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<h1 class="header" style="width:100%;margin:0 0 0.5em 0;border:1px solid #6e5229;">Main Page Featured Content</h1>
Content featured on: [[Portal:Featured Content#Main Page Featured Content|Main Page]] &middot; [[Portal:Featured Content#Featured Starter Content|Getting Started]] &middot; [[Portal:Featured Content#Featured AI Content|AI]] &middot; [[Portal:Featured Content#Featured Animating Content|Animating]] &middot; [[Portal:Featured Content#Featured Building and Editing Content|Building and Editing]] &middot; [[Portal:Featured Content#Featured Modeling Content|Modeling]] &middot; [[Portal:Featured Content#Featured Quest Content|Quests]] &middot; [[Portal:Featured Content#Featured Scripting Content|Scripting]] &middot; [[Portal:Featured Content#Featured Texturing Content|Texturing]] &middot; [[Portal:Featured Content#Other Featured Content|Other]]
<h1 class="header" style="width:auto;margin:0 0 0.5em 0;border:1px solid #6e5229;font-size:1.35em;font-weight:bolder;text-transform:none;">Main Page Featured Content</h1>


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<h1 class="header" style="width:auto;;font-size:1.2em;text-align:left;text-transform:none;">A Beginner's Guide</h1>
<h1 class="header" style="width:auto;;font-size:1.2em;text-align:left;text-transform:none;">A Beginner's Guide</h1>
'''Featured July 4, 2007 through Present'''


This is a series of Tutorial Lessons aimed at teaching how to mod TES IV: Oblivion aimed at beginners. It will build up into a Complete Modding Course. Don't worry; there are no exams, though there is some homework. It is not intended to aid the transfer of modders from Morrowind nor it is intended for experienced modders, though experienced users may find something of interest here.
This is a series of Tutorial Lessons aimed at teaching how to mod TES IV: Oblivion aimed at beginners. It will build up into a Complete Modding Course. Don't worry; there are no exams, though there is some homework. It is not intended to aid the transfer of modders from Morrowind nor it is intended for experienced modders, though experienced users may find something of interest here.
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So if you've never modded before and feel inspired then join me.
So if you've never modded before and feel inspired then join me.


<div style="position:relative;width:100%;text-align:right;">[[:Category: A beginner's guide|Read the entire Beginner's Guide...]]</div>
<div style="position:relative;width:auto;text-align:right;">[[:Category: A beginner's guide|Read the entire Beginner's Guide...]]</div>


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<h1 class="header" style="width:100%;font-size:1.2em;text-align:left;text-transform:none;">Basic NPC Creation Tutorial</h1>
<h1 class="header" style="width:auto;;font-size:1.2em;text-align:left;text-transform:none;">Basic NPC Creation Tutorial</h1>
'''Featured March 10, 2006 through July 4, 2007'''


[[Image:Tut3_img2.jpg|thumb|right|The NPC properties window]]
[[Image:Tut3_img2.jpg|thumb|right|The NPC properties window]]
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'''Important:''' Before doing anything, change her ID to something unique.  This way we avoid accidentally saving our changes to the existing NPC.  When you hit 'OK' after changing the ID, you'll be prompted to either rename the existing object or create a new one.
'''Important:''' Before doing anything, change her ID to something unique.  This way we avoid accidentally saving our changes to the existing NPC.  When you hit 'OK' after changing the ID, you'll be prompted to either rename the existing object or create a new one.


<div style="position:relative;width:100%;text-align:right;">[[Basic_NPC_Creation_Tutorial|Read more about Basic NPC Creation...]]</div>
<div style="position:relative;width:auto;text-align:right;">[[Basic_NPC_Creation_Tutorial|Read more about Basic NPC Creation...]]</div>


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<h1 class="header" style="width:100%;margin:0 0 0.5em 0;border:1px solid #6e5229;">Featured AI Content</h1>
<h1 class="header" style="width:auto;margin:0 0 0.5em 0;border:1px solid #6e5229;font-size:1.35em;font-weight:bolder;text-transform:none;">Featured Starter Content</h1>


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<h1 class="header" style="width:100%;font-size:1.2em;text-align:left;text-transform:none;">Basic NPC Patrols Tutorial</h1>
<h1 class="header" style="width:auto;;font-size:1.2em;text-align:left;text-transform:none;">Modding Terminology</h1>


Patrols can be a tremendous boon when trying to make an area feel more lifelike.  This tutorial will share a technique for quickly creating a very basic two-point ("ping-pong") patrol and getting it in-game.  The user should have a basic understanding of [[Basic_NPC_Creation_Tutorial|NPC]], [[package|package]], and [[Pathing_and_Playtesting|pathgrid]] editing with the CS.
This article explains the fundamentals of how mods work. It is somewhat lengthy, and somewhat technical, but '''it is absolutely critical that a modder understands these concepts!''' Failure to understand the distinctions and explanations in this article can very easily turn a mod into a buggy mess. It is therefore highly recommended that you read this article in its entirety, and continue reading it until you understand it.
 
Modding using the TESCS means creating and editing '''module''' files (i.e. esp and esm files). There are other ways to "mod" (create/edit resource -- mesh, texture, sound, speech -- files; edit ini and xml files, etc.), but here we'll just be talking about module file editing.
 
Module files are collections of '''records'''. Different types of records define different types of things...
<div style="position:relative;width:auto;text-align:right;">[[Modding Terminology|Read more about Modding Terminology...]]</div>
 
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<h1 class="header" style="width:auto;margin:0 0 0.5em 0;border:1px solid #6e5229;font-size:1.35em;font-weight:bolder;text-transform:none;">Featured AI Content</h1>
 
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<h1 class="header" style="width:auto;;font-size:1.2em;text-align:left;text-transform:none;">Basic NPC Patrols Tutorial</h1>
 
Patrols can be a tremendous boon when trying to make an area feel more lifelike.  This tutorial will share a technique for quickly creating a very basic two-point ("ping-pong") patrol and getting it in-game.  The user should have a basic understanding of [[Basic_NPC_Creation_Tutorial|NPC]], [[:Category:Packages|package]], and [[Pathing_and_Playtesting|pathgrid]] editing with the CS.


The very first thing we want to do is create an NPC to put these packages on.  Open the NPC "BanditMeleeMale2" and give it the new ID "MyPatrolTemplate01".  More on why we chose this ID later.
The very first thing we want to do is create an NPC to put these packages on.  Open the NPC "BanditMeleeMale2" and give it the new ID "MyPatrolTemplate01".  More on why we chose this ID later.
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<h1 class="header" style="width:100%;margin:0 0 0.5em 0;border:1px solid #6e5229;">Featured Animation Content</h1>
<h1 class="header" style="width:auto;margin:0 0 0.5em 0;border:1px solid #6e5229;font-size:1.35em;font-weight:bolder;text-transform:none;">Featured Animation Content</h1>


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<h1 class="header" style="width:100%;font-size:1.2em;text-align:left;text-transform:none;">Basic Animation Tutorial</h1>
<h1 class="header" style="width:auto;;font-size:1.2em;text-align:left;text-transform:none;">Basic Animation Tutorial</h1>


[[Image:AnimGuide_Fig_1_Branch_Overview.gif|thumb|left|'''Fig. 1''': Typical view on a simple animation's block tree.]]
[[Image:AnimGuide_Fig_1_Branch_Overview.gif|thumb|left|'''Fig. 1''': Typical view on a simple animation's block tree.]]
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<h1 class="header" style="width:100%;margin:0 0 0.5em 0;border:1px solid #6e5229;">Featured Building and Editing Content</h1>
<h1 class="header" style="width:auto;margin:0 0 0.5em 0;border:1px solid #6e5229;font-size:1.35em;font-weight:bolder;text-transform:none;">Featured Building and Editing Content</h1>


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<h1 class="header" style="width:100%;font-size:1.2em;text-align:left;text-transform:none;">Using Kits and Navigating the Render Window</h1>
<h1 class="header" style="width:auto;;font-size:1.2em;text-align:left;text-transform:none;">Using Kits and Navigating the Render Window</h1>


TESIV dungeons are assembled using modular kits created by artists. A typical kit consists of a variety of walls, halls, and other structural elements that snap together seamlessly. For this dungeon, we're going to use Istvan Pely's Cave kit. We're now ready to begin using the Object Window. This window is the toolbox from which we'll pull all the monsters, architecture, objects, and just about anything else we need while building with the CS. To access the Cave kit, expand the Object Window list as shown in the image.
TESIV dungeons are assembled using modular kits created by artists. A typical kit consists of a variety of walls, halls, and other structural elements that snap together seamlessly. For this dungeon, we're going to use Istvan Pely's Cave kit. We're now ready to begin using the Object Window. This window is the toolbox from which we'll pull all the monsters, architecture, objects, and just about anything else we need while building with the CS. To access the Cave kit, expand the Object Window list as shown in the image.
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<h1 class="header" style="width:100%;margin:0 0 0.5em 0;border:1px solid #6e5229;">Featured Modeling Content</h1>
<h1 class="header" style="width:auto;margin:0 0 0.5em 0;border:1px solid #6e5229;font-size:1.35em;font-weight:bolder;text-transform:none;">Featured Modeling Content</h1>


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<h1 class="header" style="width:100%;font-size:1.2em;text-align:left;text-transform:none;">Creature Meshes 101</h1>
<h1 class="header" style="width:auto;;font-size:1.2em;text-align:left;text-transform:none;">Creature Meshes 101</h1>


While I still played Oblivion, I always wished for more creatures, more simple animal live for Oblivion, because, you see, the bears and slaughterfish and eight other animals don't seem to be quite enough to fill a world this large.
While I still played Oblivion, I always wished for more creatures, more simple animal life for Oblivion, because, you see, the bears and slaughterfish and eight other animals don't seem to be quite enough to fill a world this large.


So I started out to follow CuteUnits call for more sealife, and tried to educate myself on the creation of new creatures for Oblivion. About 60 hours later, and endless gnawing on the tools, and howling with frustration, and much gnashing of teeth, and pestering people on the forum, I managed to get my first model into the game.
So I started out to follow CuteUnits call for more sealife, and tried to educate myself on the creation of new creatures for Oblivion. About 60 hours later, and endless gnawing on the tools, and howling with frustration, and much gnashing of teeth, and pestering people on the forum, I managed to get my first model into the game.
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<h1 class="header" style="width:100%;margin:0 0 0.5em 0;border:1px solid #6e5229;">Featured Quest Content</h1>
<h1 class="header" style="width:auto;margin:0 0 0.5em 0;border:1px solid #6e5229;font-size:1.35em;font-weight:bolder;text-transform:none;">Featured Quest Content</h1>


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<h1 class="header" style="width:100%;font-size:1.2em;text-align:left;text-transform:none;">A beginner's guide, lesson 6 - Quest Dialogue</h1>
<h1 class="header" style="width:auto;;font-size:1.2em;text-align:left;text-transform:none;">A beginner's guide, lesson 6 - Quest Dialogue</h1>


Well, we come to it at last. It is time for us to begin to create our own quest, to design our own NPC’s, and to write our own scripts. Of course it’s ridiculous to suggest that these tutorials alone will teach you everything you need to know. However, I hope by the time you finish the next few lessons you will be more comfortable with the key skills needed to create your own great works. The exemplar quest that I am using is not intended as an example of ‘Good Practice’. I have designed it. to illustrate techniques, not good quest writing. The actual details of this quest are fairly unimportant. What matters are the techniques we are using?
Well, we come to it at last. It is time for us to begin to create our own quest, to design our own NPC’s, and to write our own scripts. Of course it’s ridiculous to suggest that these tutorials alone will teach you everything you need to know. However, I hope by the time you finish the next few lessons you will be more comfortable with the key skills needed to create your own great works. The exemplar quest that I am using is not intended as an example of ‘Good Practice’. I have designed it. to illustrate techniques, not good quest writing. The actual details of this quest are fairly unimportant. What matters are the techniques we are using?
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<h1 class="header" style="width:100%;margin:0 0 0.5em 0;border:1px solid #6e5229;">Featured Scripting Content</h1>
<h1 class="header" style="width:auto;margin:0 0 0.5em 0;border:1px solid #6e5229;font-size:1.35em;font-weight:bolder;text-transform:none;">Featured Scripting Content</h1>
 
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<h1 class="header" style="width:auto;;font-size:1.2em;text-align:left;text-transform:none;">My Second Script</h1>
[[Image:Scripttut2_testing2.JPG|thumb|right|The message box we wrote]]
While the '''My First Script''' tutorial is a good first taste of scripting for Oblivion, it does not appreciably demonstrate what the scripting language in Oblivion can do. It is a wonderful introduction for those who have never seen a programming or scripting language before, but a more in-depth tutorial would be helpful to further introduce modders to this amazing resource.
 
This tutorial has been largely adapted from GhanBuriGhan's excellent Morrowind Scripting for Dummies; all credit goes to GhanBuriGhan for his fantastic work on the original.
 
This tutorial is meant to be a more complete introduction to scripting for Oblivion than the My First Script tutorial, and assumes that the reader is already familiar with My First Script. If you do not understand the main points of that tutorial, you may find yourself in over your head here. If you're comfortable with My First Script, though, let's begin scripting!
{{break}}
<div style="text-align:right;">[[Scripting Tutorial: My Second Script|Read the entire My Second Script tutorial...]]</div>
 
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<h1 class="header" style="width:100%;font-size:1.2em;text-align:left;text-transform:none;">Start Your Mod</h1>
<h1 class="header" style="width:auto;;font-size:1.2em;text-align:left;text-transform:none;">Start Your Mod</h1>


The aim of this tutorial is to teach modders how to make their mods start the next time the player loads a save file with the mod activated. The method described is similar to the way that every official mod in integrated into the game, thus creating a more professional feel to your mod.
The aim of this tutorial is to teach modders how to make their mods start the next time the player loads a save file with the mod activated. The method described is similar to the way that every official mod in integrated into the game, thus creating a more professional feel to your mod.
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<h1 class="header" style="width:100%;margin:0 0 0.5em 0;border:1px solid #6e5229;">Featured Texturing Content</h1>
<h1 class="header" style="width:auto;margin:0 0 0.5em 0;border:1px solid #6e5229;font-size:1.35em;font-weight:bolder;text-transform:none;">Featured Texturing Content</h1>


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<h1 class="header" style="width:100%;font-size:1.2em;text-align:left;text-transform:none;">Creating Detailed Normal Maps</h1>
<h1 class="header" style="width:auto;;font-size:1.2em;text-align:left;text-transform:none;">Creating Detailed Normal Maps</h1>


You need to create a [[Normal_Maps|Normal Map]] first and foremost because if you don't, your [[:Category:Textures|texture]] wouldn't reflect light and therefor appear black ingame. On the other hand, there is an even better reason why you want to do one too. Normal Maps are designed to make an object look much more detailed than it actually is. On basis of the lighting and the stored information of the file a congruous surface is simulated. That means, that you can stay in front of a completely flat stone wall that looks like it has an uneven and rocky surface, just due to the Normal Map.
You need to create a [[Normal_Maps|Normal Map]] first and foremost because if you don't, your [[:Category:Textures|texture]] wouldn't reflect light and therefor appear black ingame. On the other hand, there is an even better reason why you want to do one too. Normal Maps are designed to make an object look much more detailed than it actually is. On basis of the lighting and the stored information of the file a congruous surface is simulated. That means, that you can stay in front of a completely flat stone wall that looks like it has an uneven and rocky surface, just due to the Normal Map.
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<div style="text-align:right;">[[Creating detailed Normal Maps|Read more about detailed Normal Maps...]]</div>
<div style="text-align:right;">[[Creating detailed Normal Maps|Read more about detailed Normal Maps...]]</div>
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<h1 class="header" style="width:auto;margin:0 0 0.5em 0;border:1px solid #6e5229;font-size:1.35em;font-weight:bolder;text-transform:none;">Other Featured Content</h1>
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<h1 class="header" style="width:auto;;font-size:1.2em;text-align:left;text-transform:none;">Oblivion Mods FAQ</h1>
'''Featured on the Official Elder Scrolls Forums from August 4, 2006 through Present'''
This FAQ is primarily aimed at ''mod users'' rather than ''mod makers'', but as such it addresses a lot of basic issues about how users will play a mod, and thus serves as a good introduction to mods in general.
This FAQ is intended to be a living document, so I frequently update parts of it and add new material. If you're trying to find information about Oblivion mods or mod-making, it's worth checking here to see if I've added something about it.
'''What are mods?'''
What are mods? Are they the same as plug-ins, patches, or expansions? What do they do? Will they mess up my game? What else do I need to know before using them or making them?
Mods are modifications of the original game.
The terms "mod" and "plug-in" are interchangeable (in other words: yes, they're the same). Patches and expansions are not the same, however. Patches are official files intended to correct errors in the original game, and expansions add official content to the game.
Some mods add content (such as new weapons, NPCs, quests, clothing, faces, buildings, etc.), and others seek to balance issues in the original game, such as making items or NPCs either more or less powerful. Still others seek to improve upon what was already in the game in various other ways.
<div style="text-align:right;">[[Oblivion Mods FAQ|Read the entire Oblivion Mods FAQ...]]</div>


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