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==Door Markers== | ==Door Markers== | ||
This tutorial explains how to link one or more doors from an exterior cell to an interior cell. | |||
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: a. Once you add the door to the cell (world or interior) then '''double-click the door'''. | : a. Once you add the door to the cell (world or interior) then '''double-click the door'''. | ||
: b. At the top of the window that appears is space for you to '''enter a unique door ID Name'''. | : b. At the top of the window that appears is space for you to '''enter a unique door ID Name'''. | ||
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Hope this has helped. | Hope this has helped. | ||
==Warning about | ==Warning about potential conflicts when linking doors== | ||
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). | 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). | ||
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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. | 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. | ||
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 [ | 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 [ | if the aforementioned techniques are a little too technical, you may wish to consider [[Crosslinking plugin files|this method]] of deisolation. | ||
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. | 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 [ | 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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