Difference between revisions of "A beginner's guide, lesson 2 - Creating a room"

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===Unlocking the Basement===
===Unlocking the Basement===
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.


Look for the cell that refers to the cellar. It is called ChrorolTheOakandCrosierCellar, and is right above the tavern in your 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.  
Look for the cell that refers to the cellar. It is called ChrorolTheOakandCrosierCellar, and is right above the tavern in your 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.  


You can now save your mod (File/Save). Call it something useful like test02. Now before we go look in the game, just have a quick look at the 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 effort so far, go ahead and change these to none and unlocked. It's a cheat. You’re getting something for nothing. If this bothers you, don't do it.  
You can now save your mod (File/Save). Call it something useful like test02. Now before we go look in the game, just have a quick look at the 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 effort so far, go ahead and change these to none and unlocked. It's a cheat. You’re getting something for nothing. If this bothers you, don't do it.  
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Load up the CS. This time select BOTH the oblivion.esm and the Test02 mod you've just created. Make the TEST02 active. We might as well overwrite this mod since some of the work we need to do is already done.
Load up the CS. This time select BOTH the oblivion.esm and the Test02 mod you've just created. Make the TEST02 active. We might as well overwrite this mod since some of the work we need to do is already done.


Take a deep breath, we are about to get creative and carry out some real functional Modding at last.
Take a deep breath, we are about to get creative and carry out some real functional Modding at last.




===Creating a New Basement===
Firstly, we will need a cell to work in. We create this by copying an existing cell. We could copy any cell but since we are altering the cellar it makes sense to copy that.
Firstly, we will need a cell to work in. We create this by copying an existing cell. We could copy any cell but since we are altering the cellar it makes sense to copy that.


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