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

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'''TES IV: Oblivion Modding for Beginners'''
{{ABGContents}}
 
'''A. BUILDINGS AND STRUCTURES'''
 
'''Lesson Two: Creating a room'''


==Preamble==
This is the second 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 second 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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*'''Reference Id''' ''(normally blank)'' - This is the database reference for that type of object. We can ignore this for now. It is chiefly used when adding custom objects.
*'''Reference Id''' ''(normally blank)'' - This is the database reference for that type of object. We can ignore this for now. It is chiefly used when adding custom objects.


*'''Base Object''' - This gives you information about the file containing the data about objects. Next to it is the ‘Edit base’ button. We will use this later on.
*'''Base Object''' - This gives you information about the file containing the data for this object. Next to it is the '''Edit Base''' button. We will use this later on.


:These are references to the master file listed in the object window. This is information about ALL similar objects in the ENTIRE game WORLD. If you change this by editing the base you change every single example in the world. TAKE GREAT CARE WITH THIS. I have, to my cost, come across mods which do this. Suddenly every chest I find has 50 gold pieces in it. This is what Klinn meant by a dirty mod.
:These are references to the master file listed in the object window. This is information about ALL similar objects in the ENTIRE game WORLD. If you change this by editing the base you change every single example in the world. TAKE GREAT CARE WITH THIS. I have, to my cost, come across mods which do this. Suddenly every chest I find has 50 gold pieces in it. This is what Klinn meant by a dirty mod.
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'''Persistent Reference''', '''Open by Default''', etc.  We will look at these in more advanced lessons. They are mainly used in setting animated traps, and how we see objects when they first appear, e.g. whether a door is initially open or closed.
'''Persistent Reference''', '''Open by Default''', etc.  We will look at these in more advanced lessons. They are mainly used in setting animated traps, and how we see objects when they first appear, e.g. whether a door is initially open or closed.


===Examining the Doors===
===Examining the Doors===


The ''Oak and Crosier Tavern'' has four [[Door|doors]]. Let's look at the '''reference dialog box''' for each, because they each tell us something useful for developing our own mods.


The Tavern has four doors, let's look at the reference for each because they each tell us something useful to develop our own mods.
We will begin with the door called ''ChorrolLoadDoorMiddle01''.
 
We will begin with the door called < ChorrolLoadDoorMiddle01>
The name refers again to a master file in the object list.
The name refers again to a master file in the object list.


The tabs tell us its location, that it is owned by an NPC called Talasma and that it has an average lock.
The centre tabs tell us its location, that it is owned by an [[:Category:NPC|NPC]] called ''Talasma'', and that it has an '''Average''' lock.  
 
Let's focus on the Teleport tab.
 
In the centre is the TELEPORT information associated with this door.
 
CELL - This tells you the name of the cell that the door leads to.
 
 
In this case the ChorrolExterior 15 (-17, 22) cell. Eh!! ChorrolExterior15 is an exterior cell inside the Chorrol World. This is the area enclosed by the city walls that contain all the buildings, trees etc that make up the city of Chorrol. The (-17,22) refers to the x, y co-ordinates inside that cell.




REFERENCE -This tells you the name of the door that we are linked to.
Let's focus on the '''Teleport''' tab.


In this case it is Chorrolloaddoormiddle01. This is the same as the reference for the interior door in the tavern. It doesn't have to be the same. But, it makes sense. Doors don't often look different on the front and back. It's a design choice.  
In the centre is the '''Teleport''' information associated with this door.


*'''Cell''' - This tells you the name of the [[:Category:Cells|cell]] that the door leads to - in this case the ''ChorrolExterior15'' cell (-17, 22). ''ChorrolExterior15'' is an [[Exterior cells|exterior cell]] inside the ''Chorrol'' '''World'''. This is the area, enclosed by the city walls, that contains all the buildings, trees, etc. that make up the city of ''Chorrol''. The (-17,22) refers to the x, y co-ordinates of ''ChorrolExterior15'' inside that '''World'''.


VIEW LINKED DOOR and VIEW TELEPORT MARKER - These buttons allow you to jump to the place where the door goes.
*'''Reference''' - This tells you the name of the door that we are linked to. In this case it is ''Chorrolloaddoormiddle01''. This is the same as the reference for the interior door in the tavern, which means the door looks the same on the inside and outside. It doesn't have to be the same, but it makes sense. Doors don't often look different on the front and back. This is a design choice.  


Click either of them and the render window will update to show you the exterior of Chorrol and the door into the tavern. Click again and you’re back where you started. Neat! In this case both buttons seem to do the same job, so why double up.
*'''View Linked Door''' and '''View Teleport Marker''' - These buttons allow you to jump to the place where the door leads. Click either of them and the [[Render Window]] will update to show you the exterior of ''Chorrol'', and the door into the tavern. Click again and you’re back where you started. Neat!




Remember, during lesson one, how we talked about spaces, worlds and cells being linked together artificially by teleport links that tell the game to load up and move you to particular location.
Remember, during [[A beginner's guide, lesson 1 - The Construction Set Primer|Lesson One]], how we talked about spaces, worlds, and cells being linked together artificially, by teleport links that tell the game to load up and move you to particular location?


The fast travel operation is an obvious example, but in fact this happens every time you open a door and the load screen pops up. The doors themselves are activators. When you press the spacebar in game, the program carries out the required teleport instruction.  
The ''Fast Travel'' operation is an obvious example, but in fact this happens every time you open a door and the load screen pops up. The doors themselves are [[:Category:Activators|activators]]. When you press the '''Spacebar''' in-game, the program carries out the required teleport instruction.  


The teleport marker tells the game the exact position to place you when you teleport. The marker is the yellow box with the odd pink pyramid on its side. The yellow box says where in space you will appear, and the pyramid points in the direction you will face. You don’t need to place the teleport marker near the door. Again it is a design choice. It makes sense for this to happen, so it does in most examples in the game.
The '''teleport marker''' tells the game the exact position to place you when you teleport. The marker is the yellow box with the odd pink pyramid on its side. The yellow box says where in space you will appear, and the pyramid points in the direction you will face. You don’t need to place the teleport marker near the door. Again, it is a design choice. It makes sense for this to happen, so it does in most examples in the game.




Now let's investigate the two doors marked ChorrolDoorMiddleAnim04 and the oakandcrosierrentdoor.
Now let's investigate the two doors marked ''ChorrolDoorMiddleAnim04'' and the ''oakandcrosierrentdoor''. These refer to the two upstairs guest rooms. It's a bit dark up there, so it might help to shed some light on the situation. This is done using the '''A''' key. That's much better, we can see.


The doors have similar looks. The ''ChorrolDoorMiddleAnim04'' door refers to a guest room. it has a '''Hard''' lock, and it's teleport info is....


These refer to the two upstairs guest rooms. It's a bit dark up there, so it might help to shed some light on the situation. This is done using the '''A''' key. That's much better, we can see.
What's going on here? The teleport tick box is unchecked and there is some greyed out info about the ‘abandoned mine’!


The doors have similar looks. The middle04 door refers to a guest room. it has a hard lock, and it's teleport info is....
Look under the ''oakandcrosierrentdoor'' door. This is the same.  


What's going on here? The teleport tick box is unchecked and there is some greyed out info about the ‘abandoned mine’.
I have to admit I panicked when this first happened. I thought I had broken the game. I know for a fact that there is a room behind that door because when I first stayed in ''Chorrol'', I spent a night in that room leveling up. It turns out that there are '''two types of doors''': ''teleport doors'' - like ''ChorrolLoadDoorMiddle01'' - which, when activated, transport the player to their target, and ''opening doors'', which, when activated, physically swing open. These types of doors are used in display cases, and other doors that don't have to teleport the player anywhere. So panic over, I haven’t broken the game...


Look under the Rent door. This is the same.


I have to admit I panicked when this first happened. I thought I had broken the game. I know for a fact that there is a room behind that door because when I first stayed in Chorrol, I spent a night in that room levelling up. It turns out that there are two types of doors: teleport doors--like ChorrolLoadDoorMiddle01--which, when activated, transport the player to their target, and "opening" doors, which when activated physically swing open. These types of doors are used in display cases, and other doors that you don't want to teleport the player somewhere. So panic over, I haven’t broken the game...
Okay, let’s look at the ''ChorrolDoorMiddleAnim03'' door. This is the one that leads to the cellar.


The Tabs tell us that the door is owned by a faction called '''Generic Owner''' (a kind of catch-all faction). The lock on the door is '''Very Easy'''. It's ''leveled'', so that it gets harder to pick as the player's level increases, but it doesn't require the player to have a key to open it.


Okay, let’s look at the ChorrolDoorMiddleAnim03 door. This is the one that leads to the cellar.
The '''Teleport''' tab tells us that this links to the cellar of the ''Oak and Crosier'', and that the door inside the cellar is of a similar type to this one.
 
 
The Tabs tell us that the door is owned by a faction called Generic Owner. (A kind of catch all faction. Faction is only really relevant if the PC can join it.) The Lock on the door is very easy. It is levelled so that it will get harder to pick as you get better in the game but doesn't require the PC to have a key to open it.
 
 
The Teleport tab tells us that this links to the Cellar of the Oak and Crosier, and that the door inside the cellar is of a similar type to this one.
 


Let's do a bit of a mod to get that door open so we can nose around.
Let's do a bit of a mod to get that door open so we can nose around.




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


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'''.


Now Close or minimise the CS, start the game, activate your mod, and go look round the cellar. When you have had a good nose come back upstairs and Save again. DO NOT SAVE WHILE YOU’RE DOWN IN THE CELLAR because we are about to mod it out of existence.
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.




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.
Now close the CS, start the game, activate your mod, and go look round the cellar. When you have had a good nose around, come back upstairs and save your game again. '''DO NOT SAVE WHILE YOU’RE DOWN IN THE CELLAR''' because we are about to mod it out of existence!




Take a deep breath, we are about to get creative and carry out some real functional Modding at last.
Load up the CS. This time, in [[:Category:File|File]] >> [[Data]], select BOTH ''oblivion.esm'' and the ''Test02'' mod you've just created. Make the ''Test02'' file [[Active File|active]]. We might as well overwrite this mod since some of the work we need to do is already done.




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.
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 an [[Interior cells|interior 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.


A new cell appears called ChorroltheOakandcrosierCellarCopy001. We change this by left-clicking on the name and waiting a few seconds. Change it if you like. The game has no rules about the name you give a cell as long as it is unique. Call it ChorroltheOakandcrosierCellarAlternative if you want. This will make it easier to find later.
Right-click on the ''ChorroltheOakandcrosierCellar'' cell in the Cell Window and select "Duplicate Cell" from the menu. A new cell appears called ''ChorroltheOakandcrosierCellarCopy001''. You can change the name by left-clicking on it in the list and waiting a few seconds. Change it if you like. The game has no rules about the name you give a cell as long as it is unique. Call it ''ChorroltheOakandcrosierCellarAlternative'' if you want. This will make it easier to find later.


Now before we get creative, lets get destructive. Begin deleting the objects in the cell until you are left with just three


====Clearing Out Existing Objects====
Now before we get creative, lets get destructive. Begin deleting the objects in the cell until you are left with just three:
  ChorrolDoorMiddleAnim03 - type Door
  ChorrolDoorMiddleAnim03 - type Door
  TheOakandcrosierCellar - type Static
  TheOakandcrosierCellar - type Static
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The first two are pretty essential objects. They are the cellar master file which defines a room, and the door portal to get in and out of that space.  
The first two are pretty essential objects. They are the cellar master file which defines a room, and the door portal to get in and out of that space.  
The NORTHMARKER is an aesthetic object. It does not show up in the game but does play an important role in the immersion into the game.
The '''Northmarker''' is an aesthetic object. It does not show up in the game, but does play an important role in the immersion into the game.


When we '''Fast Traveled''' to ''Chorrol'', we arrived facing ''north'' with the door behind us. The entrance to the tavern was roughly to the ''northwest''. When we enter the tavern and teleported in with our back to the door, we are still facing ''northwest''.


When we fast travelled to Chorrol, we were facing North with the door behind us. The Entrance to the tavern was roughly to the North West. When we enter the Tavern and teleported in with our back to the door we still face North West.  
The door to the cellar faces nearly ''west''. The game needs some info to link these three spaces and decide which way we are facing. When you drop objects into the [[Render Window]], the game assumes that ''north'' is towards the top of the screen. Without the '''Northmarker''', this room would be arranged so the cellar door faced ''west'', when we really want it facing ''east''. The '''Northmarker''' saves you having to rotate the room and to keep the same footprint as the room above. None of this is essential. This cellar could theoretically face in any direction, be twice the size of ''Chorrol'', or contain an entire ''Oblivion'' world. The game will not notice or care, but you, and anyone who uses your mod, will.




The door to the cellar faces Nearly West. The game needs some info to link these three spaces and decide which way we are facing. When you drop objects into the render window the game assumes that North is towards to the top of the screen. Without the Northmarker this room would be arranged so the cellar door faced west, when we really want it facing east. The Northmarker saves you having to rotate the room and to keep the same footprint as the room above. None of this is essential. This cellar could face in any direction, be twice the size of Chorrol or contain an entire Oblivion world. The game will not notice or care, but you, and anyone who uses your mod, will.
Ok, now go ahead and delete these three objects as well. You could leave the '''door''' and the '''Northmarker''', since we will be putting them back later, but since this is a practice drill we should do everything from scratch.
 
 
Ok, go ahead and delete these objects. You could leave the door and the Northmarker since we will be putting them back later but since this is a practice drill we should do everything from scratch.




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Save it. (In fact, you should save within the CS on a regular basis. Not necessarily after every tiny change, but certainly after you perform major functions like positioning a room, Furnishing it etc. This is not only to avoid dirty mods but because, although the platform is fairly stable, it is not rock solid. So save, save and save again.)
Save it. (In fact, you should save within the CS on a regular basis. Not necessarily after every tiny change, but certainly after you perform major functions like positioning a room, furnishing it, etc. This is not only to avoid dirty mods but because, although the platform is fairly stable, it is not rock solid. So save, save, and save again.)


==The Object Window Lists==
====Creating the New Room====
The first thing we need is a physical room to work in. The templates or artwork for these are located in the [[Object Window]]. The lists on the '''LHS''' are organised into five big categories:


The first thing we need is a room to work in.  
* '''Actors''' - All those NPCs you can interact with.
The templates or artwork for these are located in the Object Window with its huge lists. The Lists are organised into five big categories:
* '''Items''' - All the objects you can carry in your inventory.
* '''Magic''' - All those objects which have a magical effect.
* '''Miscellaneous''' - Objects used externally and animations.
* '''World Objects''' - All the objects you see in the world that you can't put in your inventory.


* Actors - All those NPCs you can interact with.
* Items - All the objects you can carry in your inventory.
* Magic - All those objects which have a magical effect.
* Miscellaneous - Objects used externally and animations.
* World Objects - All the objects you see in the world that you can't put in your inventory.


The '''World Objects''' category is where the buildings are kept.


The World Objects category is where the buildings are kept.
The '''World Objects''' list is also sub-divided into 9 branching categories. We will look at each as and when we need them, although most are fairly self-explanatory.  




The World Objects list is also sub-divided into 9 branching categories. We will look at each as and when we need them, although most are fairly self explanatory.
What we want is the '''World Objects''' >> '''Static Objects''' >> '''Architecture''' list. Select this.  
 
 
What we want are the static objects/ Architecture List. Select this.  


A very long list appears. These are all the possible rooms, walls and corridors already made for us to use. You could use any of them for this; it's a question of design rather than a technical issue. However, we want to look at basements and cellar spaces to be consistent.
A very long list appears. These are all the possible rooms, walls and corridors already made for us to use. You could use any of them for this; it's a question of design rather than a technical issue. However, we want to look at basements and cellar spaces to be consistent.


Where are they?  
Where are they?  


You could use the ''Find text'' option to find all the Static objects containing the word basement. You will find 49 of them. There is only one thing to do when building your own mod and that is to try them all.


Use the ''Find text'' option to find all the Static objects containing the word basement. You will find 49 of them. There is only one thing to do when building your own mod and that is to try them all.
Here's a little shortcut to save you time later in your Modding career:
Start the CS up again and select only the oblivion.esm.
Make a copy of a Cell, empty it, and rename it TestBasementArch or something equally catchy. Drag and drop all the basement objects into this render window and spread them out so you can look at them. You can then save the mod as say ''libraryofstockitems''. Now every time you want to look at some basements, you can mod this mod and refer to this library. This Library mimics many of the TEST cells already provided by the CS. At first it is a pain. Now I find myself loading up the library mod every time.
For this lesson we want a basement with a door facing the stairs, so it fits in with the basic architecture of the inn. I suggest you use the BravilFightersGuildBasement01 object. Drag it into the window. It is, of course, up to you which you use.
You can start dropping objects in now if you like but why not make our life easier later. Open up the object reference box, and look at the x, y and z co-ordinates. They are pretty random. Lets set this to 0,0,0. (You may have to press C to find the object again.)
Once again the CS has an odd default setting for the lighting of object. It sets the light at zero. We can use the '''A''' key to set an artificially bright light while we edit. To change the lighting in the cell we need to use the right-click/edit on the cell in the cell view window.
The Lighting is controlled by a set of clickable boxes. Again, you can set values how you like. Most underground spaces in the game are set at a value of 30. Make them a bit brighter if you like. For that totally realistic effect, you could leave them at 0 and add light objects in the render window. This however, uses a lot of processor power, and will cripple low spec users. Let’s set them at 50. It's a practical compromise between dark and functional. Press '''A''' to switch off the artificial lights to see the effects.
Use the camera keys to look at the architecture of your new basement. If you are using the suggested piece, you will notice two archways with nothing beyond them. This is because this piece is part of a set which allows you to extend further. The piece we will use for this is BravilFightersGuildBasement02.
We need to position this so that it lines up neatly with the archways in the game. However, once again the designers have been a bit helpful here. If we use the 0,0,0 reference trick we have just tried, the piece slots into position automatically. This doesn't work for all objects but it is a nice shortcut when using pieces that are designed to slot together. At the very least it brings the pieces together so they are easier to drag into position.
We now have a building.


<hr />
'''Here's a little shortcut to save you time later in your modding career:'''
<blockquote>
Start the CS up again and select only the oblivion.esm.<br />
<br />
Make a copy of a [[:Category:Cells|cell]], empty it out, and rename it ''TestBasementArch'' or something equally catchy. Drag and drop all the basement objects into this [[Render Window]] and spread them out so you can look at them. You can then save the mod as say ''libraryofstockitems''. Now every time you want to look at some basements, you can load this mod and refer to this library. This library mimics many of the TEST cells already provided by the CS. At first it is a pain. Now I find myself loading up the library mod every time.
</blockquote>
<hr />


Let's add in the door.


For this lesson we want a basement with a door facing the stairs, so it fits in with the basic architecture of the inn. I suggest you use the ''BravilFightersGuildBasement01'' object. Drag it into the window. It is, of course, up to you which you use.


In the world objects, select doors, locate the ChorrolDoorMiddleAnim03 and drop it into the window. Use the object placement techniques we learned in Lesson 1 to put the door in position at the top of the stairs. it's not a perfect fit, but if we put it in front of the rectangular door space it will do the job fine.
You can start dropping objects in now if you like, but why not make your life a little easier for later? Open up the ''BravilFightersGuildBasement01'' '''reference box''', and look at the x, y and z co-ordinates. They are pretty random. Lets set this to 0,0,0. Note that you may need to press '''C''' to re-centre the room in the [[Render Window]] after making this change.


Once again the CS has an odd default setting for the lighting of objects. It sets the light at zero. We can use the '''A''' key to set an artificially bright light while we edit. To change the in-game lighting in the cell, we need to right-click on the cell on the left side of the  [[Cell View Window]], and choose '''Edit'''.


Before we link it to the Tavern lets just look at the NorthMarker.
The lighting is controlled by a set of clickable boxes. Again, you can set values how you like. Most underground spaces in the game are set at a value of 30. Make them a bit brighter if you like. For that totally realistic effect, you could leave them at 0 and manually add light objects in the [[Render Window]]. This however, uses a lot of processor power, and will cripple low spec users. For our basement, let's set the lights at 50. It's a practical compromise between dark and functional. Press '''A''' to switch off the artificial lights to see the effects.  


Use the camera keys to look at the architecture of your new basement. If you are using the suggested piece, you will notice two archways with nothing beyond them. This is because this piece is part of a set, which allows you to extend further. The piece we will use for this is ''BravilFightersGuildBasement02''.


Now I have had a real problem adding NorthMakers to the window, but I have found a fix around. Try dragging and dropping first. Sometimes it works - sometimes it doesn't. If it doesn't here’s what to do. From the Static list, drag in a Night Mother Statue Base in to the window. It’s the object just above the Northmarker. Now use search and replace to replace it with the NorthMarker. Position the NorthMarker just outside the door and adjust its' Z angle to 270 so it faces left in the render window view. Now go to top view and shift it about 5 degrees. This ties in with the marker in the original cellar cell. You can move between the two to confirm the set up.  
We need to position this so that it lines up neatly with the archways in the game. However, once again the designers have been a bit helpful here. If we use the 0,0,0 reference trick we have just tried, the piece slots into position automatically. This doesn't work for all objects, but it's a nice shortcut when using pieces that are designed to slot together. At the very least it brings the pieces together so they are easier to drag into position.


=====Adding a Door=====
We now have a building - let's add in the door.


The next task is to link the door from your room to the tavern, First we are going to disable the existing link. This is because the CS has already allocated a link to that door and will not let us use it. It’s a useful safety feature.
In '''World Objects''', select '''Doors''', locate the ''ChorrolDoorMiddleAnim03'' and drop it into the window. Use the object placement techniques we learned in [[A beginner's guide, lesson 1 - The Construction Set Primer|Lesson One]] to put the door in position at the top of the stairs. It's not a perfect fit, but if we put it in front of the rectangular door space it will do the job fine.


=====Adding a Northmarker=====
Before we link it to the tavern lets just look at the ''Northmarker''.
*You can find Northmarker under the object window as WorldObjects>>Static>>Northmarker.


Load up the original tavern cell, and locate the cellar door. Open the cellar doors reference window. Now select teleport. Uncheck the teleport check. We have broken the link. Close the box and open it again. Tick the box and you will be greeted, assuming no other mods are loaded with the CELL and REFERENCE information about the Abandoned mine.
Now I have had a real problem adding ''Northmarkers'' to the [[Render Window]], but I have found a workaround. Try dragging and dropping from the [[Object Window]] first. Sometimes it works - sometimes it doesn't. If it doesn't here’s what to do. From the '''Static''' list, drag a ''Night Mother Statue Base'' in to the [[Render Window]]. It’s the object just above the ''Northmarker''. Now use search and replace to replace it with the ''Northmarker''. Position the ''Northmarker'' just outside the door and adjust its Z angle to 270 so it faces left in the [[Render Window]] view. Now go to top view and shift it about 5 degrees. This ties in with the marker in the original cellar cell. You can move between the two to confirm the set up.


If you can't see the ''Northmarker'' make sure markers are enabled in the View menu.


Click on the drop down menu to the right of the Cell information and scroll down to find
=====Linking the Room to the Tavern=====
The next task is to link the door from your room to the tavern. First we are going to disable the existing link. This is because the CS has already allocated a link to that door and will not let us use it. It’s a useful safety feature.


ChorroltheOakandcrosierCellarAlternative
Load up the original tavern cell, and locate the cellar door. Open the cellar door's reference window. Now select '''Teleport'''. Uncheck the teleport check. We have broken the link. Close the box and open it again. Tick the box and you will be greeted, assuming no other mods are loaded, with the '''Cell''' and '''Reference''' information about the ''Abandoned Mine''.


Now do the same to the reference box. Here we are offered only one option which is the ChorrolDoorMiddleAnim03 we have added. If we had added other doors, we would have been offered other options. That’s the link done. The CS takes care of the other side of the door (in the cellar) for us.  
Click on the drop down menu to the right of the Cell information and scroll down to find ''ChorroltheOakandcrosierCellarAlternative''.


Now do the same to the reference box. Here we are offered only one option which is the ''ChorrolDoorMiddleAnim03'' we have added. If we had added other doors, we would have been offered other options. That’s the link done. The CS takes care of the other side of the door (in the cellar) for us.


Close the dialog box. We have now linked our cellar to the tavern. But we still have a really important job to do - which is to set our teleport markers. The CS has a curious but practical default setting. It establishes the marker inside the door itself. If we used it as is we would materialise in the middle of the cellar door and that is never fun. We should be able to see the marker inside the tavern. It behaves just like every other object. We can drag it, rotate it, and use the '''F''' key to make it fall. Reposition it so that the pink pyramid faces away from the door and you have a good clearance, avoiding collision with objects in the tavern.


Close the dialog box. We have now linked our cellar to the tavern. But we still have a really important job to do - which is to set our teleport markers. The CS has a curious but practical default setting. It establishes the marker inside the door itself. If we used it as is we would materialise in the middle of the cellar door and that is never fun. We should be able to see the marker inside the tavern. It behaves just like every other object. We can drag it, rotate it, and use the '''F''' key to make it fall. Remember to hold your right mouse button over the door marker to rotate it about the z axis.  Reposition it so that the pink pyramid faces away from the door and you have a good clearance, avoiding collision with objects in the tavern.


Now do the same for the cellar. Save your mod. Go test it, return to the CS and reactivate it (or just save and minimise the CS).
Now add a teleport marker to the cellar. Save your mod. Go test it, making sure the door works in both directions.


=====Setting Ownership=====
Now let’s make the room belong to the player. First right-click and choose '''Edit''' on the ''ChorroltheOakandcrosierCellarAlternative''. In the '''Interior Data''' section, select the NPC owner and scroll down till you find '''Player'''. You now own the cellar.


Now let’s add some extra touches. First right-click and choose edit on the ChorroltheOakandcrosierCellarAlternative. In the Interior Data section, select the NPC owner and scroll down till you find player. You now own the cellar.
====Decorating the New Room====
 
==Decoration==
 
I don’t intend to tell you how to decorate your space. Instead I am going to offer tips and pointers.
I don’t intend to tell you how to decorate your space. Instead I am going to offer tips and pointers.


=====Chairs and Beds=====
Be careful when placing chairs and beds as each comes in two flavors.  The first can be found under '''World Object''' >> '''Static''' >> '''Furniture'''. These chairs and beds are set decoration, and you cannot lie on them to sleep or sit on them. The second type is listed under '''World Objects''' >> '''Furniture'''. These are interactive. You can tell the difference because the usable items come with two blue wire frame models attached which show the starting and finishing position of a character as the in-game animation runs. (Beds use these animation positions for NPC's only, as you never actually see the player lay down when you activate a bed.) Again position these to avoid collision problems.


Chairs and Beds
=====Containers=====
 
 
Be careful when placing chairs and beds as each comes in two flavors.  The first can be found under World Object/Static/Furniture. These chairs and beds are set decoration and you cannot lie on them to sleep or sit on them. The second type is listed under World objects/Furniture. These are interactive. You can tell the difference because the usable items come with two blue wire frame models attached which show the starting and finishing position of a character as the in-game animation runs. (Beds - NPCs only). Again position these to avoid collision detection.
 
 
Containers
 
 
Take huge care when customising any object. This is how you can safely change an object without making that change universal. Drag and drop a container like a chest into your room and position it where you want it.  
Take huge care when customising any object. This is how you can safely change an object without making that change universal. Drag and drop a container like a chest into your room and position it where you want it.  


Save the mod. This is a backup in case you make a mistake. Now right-click the container and select '''Edit Base'''. Now look at the ID at the top of the box. Change it to something meaningful and unique. It can be anything as long as it is unique. The CS will challenge you if you don’t do this. I prefer to name my custom objects by adding my initials and a short code about which mod I’m using them in, then the name of the object. So if I was about to change the barrel called ''BarrelMiddleClutterSame03'' in a mod for a building called ''Verona House'', I might call it ''TDVERHBarrelMiddleClutterSame03''.


Save the mod. This is a backup in case you make a mistake. Now select edit base. Now look at the ID at the top of the box. Change it to something meaningful and unique. It can be anything as long as it is unique. The CS will challenge you if you don’t do this. I prefer to name my custom objects by adding my initials and a short code about which mod I’m using then the name. So if I was about to change the barrel called BarrelMiddleClutterSame03 in a mod for a building called Verona House, I might call it:
You can now add or delete items in the container. You can decide to make it respawn, or add leveled content.
 
TDVERHBarrelMiddleClutterSame03.


You can now add or delete items, you can decide to respawn or level.
Now click the '''OK''' button.  


A very scary looking dialog box appears. Again, the first time I saw this I panicked and clicked '''No'''. '''This is a very bad thing to do'''.


Now save it.
The box for the above operation would read:
 
 
A very scary looking dialog box appears. Again, the first time I saw this I panicked and clicked No. This is a very bad thing to do.
 
 
The box will read for the above operation  


  Old Id: BarrelMiddleClutterSame03
  Old Id: BarrelMiddleClutterSame03
Line 370: Line 321:
  Yes/No
  Yes/No


What this is saying is that you have changed the name of the Master file relating to the middle class barrel. Should I change all middle class barrels or make a new form? You want a new form, so click '''Yes'''.
What this is saying is that you have changed the name of the Master file relating to the middle class barrel. Should I change ''all middle class barrels'' or make a new form? You want a new form, so click '''Yes'''.
 
 
This is important so I will say it again. To change the base of an object, change its id and then save and say '''YES'''. This will avoid the Dirty Mod syndrome from occurring.
 
 
Bookcases
 


Just a quick tip here. Position one book, on top of the bookshelf using the techniques we discussed last lesson. Now hit '''F''' repeatedly. Wait a few seconds between taps and eventually the book will fall through the bookcase top onto the shelf. If you plan to add a lot of books, try this. Lift the first book so it hovers in the air. Use '''CTRL - D''' to duplicate it and move it along so it is in the correct position next to the first book. You now have two hovering books. Leave them for now. Use Search and replace to change books to get a variety. The reason we let the books hover? Well, some books are larger than others. This method will stop these bigger books colliding with the shelf. Once the shelf is full, you can go along and make each book fall. Job done!
This is important so I will say it again. To change the base of an object, change its ID, then click '''OK''' and say '''YES'''. This will ensure that your changes only affect the container you are working with (because you've given it a unique name), and prevent the Dirty Mod Syndrome.


=====Bookcases=====
Just a quick tip here. Position one book on top of the bookshelf using the techniques we discussed last lesson. Now hit '''F''' repeatedly. Wait a few seconds between taps and eventually the book will fall through the bookcase top onto the shelf. If you plan to add a lot of books, try this. Lift the first book so it hovers in the air. Use '''CTRL - D''' to duplicate it and move it along so it is in the correct position next to the first book. You now have two hovering books. Leave them for now. Use Search and replace to change books to get a variety. The reason we let the books hover? Well, some books are larger than others. This method will stop these bigger books colliding with the shelf. Once the shelf is full, you can go along and make each book fall. Job done!


Lights
=====Lights=====
 
There are three types of lighting effects provided. One type is those which look like practical lights but don’t work. You will find these under '''Static Objects'''.
 
There are three types of lighting effects provided. One type is those which look like practical lights but don’t work. You will find these under statics.
 
 
The other two are listed under World Objects/Lights. The second type of light looks like a light emitting object (eg candle, chandelier, etc) and works. The other is simply an ambient light with no physical form. I have found that the practical working lights offer the best atmosphere but at an increased processor cost. Try to mix these up to get a smooth running mod.
 
 
Test


The other two are listed under '''World Objects''' >> '''Lights'''. The second type of light looks like a light emitting object (eg candle, chandelier, etc) and works. The other is simply an ambient light with no physical form. I have found that the practical working lights offer the best atmosphere but at an increased processor cost. Try to mix these up to get a smooth running mod.


=====Testing=====
Don’t forget to test your mod in-game and pay attention to any warnings regarding scripting or questing conflicts in the CS.
Don’t forget to test your mod in-game and pay attention to any warnings regarding scripting or questing conflicts in the CS.
Finally


==A few tips for your mods==
==A few tips for your mods==
Line 416: Line 353:




In [[A beginner's guide, lesson 3 - The external world|Lesson 3]] we step out into the world and start looking at exteriors and landscaping.
In [[A beginner's guide, lesson 3 - The external world|Lesson 3: The external world]], we step out into the world and start looking at exteriors and landscaping.




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