Difference between revisions of "Door Markers - Connecting One or More Doors Between Cells"

added link to another tutorial
imported>Computwitch
(edited for clarity,presentation, and spelling)
imported>Computwitch
(added link to another tutorial)
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The display room mod adds a display room full of display cases and chests to all the purchasable houses in the oblivion game, except the waterfront shack in the imperial city.  Lets say you have downloaded the "myhome" mod and want to add a display room to it. You cannot load the construction set with no active file set, build or copy a display room, then save the display room addition as its own .esp file (mod). That is considered to be creating a plugin to a plugin and will generate a number of nasty errors and probably crash both the construction set and the game upon loading. You must load the "myhome" mod as your ACTIVE file, THEN build or copy a display room, link it's door to a door in your house you have previously added for the purpose of linking it to the display room, adjust the teleport markers, and then save the changes as a change to the "myhome" mod. Since the changes are saved within the same .esp file, the teleport works and you have now added a new room to your house. This can be done ad infinitum a long as there are available cells.
The display room mod adds a display room full of display cases and chests to all the purchasable houses in the oblivion game, except the waterfront shack in the imperial city.  Lets say you have downloaded the "myhome" mod and want to add a display room to it. You cannot load the construction set with no active file set, build or copy a display room, then save the display room addition as its own .esp file (mod). That is considered to be creating a plugin to a plugin and will generate a number of nasty errors and probably crash both the construction set and the game upon loading. You must load the "myhome" mod as your ACTIVE file, THEN build or copy a display room, link it's door to a door in your house you have previously added for the purpose of linking it to the display room, adjust the teleport markers, and then save the changes as a change to the "myhome" mod. Since the changes are saved within the same .esp file, the teleport works and you have now added a new room to your house. This can be done ad infinitum a long as there are available cells.


The actual process of copying a display room from the display room mod is covered HERE (link will be added when i have written the tutorial)
The actual process of copying a display room from the display room mod is covered [http://cs.elderscrolls.com/constwiki/index.php/Copying_rooms_and_adding_them_to_your_plugin HERE]


The "housetunnels/catacombs" mod connects all of the purchasable houses in the game to one another via trap doors in the basement and a short but winding set of caves. Lets say we want to link the house in the "Myhome" mod to the catacombs in the "housetunnels" mod. If we load the construction set, put doors in the catacombs and the house, save the doors, reload the construction set, and then link them, the resulting save will crosslink the two mods together and create the aforementioned "not a unique object" errors, no matter which file is set active.  The only way to make this type of link work is to link a door from the catacombs to a wilderness space just outside your house.  
The "housetunnels/catacombs" mod connects all of the purchasable houses in the game to one another via trap doors in the basement and a short but winding set of caves. Lets say we want to link the house in the "Myhome" mod to the catacombs in the "housetunnels" mod. If we load the construction set, put doors in the catacombs and the house, save the doors, reload the construction set, and then link them, the resulting save will crosslink the two mods together and create the aforementioned "not a unique object" errors, no matter which file is set active.  The only way to make this type of link work is to link a door from the catacombs to a wilderness space just outside your house.  
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