Difference between revisions of "A beginner's guide, lesson 3 - The external world"

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'''TES IV: Oblivion Modding for Beginners'''
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'''A. BUILDINGS AND STRUCTURES'''
==Preamble==
 
'''Lesson Three: The External World'''
 
 
Preamble


This is the third 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 from Morrowind nor is it intended for experienced modders. Although as the series develops, you may find something of interest in them.
This is the third 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 from Morrowind nor is it intended for experienced modders. Although as the series develops, you may find something of interest in them.
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Before we start to build what will be our first full building mod we are going to change two ini files to make our life a little easier.
Before we start to build what will be our first full building mod we are going to change two ini files to make our life a little easier.
Both Are found in the My Documents/My Games/Oblivion folder.
Both are found in the My Documents/My Games/Oblivion folder.


(a) First, let’s change the oblivion.ini file.
(a) First, let’s change the oblivion.ini file.
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The effect of this change is to allow you to press the PrintScreen button on your keyboard to take a screenshot of your game. The image is stored as a bitmap in your oblivion folder (not the save game, but the actual game folder) in the form screenshotxxx.bmp Where xxx is an automatically generated number.
The effect of this change is to allow you to press the PrintScreen button on your keyboard to take a screenshot of your game. The image is stored as a bitmap in your oblivion folder (not the save game, but the actual game folder) in the form screenshotxxx.bmp Where xxx is an automatically generated number.


This is ideal to produce screenshots to illustrate your mod. It’s also handy as a way of create visual reminders when you spot something in game you’d like to investigate more.
This is ideal to produce screenshots to illustrate your mod. It’s also handy as a way of creating visual reminders when you spot something in game you’d like to investigate more.


Now let’s change the Construction set INI file
Now let’s change the Construction set INI file
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In other words, the wilderness is full of important stuff. You should be cautious about where you place a mod. I know of one mod that has been placed directly over a source of nirnroot. The plant is still there, it just has a house on top of it. Needless to say, this is not a mod that I use.
In other words, the wilderness is full of important stuff. You should be cautious about where you place a mod. I know of one mod that has been placed directly over a source of nirnroot. The plant is still there, it just has a house on top of it. Needless to say, this is not a mod that I use.


Because the world is so full, space is at a premium. It is inevitable that mods will clash. I know of at least three mods which use the same space close to Anvil, and two which use the little island in Cheydinhaal.
Because the world is so full, space is at a premium. It is inevitable that mods will clash. I know of at least three mods which use the same space close to Anvil, and two which use the little island in Cheydinhal.


==The more important locations have names==
==The more important locations have names==
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The world of Cyrodiil is divided into a large number of cells. If you click on the cell location button at the top of the cell list, you can sort by cell coordinates.  
The world of Cyrodiil is divided into a large number of cells. If you click on the cell location button at the top of the cell list, you can sort by cell coordinates.  


These follow the standard (x, y) co-ordinate form we all remember so unhappily from school math lessons. The origin cell (0,0) is a bit of wilderness due South of Weye, Weye lies on the Y-axis. All cells to the East of Weye have a + x (plus x) coordinate, all cells to the West have a – (minus x) co-ordinate.  
These follow the standard (x, y) co-ordinate form we all remember so unhappily from school math lessons. The origin cell (0,0) is a bit of wilderness due South of Weye, Weye lies on the Y-axis. All cells to the East of Weye have a + x (positive x) coordinate, all cells to the West have a – x (negative x) co-ordinate.  
The grid is not symmetrical. If you draw out the grid on graph paper, and I’m sad enough to have done this, you find that the Western half of Tamriel is shorter than the Eastern half, this allows for the fact that Leyawiin is much further South than say Anvil.
The grid is not symmetrical. If you draw out the grid on graph paper, and I’m sad enough to have done this, you find that the Western half of Tamriel is shorter than the Eastern half, this allows for the fact that Leyawiin is much further South than say Anvil.


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As a reference, these are the co-ordinates of the main cities
As a reference, these are the co-ordinates of the main cities


  Anvil (-46,9)
  Anvil (-46,-9)
  Bravil (14,-9)
  Bravil (14,-9)
  Bruma (6,35)
  Bruma (6,35)
  Cheydinhaal (29,22)
  Cheydinhal (29,22)
  Chorrol (-17,23)
  Chorrol (-17,23)
  Imperial City (7,15)
  Imperial City (7,15)
  Kvatch (-35,-4)
  Kvatch (-35,-4)
  Leyawiin (21-35)
  Leyawiin (21-35)
  Skingard (-17,0)
  Skingrad (-17,0)


In each case it refers to the cell that contains the Cathedral for that city (except IC, which refers to the central tower).
In each case it refers to the cell that contains the Cathedral for that city (except IC, which refers to the central tower).


[If you have a copy of the map that came with game, you could draw a line East to West through Skingard Cathedral and North to South through Weye. You will notice these cross quite along way South close to the Elsweyr Border.]
[If you have a copy of the map that came with game, you could draw a line East to West through Skingrad Cathedral and North to South through Weye. You will notice these cross quite along way South close to the Elsweyr Border.]




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- The containers are labelled as belonging to None. Edit these to suit.
- The containers are labelled as belonging to None. Edit these to suit.


- The containers are generic base objects set to respawn. If you want to change this you are going to have to edit the base and give each container a custom name. You can then empty or fill them safely to meet your requirements.  
- The containers are generic base objects set to respawn. If you want to change this, you are going to have to edit the base and give each container a custom ID first. Be sure to click 'Yes' when asked to create a new form. You can then empty or fill them safely to meet your requirements.  


- The door is currently linked to an exterior cell and owned by Aethelred. Open the teleport tab and deselect the name. Change the ownership.
- The door is currently linked to an exterior cell and owned by Aethelred. Open the teleport tab and deselect the name. Change the ownership.
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As we use the toolset we will look at what each bit does.
As we use the toolset we will look at what each bit does.
The toolset divides into three distinct functions.
The toolset divides into three distinct functions:
Height Editor
* Height Editor
Terrain painter
* Terrain painter
Terrain shader
* Terrain shader


==The Height Editor==
==The Height Editor==
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Both the objects are placed in the same cell. The two pieces are then joined to form a single cell. In this case the place to link them is at the top of the stairs in the lower floor plan and the open stairwell in the upper plan.  
Both the objects are placed in the same cell. The two pieces are then joined to form a single cell. In this case the place to link them is at the top of the stairs in the lower floor plan and the open stairwell in the upper plan.  
Doing it this way we can add interior doors. Look for doors mark animated or INT. There is one called "Skdoormiddleint01", which is ideal for this set. You don’t link these doors. Instead they open for real to reveal the room inside. This is great because it maintains the illusion and avoids loadscreens. The big problem is it increases the number of objects in the cell. The game appear to try to remember the location of every object in a cell all at once, even if it's three stories above you and out of sight. The more objects it needs to remember the slow the update that can cause slow-down and stuttering.
Doing it this way we can add interior doors. Look for doors mark animated or INT. There is one called "Skdoormiddleint01", which is ideal for this set. You don’t link these doors. Instead they open for real to reveal the room inside. This is great because it maintains the illusion and avoids loadscreens. The big problem is it increases the number of objects in the cell. The game appears to try to remember the location of every object in a cell all at once, even if it's three stories above you and out of sight. The more objects it needs to remember, the slower the update, which can cause slow-down and stuttering.
 
However, these two pieces don't fit together well, in fact visibly so. I would recommend the second technique.


==Separate rooms==
==Separate rooms==
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The designers also have one last trick up their sleeve.
The designers also have one last trick up their sleeve.
This particular set was used in Summitmist Manor, which is part of the Dark Brotherhood Quest line. Have a look at the cell for the lower floors. It has three doorways. One leads outside, one links to the upper floor, and one goes to the basement. However, in the original building object there is no doorway set aside for a basement. The designers have just stuck a door against a blank bit of wall. They used the Skingard modular door that is great because it comes complete with a doorframe. A few of the doorways are like this. It means if you want to add a basement, you can, even if no real doorway exists. If you want to add a basement, go ahead.
This particular set was used in Summitmist Manor, which is part of the Dark Brotherhood Quest line. Have a look at the cell for the lower floors. It has three doorways. One leads outside, one links to the upper floor, and one goes to the basement. However, in the original building object there is no doorway set aside for a basement. The designers have just stuck a door against a blank bit of wall. They used the Skingrad modular door that is great because it comes complete with a doorframe. A few of the doorways are like this. It means if you want to add a basement, you can, even if no real doorway exists. If you want to add a basement, go ahead.


Make a note door-references, in particular front door. This is the number in brackets next to the reference ID box. Also, make a note of the doorway type you have used.
Make a note door-references, in particular front door. This is the number in brackets next to the reference ID box. Also, make a note of the doorway type you have used.
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==Fast Travel Marker==
==Fast Travel Marker==


The final thing we need to do is add a map marker to our house. It is found under statics. Drag this into the render window, position it and F key it. It looks a red version of the door link markers. This is where you teleport to when you fast travel to this location. Remember people might fast travel on horseback, so be sensible. The large circle around the marker denotes the area you must enter for the location to show up on the map.
The final thing we need to do is add the [[Static|static object]] '''Map Marker''' to our house. Drag this into the render window, position it and F key it. It looks a red version of the door link markers. This is where you teleport to when you fast travel to this location. Remember people might fast travel on horseback, so be sensible. The large circle around the marker denotes the area you must enter for the location to show up on the map.


Finally
Finally.


You should now be in a position to start to get creative and build some impressive mods. Remember there are lots of housing out there. Look for gaps in the market by all means but most of all MOD FOR YOURSELVES.
You should now be in a position to start to get creative and build some impressive mods. Remember there is lots of housing out there. Look for gaps in the market by all means but most of all MOD FOR YOURSELVES.


This concludes the beginners guide to Buildings and Structures.  
This concludes the beginners guide to Buildings and Structures.  
In the next set of tutorials, we will examine NPC's Quests, and Scripting.
In [[A beginner's guide, lesson 4 - Anatomy of a quest, part 1|Lesson 4]], we will examine NPC's, Quests, and Scripting.
I off to do my research.  
I'm off to do my research.  
I hope these tutorials have been of benefit to you and as always
I hope these tutorials have been of benefit to you and as always


HAPPY MODDING
HAPPY MODDING
'''Tom Dawson''' (May 2006)
'''Tom Dawson''' (May 2006)


[[Category:A beginner's guide]]
[[Category:A beginner's guide]]
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