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 a house, shop, or cave/dungeon/ruins)
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.


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 add 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/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.
==Warning about potential conflicts when linking doors==


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 [http://www.oblivionsource.com www.oblivionsource.com].
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).  


There is, fortunatly, a [http://cs.elderscrolls.com/constwiki/index.php/.esp_crosslinking_solutions 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.  
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.  


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 linked to here.  
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]].


if the aforementioned techniques are a little too technical, you may wish to consider [[Crosslinking plugin files|this method]] of deisolation.


For information on how to copy a room and add it to your existing .esp file (mod) without creating a plugin to a plugin, see [http://cs.elderscrolls.com/constwiki/index.php/Copying_rooms_and_adding_them_to_your_plugin this page]
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]].




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