Glossary#N|Nif|.nif's]], or NetImmerse File format. The game already knows about thousands of these objects, and we can use this library of image files to populate our world with stuff. For a beginning modder, the '''.nif''' files that are already contained in the CS will provide plenty of material to work with.  For now, you should simply be aware of their existence.  Later in the series we can look at changing and adding our own .nif files.




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=== The Object Window ===
=== The Object Window ===
The [[Object Window|object window]] contains a list of all the [[Glossary#B|base objects]] in the game. These are sorted into  
The [[Object Window|object window]] contains a list of all the [[Glossary#B|base objects]] in the game. These are sorted into  
categories, depending on the object's function. '''Items/Armor''', for example, contains objects  
categories, depending on the object's function. '''World Objects/Static/Armor''', for example, contains objects  
that provide combat protection in the game. We will cover each group when and as we use them. The objects can be edited and customized but we will stick to the standard objects for now.
that provide combat protection in the game. We will cover each group when and as we use them. The objects can be edited and customized but we will stick to the standard objects for now.  
 


=== The Cell View Window ===
=== The Cell View Window ===
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The [[Render Window|render window]] is your view into the world you are creating or changing. When you double click on the Wawnetinn Tavern cell the picture should appear in the '''render window'''. It is likely to be a small block like structure in the window.
The [[Render Window|render window]] is your view into the world you are creating or changing. When you click again on the Wawnetinn Tavern cell the picture should appear in the '''render window'''. It is likely to be a small block in the lower left of the window.
 
It may be so small, in fact, that you will need to zoom in with your mouse wheel to see what you're doing-- but beware! The window is huge and the object is small, so you can easily lose it. Selecting another cell in the [[Object Window|object window]], then re-selecting the Wawnetinn Tavern, will put the object back in its starting position in the window. In practice, you will need to combine the navigation commands described below with zooming in, in order to keep the object centered in the visible part of the window.




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Now select the Wawnet object (you can select by clicking or by dragging a box around the desired object). A multi-coloured box will appear around the little block. The box  
Now select the Wawnet object. A multi-coloured box will appear around the little block. The box  
defines the area of the object in its three dimensions. It is used in '''collision detection''' and  
defines the area of the object in its three dimensions. It is used in '''collision detection''' and  
'''Havok''' physics.
'''Havok''' physics.
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Altering the size of an object, called '''scaling''', is a good way to add a bit of variety to your mods.  Note, however, the general rule that most objects do not look as good when scaled to less than half or more than double their original size.
Altering the size of an object, called '''scaling''', is a good way to add a bit of variety to your mods.  Note, however, the general rule that most objects do not look as good when scaled to less than half or more than double their original size.


===Standard Tasks===
====Creating an empty interior cell====
'''Method 1:'''
#In the [[Cell View Window]], select "Interior" from the Drop-Down box
#Select "TestQuest01" from the left list
#Right-click it and select "Duplicate Cell"
#The new cell should appear below "TestQuest01", select it
#Slowly double-click it so you can change the EditorID, give it a new name
'''Method 2:'''
#Open the Cell window by going through the World>Cells menu
#Be sure that the Worldspace "Interiors" is selected
#Right click in the list of EditorIDs and select "New"
#Enter the name for your new cell and click "Ok"
=====Notes=====
*For storing remote containers and [[Remote Activators|activators]] you can leave it floor-less without a problem.
*Method 1 gives you an empty cell, rather than some vanilla interior.
====Creating a New Persistent Reference====
Generally, giving a thing a persistent reference is necessary when you want some process to be able to refer to that thing from somewhere else. Specifically, flagging a reference as persistent means that Oblivion will always keep it in memory (it persists.)  The advantage to being flagged persistent is that scripts, quests or AI packages can use that reference even when the player is in a different cell. If a script, a quest, or an AI package, will possibly need the thing outside of the cell in which it is given its reference, then that reference needs to be a persistent reference. Oblivion only loads a certain number of cells at a time, and calling upon anything that is not loaded or persisting in memory will cause a crash.  The disadvantage to making all references persistent is that the persistent references occupy memory. If 500,000 references that did not need to persist were, in fact, made persistent and each used 4 bytes that would require about 2 MB of memory and a corresponding use of disk space for each save.  After all, to persist they must be reloaded upon resumption of the game.
The plan is get something you'll use in your scripts, hence the persistent reference.
#Open the cell you wish to add the Persistent Reference to, so you can see it in the [[Render Window]]
#*Double-click the cell in the [[Cell View Window]]
#Select the base object from the [[Object Window]]
#* Temporarily in the [[Object Window]] you could try:  Items > Armor > Glass > and in the right hand side of the window scroll down to: EnchGlassCuirassCameleon
#Drag the base object into the '''Render Window'''
#* You should have a cool cuirass in your renamed TestQuest01 '''Render Window'''
#Double-click the new reference in the '''Render Window'''
#Give it a "Reference EditorID" (top bar of the Edit window)
#*This is the name you'll use in your scripts, so give it a name you'll remember
#*'''Do not''' start the Reference EditorID name with a number as this will cause you a lot of problems down the road
#Flag the object as '''Persistent''' (top-left of the 6 check-boxes at the bottom)
==== Creating a New Base Object ====
There are 2 ways to create a new base object:
#New object - if you want an icon and/or model, the file will need to be unpacked from the .bsa
#Copy another object
=====New Object=====
#In the [[Object Window]], select the type of object you want from the treed-list on the left (i.e., Activator, Spell, Key)
#Press '''Insert''' or right-click in the right window and select New
=====Copy Object=====
Changing the EditorID will allow you to copy a base object
<ol>
<li>Select the base object with the icon and model you would like your new base object to have
*You can check the icon and model by double-clicking the base object</li>
<li>"Change" the EditorID of the base object
*Slowly double-click the EditorID of the base object, give it a new EditorID and press '''Enter'''
*You can also change it in the Edit menu
*#Right-click on it and select edit or double-click it
*#Once in the edit menu, change the EditorID and press OK</li>
<li>You should see the dialogue
<pre>Create a new object?
No will rename this object</pre>
*Select "Yes"</li>
<li>If necessary, make any further changes to the new base object through the Edit Menu
</ol>
== Making Some Practical Changes ==
== Making Some Practical Changes ==


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To rotate in the y axis use y + RMB.
To rotate in the y axis use y + RMB.
:'''N.B.''' Some people have found that rotating in y axis was the default, and rotating on the z axis required z + RMB


You can also use the rotation boxes in the object's pop up dialog box. This is best if you want precise angles like 90, 180 and 270 etc.
You can also use the rotation boxes in the object's pop up dialog box. This is best if you want precise angles like 90, 180 and 270 etc.
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  '''Camera'''
  '''Camera'''
  Centre Wheel Hold + mouse Pan
  Centre Wheel Scroll Zoom
  Spacebar + mouse Pan
  Centre Wheel Hold Move
  Shift + mouse - Rotate
  Shift + LMB - Rotate
Centre Wheel Scroll – Zoom, stepped
V + mouse – Zoom, fine
  C – Centre On selected
  C – Centre On selected
  T – Top View selected
  T – Top View selected
   
   
  '''Object'''
  '''Object'''
LMB + mouse – move on x and y axis
Z + LMB + mouse - move on z axis
X + LMB + mouse - move on x axis
Y + LMB + mouse - move on y axis
S + mouse - scale size
RMB + mouse – rotate about z axis
Y + RMB + mouse - rotate about y axis
X + RMB + mouse - rotate about x axis
  D – De-select
  D – De-select
LMB – move: x, y
Z + LMB move: z only
X + LMB move: x only
Y + LMB move: y only
  F – Fall
  F – Fall
  CTRL x – cut
  CTRL x – cut
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  CTRL v – paste
  CTRL v – paste
  CTRL d – copy and paste in present position (duplicate)
  CTRL d – copy and paste in present position (duplicate)
  LMB (with nothing selected) + frame - select multi-objects
  LMB (with nothing selected) select multi-objects
  CTRL + LMB – add to selection list
  S - "Scale": drag mouse to edit size
RMB – rotate about z
RMB + y rotate about y
RMB + x rotate about x
   
   
  '''Misc'''
  '''Misc'''
  A - Illuminate (Toggle Bright Light)
  A - Toggle Bright Light




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[[Category:A beginner's guide]]
[[Category:A beginner's guide]]
==See Also==
[[Useful settings in ConstructionSet.ini]]

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