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

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==Door Markers==
==Door Markers==
Here I explain how to link one or more doors from an exterior cell to an interior cell.
This tutorial explains how to link one or more doors from an exterior cell to an interior cell.




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Hope this has helped.  
Hope this has helped.  


[[User:Whist34|Whist34]] 00:07, 19 April 2006 (EDT)
==WARNING==
(added 8/4/2006 by '''COMPUTWITCH''', A different wikki user)
After 3 days of fighting the construction set and looking thorough the help forums, I finally found out that you CANNOT directly link together doors to create teleportation between structures that have been created and saved in different .esp files (also referred to as plugins or mods.) You can only link doors between cells that have been created and saved as part of the existing, active .esp file, then link the door(s) from your .esp file structure(s) to the door(s) placed in an existing space inside the original oblivion gameworld. (What you can see and access with no plugins running, such as a piece of wilderness or an existing gameworld structure such as house or a shop)
Also, you cannot add a door to your existing .esp file structure, link it to another door, then save the door addition and link as a seperate .esp file, effectivly creating a plugin to a plugin. The oblivion plugin manager programming specificly prohibits crosslinking mods or running a plugin to a plugin (to a plugin to a plugin.....)in order to maintain, as much as possible, both master file and plugin stability and compatibility.
For instance, if you make or download a house mod and name it "My house 1" and add a spare door to it that goes nowhere, then at a later date make or download another house mod and name it "My house 2", and make a spare door to it going nowhere, then load up either of the house mods as the active file and attempt to link the two doors together with a teleport marker, it will not work. What will happen is when you load the mods back up in the editor, you will get several missing object errors, then several more errors stating somthing to the effect of  "myhouse 1 is not a previous, unique object. previous object is type CELL.  myhouse1 will be renamed myhouse1COPY001. continue playing? Yes/No/Yes to all". This error will appear between 2 and 4 times, listing both of the mods you linked and and/or listing the doors you tried to link. If you try to play the mods, the game will either crash on startup or ignore the doors you created.
This problem has plagued many of the people (myself included) I have seen posting in the help forums who have downloded a number of house mods and then tried to link them together directly via added doors or link them to the catacomb mod that is currently available, (On August 5, 2006) at www.oblivionsourse.com.


There is, fortunatly, a workaround to this problem that provides a good solution without having to copy the entire .esp file you are trying to create a link to, merging it with the current one, deleting or moving the old .esp file, then restoring the lost links, lighting, etc. (see note at end of workaround section)
==Warning about potential conflicts when linking doors==


==The Workaround==
While we are on the subjct of linking doors with teleport markers, it would be good to note that you CANNOT directly link together doors to create teleportation between structures that have been created and saved in different .esp files (also referred to as plugins or mods.) You can only link doors between cells that have been created and saved as part of the existing, active .esp file, then link the door(s) from your .esp file structure(s) to the door(s) placed in an existing space inside the original oblivion gameworld. (What you can see and access with no plugins running, such as a piece of wilderness or an existing gameworld structure such as a house, shop, or cave/dungeon/ruins).


Created by '''COMPUTWITCH'''
Also, you cannot add a room containing a door to your existing .esp file structure, link it's door to an unused door in your existing structure, then save the room addition and teleport link as a seperate .esp file, effectivly creating a plugin to a plugin. The oblivion plugin manager programming specificly prohibits crosslinking mods or running a plugin to a plugin (to a plugin to a plugin.....)in order to maintain, as much as possible, both master file and plugin stability and compatibility. if you do happen to crosslink the mods, you will experience what is referred to as mod isolation, wherin the game will spit out a bunch of nasty error messages at you and either ignore your mod or crash the game.


For my example I will use three of the building mod plugins currently available (on August 5, 2006)at www.oblivion source.com: The "myhome" mod, the "display rooms" mod, and the "house tunnels/catacombs" mod.  
if you are planning to do this kind of linking, you need to implement a method of mod De-Isolation to make it work. there is a very good article concerning this [[De-Isolation_Tutorial|here]].


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, copy the display room, link it's door to a door you have added in your house, 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 copy and rename the display room, link it's door to a door in your house you have previously added, 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.
if the aforementioned techniques are a little too technical, you may wish to consider [[Crosslinking plugin files|this method]] of deisolation.  
 
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.
 
What I did was loaded the catacomb mod as the active file, put a door in the catacombs in a likely looking place, then saved the mod with the door added but not going anywhere. Then I reloaded the construction set, opened the myhome cell (catacombs is still the active file) and viewed the linked door going to the outside. Just outside the front door is a well and a stable. Panning around the well gave me an easy reference to an available wilderness cell on the other side of the stable. Since I'm no good at landscaping yet, I dragged a matching well door from the object menu and plopped it down by the stable, so now looking out my front door I see a well to the left of the stable and another well to the right of it. Once added, I clicked the teleport tab, linked it to the previously added catacomb door, adjusted the teleport markers accordingly, then saved again.
 
End result: If I load the "catacombs" mod but not the "myhouse" mod, I can walk down the road by where my house should have been (but isn't,) and see a well sitting off to the side of the road. Approching the well I see it's a door and POOF!! down to the catacombs I go, meaning that the link to the catacombs is independent of the "myhome" mod and will work with or without it running. But since we intentionally placed the well door next to where the stable sits with the "myhome" mod running, the house tunnels mod now works nicely with the "myhome" mod running as well. So, if I reload the game with the "catcombs" mod and the "myhome" mods both running, I can walk out my door, go to the stables, go to the well on the rignt, and access the catacombs, and it looks like the well was originally part of the myhouse mod all along, even though it's not. WAY cool effect!!!!
 
I can now do the same thing with each one of the other house mods I have (and mabye my favorite shops in town while i'm at it)  by adding more doors to the catacombs and placing wells, trapdoors, or whatever other portal object seems appropriate ousdide the homes, creating an interlinking set of tunnels to wherever i want to go. If winding tunnels do not suit your taste, you could create a room full of doors or Arcane Univiersity tower portals and use it as a sort of "Grand Central Station" to go anywhere in the oblivion world you wanted to go in liu of fast traveling everywhere. 
 
Another variation of this plan would be to skip the catacombs entirely and link a door fom one house mod directly to a well or other portal object outside the other house, saving the change, then loading the other house as the active file and linking a door from it to a portal object ouside the first house, to create two way transport.
 
The moral of this story: While there as many variations to the way you execute this plan as there are people to execute it, the concept of modifying .esp mod files to fit together like puzzle pieces so they appear to be joined while actually remaining independent is one of the simplest yet effective plans I can think of to solve the potential crosslinking issues that arise when trying to link structures created in different .esp mod plugin files
 
Hope this has helped.  


Computwitch
Also, The current version of the construction set has a feature that allows you to merge multiple .esp files together, allowing you to link doors without having to use the aforementioned de-isolation techniques. This feature  was not available in the original version of the construction set. This  mod merging process is not without drawbacks, however, especially if you have a large number of saved games or characters in play, and should be used with caution.
For condensed information on how to copy a room and add it to your existing .esp file (mod) without creating a plugin to a plugin, see [[Copying_rooms_and_adding_them_to_your_plugin|this page]].


NOTE: There is an [http://cs.elderscrolls.com/constwiki/index.php/Questions#Merging_Plugins Article in the questions section] concerning the actual merging together of mods which may be of interest to people who would rather merge the .esp files of the houses they are trying to connect together to create a single mod, making direct linking of the doors possible, rather than try to implement a workaround solution such as the one presented here.


[[Category:Tutorials]]
[[Category:Tutorials]]
[[Category:Interior_Building_Tutorials]]
[[Category:Interior_Building_Tutorials]]
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