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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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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 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'''.  


Now 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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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===
===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.
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''. 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.
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.




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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 were 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 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''.  


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 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.
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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.
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.
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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.
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 in the [[Cell View Window]], and choose '''Edit'''.  
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'''.  


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.  
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''.  
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'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.
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=====
=====Adding a Door=====
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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.
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=====
=====Adding a Northmarker=====
Before we link it to the tavern lets just look at the ''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.


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.  
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.


=====Linking the Room to the Tavern=====
=====Linking the Room to the Tavern=====
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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 add a teleport marker to the cellar. Save your mod. Go test it, making sure the door works in both directions.
Now add a teleport marker to the cellar. Save your mod. Go test it, making sure the door works in both directions.


=====Setting Ownership=====
=====Setting Ownership=====
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.
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.


====Decorating the New Room====
====Decorating the New Room====
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
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  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!
 
 
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 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.
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!


Test
=====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'''.


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==
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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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