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

imported>Shademe
(→‎The Object Window: Added stuff from an obscure article)
imported>Shademe
(→‎The Construction Set: Standard Task)
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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.


==== 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


=== The Cell View Window ===
=== The Cell View Window ===
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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.
====Creating a New 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]]
#Drag the base object into the '''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
#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


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