Editing A beginner's guide, lesson 2 - Creating a room

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First select the '''Owner''' tab. In the '''Faction''' drop down list select '''NONE'''. Now the door belongs to no one and we can open it without triggering any alarms. Now go to the '''Lock''' tab, and in the top left corner uncheck the '''Locked''' tick box. The door is now unlocked. Great! However, if we go into the cellar, we are entering a ''room'' that belongs to someone else, and we are '''trespassing'''. Let’s change that.
First select the '''Owner''' tab. In the '''Faction''' drop down list select '''NONE'''. Now the door belongs to no one and we can open it without triggering any alarms. Now go to the '''Lock''' tab, and in the top left corner uncheck the '''Locked''' tick box. The door is now unlocked. Great! However, if we go into the cellar, we are entering a ''room'' that belongs to someone else, and we are '''trespassing'''. Let’s change that.


Click '''OK''' to exit the cellar door's reference window, then look for the cell on the '''LHS''' of the [[Cell View Window]] that refers to the cellar. It is called ''ChorrolTheOakandCrosierCellar'', and is right above the tavern in the list. Right-click on it, select '''Edit''', and a dialog box pops up. This has three tabs. '''Common Data''', '''Lighting''', and '''Interior Data'''. Select '''Interior Data'''. In the '''Ownership''' drag down box, select '''NONE'''.  
Click OK to exit the cellar door's reference window, then look for the cell on the '''LHS''' of the [[Cell View Window]] that refers to the cellar. It is called ''ChorrolTheOakandCrosierCellar'', and is right above the tavern in the list. Right-click on it, select '''Edit''', and a dialog box pops up. This has three tabs. '''Common Data''', '''Lighting''', and '''Interior Data'''. Select '''Interior Data'''. In the '''Ownership''' drag down box, select '''NONE'''.  


Click '''OK''' to exit and save your mod. Call it something useful like ''Test02''. Now before we go look in the game, just have a quick look at the [[:Category:Objects|objects]] inside the cellar. You'll notice that some of the objects listed under '''Containers''' are still owned by an NPC. These are locked chests. If you feel you deserve a treat for all your efforts so far, you could go ahead and change these to ''no ownership'' and ''unlocked''. It's a cheat. You’re getting something for nothing. If this bothers you, don't do it. If you ''do'' choose to modify these containers, remember to save your mod again.
Click '''OK''' to exit and save your mod. Call it something useful like ''Test02''. Now before we go look in the game, just have a quick look at the [[:Category:Objects|objects]] inside the cellar. You'll notice that some of the objects listed under '''Containers''' are still owned by an NPC. These are locked chests. If you feel you deserve a treat for all your efforts so far, you could go ahead and change these to ''no ownership'' and ''unlocked''. It's a cheat. You’re getting something for nothing. If this bothers you, don't do it. If you ''do'' choose to modify these containers, remember to save your mod again.

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