Difference between revisions of "A beginner's guide, lesson 1 - The Construction Set Primer"

→‎MiscItem: Significant rewriting, restructuring, proofreading.
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(→‎The Render Window: Significant revision to heading structure, grammar, and information presented.)
imported>RedFault
(→‎MiscItem: Significant rewriting, restructuring, proofreading.)
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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.


==MiscItem==
== Making Some Practical Changes ==


As a final part of this lesson, let’s add some [[Object|objects]] of our own.


We are going to use the MiscItem menu for now, which can be found under the "Items" group. This contains all the no value and low value
When I first started this was the most frustrating of all the activities. Let’s face it; this is what modding is really about. We want to add stuff that wasn’t there before. It can be awkward to get this right; hopefully this guide will ease you in.
clutter that you can pick up but not do anything useful with. Plates, Cups, Bowls and so on.
Again there is a bewildering list of bits and pieces. Practice will teach you what most of these are. Objects with names that begin with MQ are quest based items and are best avoided.  


Clear the bar of all '''objects''' by multi-selecting them. If you accidentally delete the bar itself, use CTRL + Z to undo it. (Don’t panic when using the CS, Ctrl + Z is a useful undo tool).


Concentrate for now on the stuff related to a class (economic).
We have now '''removed objects''' from the '''cell'''.  
These usually begin with the prefix LowerClass, MiddleClass, UpperClass, Lower, Middle, or Upper. Let’s find a lower class plate and drop it on the bar (LowerClassPlate01).


You can scroll through and try to find it. Another way is to narrow the search by using the find text option. In the edit menu select find text. A dialog box opens. Type in ‘plate’ and press go.


After a few seconds you can look under the object tab. Look for references that have the MiscItem description. You can click at the top to sort by description.  
=== Adding and Positioning Objects ===
Let’s go back to the [[Object Window|object window]]. At first this can be a bewildering thing. There are just so many things. Gradually you will learn to use the menu, and indeed remember the names of your favourite objects.
 
The objects are to a degree sorted by their function (ammo, apparatus, armor, etc). For example, the '''Armor''' and '''Weapons''' categories contain exactly what they say. All the armour and weapons contained in the game. These are further sorted by type. Ebony, Iron etc. These are objects you can pick up and equip. '''Containers''' contains all the boxes, chests, and crates that can be used to hold things. '''Magic''' contains the potions that you can collect.
 
We are going to use the '''MiscItem''' menu for now, which can be found under the '''Items''' group. This contains all the no-value and low-value
clutter that you can pick up but not do anything useful with: Plates, Cups, Bowls and so on. Again there is a bewildering list of bits and pieces. Practice will teach you what most of these are. Nothing besides experience can make this part easier for you. If you want to find an item, use your best judgment in deciding which categories to search.  If you don't find what you're looking for, try something else that makes sense.
 
<pre>Objects with names that begin with MQ are quest based items and are best avoided.</pre>
 
Concentrate for now on the stuff related to an economic class. These usually begin with the prefix ''LowerClass'', ''MiddleClass'', ''UpperClass'', ''Lower'', ''Middle'', or ''Upper''. Let’s find a lower class plate and drop it on the bar (LowerClassPlate01).
 
You can scroll through and try to find it. Another way is to narrow the search by using the find text option. In the '''Edit''' menu select '''Find Text'''. A dialog box opens. Type in "plate" and press go.
 
After a few seconds you can look under the object tab. Look for references that have the '''MiscItem''' description. You can click at the top to sort alphabetically by description.  


Here is where the CS has really missed a trick. Ideally you should be able to drag and drop from here but alas that is not possible. Note the name of the object and then find it in the object list.
Here is where the CS has really missed a trick. Ideally you should be able to drag and drop from here but alas that is not possible. Note the name of the object and then find it in the object list.


Anyway, once you have located a plate that you want (any will do). We will set about putting it  
Anyway, once you have located a plate that you want (any will do). We will set about putting it on the bar.  
on the bar.  


If you drag this onto the render screen it will appear. You may have to zoom out a bit to see it clearly. There is very little subtlety here. Trying to put this item on the bar using left click and drag, is a leftclicking drag. There is an easier way, thanks to those shortcut keys.  
If you drag this onto the render screen it will appear. You may have to zoom out a bit to see it clearly. There is very little subtlety here. Trying to put this item on the bar using left click and drag is a leftclicking drag. There is an easier way, thanks to those shortcut keys.  


First select the bar and use T to get a top down view. Zoom out a little so the whole bar can be seen.
First select the bar and use T to get a top down view. Zoom out a little so the whole bar can be seen.


Now drag and drop the plate into the render window. You should now be able to move the object so it is directly above the bar. But it’s probably sitting in mid air a good few feet above the bar.
Now drag and drop the plate into the render window. You should now be able to move the object so it is directly above the bar. But it’s probably sitting in mid-air a good few feet above the bar.


We now want to change the height so that it sits on the bar.
We now want to change the height so that it sits on the bar.


We will learn about 4 techniques today. We should practice all 4, even though some are harder  
We will learn about 4 techniques today. We should practice all 4, even though some are harder  
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1.
==== 1. The Mouse Method ====
The first is the mouse method. Hold the Z key and click/drag with the left mouse button to move the object. The coloured box around the object is a useful guide to when it is in position. If any part of the coloured border sinks into the bar, you have gone too far. This is a fairly slow technique and uses a lot of camera changes. Be patient. You will normally use this technique to position objects on vertical surfaces like walls rather than horizontal surfaces like the bar.  
The first is the mouse method. Hold the Z key, to restrict movement of the object along the z axis (up/down) and click/drag with the left mouse button to move the object. The coloured box around the object is a useful guide to when it is in position. If any part of the coloured border sinks into the bar, you have gone too far. This is a fairly slow technique and uses a lot of camera changes. Be patient. You will normally use this technique to position objects on vertical surfaces like walls rather than horizontal surfaces like the bar.  
 


Stick with it.
Stick with it.




2.
==== 2. The Manual Method ====
The second technique uses references from other similar objects, in this case the plate we have  
The second technique uses references from other similar objects, in this case the plate we have just placed. After you have positioned the first plate with the method described above, double click on the plate. Remember that x,y,z co-ordinate information we mentioned before? Look at the info giving the plates' positions. Write down the z co-ordinate.
just placed. Double Click on the plate. Remember those x,y,z co-ordinate information we mentioned before. Look at the info giving the plates positions. Write down the z co-ordinate.


Once done, select the bar again, get the top view and drop another plate into the '''render window''', and reposition it above the bar. Now double click on this new plate and type in the z co-ord you have just written down. The new plate snaps to this new point on the bar. This is a great way to get a lot of objects at a precise height. But they must be identical objects. The xyz
co-ordinates actually refer to the location of the centre of the yellow cross inside the object's multicoloured box.  Objects of two different heights will have two different z-axis positions, even if they are placed on top of the same flat surface.


Once done, select the bar again, get the top view and drop another plate into the render window
and reposition it above the bar. Now double click on this new plate and type in the z co-ord you have just written down. The new plate snaps to this new point on the bar. This is a great way to get a lot of objects at a precise height. But they must be identical objects. The xyz
co-ordinates actually refer to the location of the centre of the yellow cross inside the objects multicoloured box.


==== 3. The "Fall" Command ====
Set up another plate above the bar. We are now going to learn one of the most important keys in the CS. This is the F key. This causes the selected object to fall. It will fall until it hits another object. It is a great way to add objects on to tables, floors etc. Take care though. The object will stop when it hits an object. Check its height later to see nothing stopped it on the way down.


3.
Set up another plate above the bar. We are now going to learn one of the most important keys in
the CS. This is the F key. This causes the selected object to fall. It will fall until it hits
another object. It is a great way to add objects on to tables, floors etc. Take care though. The object will stop when it hits an object. Check its height later to see nothing stopped it on the way down.


<pre>Handy hint: when decorating an empty room try to work from the floor up. Start with carpets, then furniture that stands on the floor. Then objects which stand on the furniture. This way the F key can be really powerful.</pre>


(handy hint, when decorating an empty room try to work from the floor up. Start with carpets,  
==== 4. Duplicating Objects in Place ====
then furniture that stands on the floor. Then objects which stand on the furniture. This way the F key can be really powerful).
The last technique is to use the CTRL + D function. This makes a duplicate of an object in exactly the same position. It’s brilliant for stacking and repeat tasking. Select one of the plates on the bar and then press CTRL + D. The object may change appearance. This is a side effect of the doubling. Now select and drag one of these plates across the bar, and you will see the new plate appear. It will maintain its z-axis position from the plate you duplicated. Position it so it does not collide with any other objects. We now have 4 plates on the bar. Practice if you like dropping other objects using the F key and the CTRL + D to duplicate them.




The last technique is to use the CTRL + D function. This makes a duplicate of an object in
=== Rotating Objects ===
exactly the same position. It’s brilliant for stacking and repeat tasking. Select one of the
The final part of this first lesson involves rotating objects. Select an object that will clearly show that rotation has occurred. A mug with a handle will do. You rotate using the right hand mouse button (usually referred as Right Mouse Button, RMB). But here is the thing: rotation occurs only in the z axis. This is the most common type of rotation and is the easiest to perform.
plates on the bar and then press CTRL + D. The object may change appearance. This is a side
effect of the doubling. Now select and drag one of these plates across the bar. You will see the new plate appear. Position it so it does not collide with any other objects.
We now have 4 plates on the bar. Practice if you like dropping other objects using the F key and the CTRL + D to duplicate them.


To rotate in the x axis, use x + RMB.


The final part of this first lesson involves rotating objects. Select an object that will clearly show the rotation has occurred. A mug with a handle will do. You rotate using the right hand mouse button (usually referred as Right Mouse Button, RMB). But here is the thing rotation occurs only in the z axis. This is the most common type of rotation and is the easiest to perform.
To rotate in the y axis use y + RMB.
 
 
[To rotate in the x axis use X + RMB]
{To rotate in the y axis use Z + RMB}
 
You can also use the right hand rotation boxes in the objects 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.


Practice doing this.
Practice doing this.




Finally a couple of extra bits  
Finally a couple of extra bits:
 


Holding X when dragging an object restricts movement to the x axis only. (Very handy when hanging stuff on a wall).
Holding X when dragging an object restricts movement to the x axis only. (Very handy when hanging stuff on a wall).


Holding Y when dragging an object restricts movement to the y axis only. (Very handy for stocking shelves).
Holding Y when dragging an object restricts movement to the y axis only. (Very handy for stocking shelves).




Now all we have to do is save our handy work. Select File/Save. Call it something useful like  
== Testing Your Mod ==
Test-1. Close the CS.  
Now all we have to do is save our handy work. Select '''File''' > '''Save''' in the main menu. You will be prompted to name your file (assuming this is the first time you have saved). Call it something useful like ''Test-1''. Close the CS.  


Open ''Oblivion'', and if you want to see the damage you did, activate your mod by selecting '''Data Files''' from the ''Oblivion Launcher''.  Locate the file named ''Test-1.esp'' (or whatever you may have named it), and double click to place an "x" in the check box beside it. Now, when you load up a saved game, the changes you have made in your mod will be visible in-game.


Load the game and if you want to see the damage you did, activate your mod by checking the box in Data Files in the window that opens when you start Oblivion. Don’t save your game or you may make your damage permanent.
'''Don’t save your game or you may make your damage permanent.'''
 


Congratulations you have now done your first mod. Ok it’s a useless mod that beats up a very nice bar, but a mod none the less. More importantly you have learned the techniques needed to navigate around the render screen and to manipulate objects.  
Congratulations you have now done your first mod. Ok it’s a useless mod that beats up a very nice bar, but a mod none the less. More importantly you have learned the techniques needed to navigate around the render screen and to manipulate objects.  


To restore the inn to all its former glory, simple deactivate your mod.
To restore the inn to all its former glory, simple deactivate your mod.
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