Difference between revisions of "Linking Cells and Connecting to the Outside World"

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imported>Kkuhlmann
imported>Kkuhlmann
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For the boss NPC, use one of the pre-made boss lists - in this case: "LL1BanditBossLvl100"
For the boss NPC, use one of the pre-made boss lists - in this case: "LL1BanditBossLvl100"
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By default, your new cell is also going to appear as "Creepy Cave" in-game.
By default, your new cell is also going to appear as "Creepy Cave" in-game.
It's good to give each cell within a dungeon a unique name to help player navigation.
It's good to give each cell within a dungeon a unique name to help player navigation.
It's also good that they all share a word, so that everything feels united.
It's also good that they all share a word, so that everything feels united.
Because of this, a name like "Creepy Den" would be a good name for your new cell.
Because of this, a name like "Creepy Den" would be a good name for your new cell.
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Remember - you have to set your ambient light values manually for duplicated cells.
Remember - you have to set your ambient light values manually for duplicated cells.
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[[Image:img_tut_19.jpg|thumb|right|Linking Load Doors]]
[[Image:img_tut_19.jpg|thumb|right|Linking Load Doors]]
We used CDoor00 at the end of Cell #1, so we'll use the same door here.  Double click and select the "teleport" tab.  Check off that this door does, indeed, teleport, and select Cell #1 from the drop-down.  Two doors appear in the second list, since there are two un-linked doors in the chosen cell.  We happen to know that CDoor01 is the entrance, so choose the proper door and hit "OK".
We used CDoor00 at the end of Cell #1, so we'll use the same door here.  Double click and select the "teleport" tab.  Check off that this door does, indeed, teleport, and select Cell #1 from the drop-down.  Two doors appear in the second list, since there are two un-linked doors in the chosen cell.  We happen to know that CDoor01 is the entrance, so choose the proper door and hit "OK".
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== Connect with the Outside World ==
== Connect with the Outside World ==
Unless you plan to send the player to this cell via some unusual means, you'll want an entrance in the exterior world by which a wandering player can discover and enter your dungeon.   
Unless you plan to send the player to this cell via some unusual means, you'll want an entrance in the exterior world by which a wandering player can discover and enter your dungeon.   
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The number of cells in Cyrodiil is limited, and other mod-makers may want to use the same cells as you.
The number of cells in Cyrodiil is limited, and other mod-makers may want to use the same cells as you.
This is inevitable and can cause some plugin compatibility errors.  Be mindful that it can happen.
This is inevitable and can cause some plugin compatibility errors.  Be mindful that it can happen.
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In the [[Cell_View_Window|Cell View]] window, load the Tamriel worldspace and scout around for a nice patch of land to occupy.  We're going to set down in a spot outside of Bravil in a wilderness cell at 13,-12.  Try sorting by Location to make this easier to find.  This isn't a landscaping tutorial, so we'll stick to basics.  Drag the following objects into the [[Render Window]]:
In the [[Cell_View_Window|Cell View]] window, load the Tamriel worldspace and scout around for a nice patch of land to occupy.  We're going to set down in a spot outside of Bravil in a wilderness cell at 13,-12.  Try sorting by Location to make this easier to find.  This isn't a landscaping tutorial, so we'll stick to basics.  Drag the following objects into the [[Render Window]]:
* CEntranceRockMossLG01
* CEntranceRockMossLG01
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Also be sure to check pathnodes in the area, and delete any that your new geometry blocks.
Also be sure to check pathnodes in the area, and delete any that your new geometry blocks.
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Orange pathnodes are automatically generated by code, but otherwise are the same as red ones.
Orange pathnodes are automatically generated by code, but otherwise are the same as red ones.
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Also drop in a static object named "MapMarker".  This red marker allows the player to discover the location and mark it on their in-game map, as well as fast travel to the location later.  To configure it, double-click the marker.  Check "Marker Data" and enter the Name as you want it to appear on the map.  Set "Type" to Cave, and hit "OK".  The yellow radius around the marker determines where the player can be and discover the location.
Also drop in a static object named "MapMarker".  This red marker allows the player to discover the location and mark it on their in-game map, as well as fast travel to the location later.  To configure it, double-click the marker.  Check "Marker Data" and enter the Name as you want it to appear on the map.  Set "Type" to Cave, and hit "OK".  The yellow radius around the marker determines where the player can be and discover the location.
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Depending on how you've positioned the entrance, you'll probably need to place "Northmarker" objects.
Depending on how you've positioned the entrance, you'll probably need to place "Northmarker" objects.
These markers will keep the compass direction consistent from cell to cell.
These markers will keep the compass direction consistent from cell to cell.
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<br>[[Image:tut_img_20.jpg]]<br>
<br>[[Image:tut_img_20.jpg]]<br>
Link this door to CreepyCave01 in the same way we linked the previous door, and your dungeon is now integrated in the world of Tamriel!
Link this door to CreepyCave01 in the same way we linked the previous door, and your dungeon is now integrated in the world of Tamriel!
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