Difference between revisions of "Talk:A beginner's guide, lesson 1 - The Construction Set Primer"

imported>Speedo
imported>DragoonWraith
 
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<tt>Now select an object on the bar. Any will do. We can now look at the cell content list on the right of the cell window. Scroll down and you should find the object highlighted.</tt>
Doesn't work for me. Works well the other way around (select in Cell Window, highlighted in Render Window), but not as discribed above.
[[User:Chaos|Chaos]] 08:59, 3 May 2006 (EDT)
Tom - This is great, love the personal introduction, and you're doing a good job of breaking down the basics.  These are the kinds of contributions that are going to keep this wiki and the TES modding community going strong.  Thanks.  [[User:JBurgess|JBurgess]] 16:30, 3 May 2006 (EDT)
Tom - This is great, love the personal introduction, and you're doing a good job of breaking down the basics.  These are the kinds of contributions that are going to keep this wiki and the TES modding community going strong.  Thanks.  [[User:JBurgess|JBurgess]] 16:30, 3 May 2006 (EDT)


Hey Tom,
[[Talk:A beginner's guide, lesson 1 - The Construction Set Primer/Archive 1|Archive]]


'''[To rotate in the x axis use X + RMB] {To rotate in the y axis use Z + RMB}'''


I've noticed this line and found a little discrepancy near the beginning of lesson 2 (the part where you summarise what you've covered in lesson 1).
== No Objects in Object Window ==
Hi
sorry for the english but I try everything and there is no object in my object window! And I need objects to be able to do mods. Everybody told me I should have it. I installed the construction set and start it and wanted to start a modding but I had nothing. Please help me!
Thanks --[[User:Cjroyg|Cjroyg]] 4:51, 19 March 2008 (EDT)


In lesson 2, it's stated that Y + RMB to rotate in the Y axis.
:Did you load Oblivion.esm?  It contains all of the content that Bethesda made for the game.  Go to File>Data, in the window that pops up double click Oblivion.esm to select it, then click ok to load it. --[[User:Speedo|Speedo]] 20:36, 19 March 2008 (EDT)
 
It's just a little confusion somewhere I'm sure. It's still a damn good guide because it's helped me much!
 
[[User:jemstone|jemstone]]
 
== You make a German go wild ==


Man at first I thought I could never learn how to hand it. But your guide really proves me wrong!!! Awesome man!! Well the difficult parts....... Seem a lot easier now. I guess I just wanted to say thanks a lot man. And even I a German could understand everything you wrote. There is nothing like this to be found on any German webpage.
== Inflating Zlib files ==
Keep on with the good work
Ok I am having a problem too with the master file.  When I go into data and double check it everything goes fine until the warning. It says ERROR inflating Zlib files.
BLUTSBRUDER
Then I click yes like the tutorial says to do and it closes my CS.....
PLEASE HELP --[[User:OblivionFreak13|OblivionFreak13]] 03:44, 8 April 2008 (EDT)


P.S. Oblivion rulezzz
== Mods won't load ==
So my problem is that the mods simply don't seem to load. I was taking the first lesson and when i went to test my mod it didn't seem to appear. I loaded my game traveled to the inn and entered in but there didn't seem to be a change. I've noticed this with a couple of other mods i downloaded. It just doesn't seem to take effect. And yes it is installed and the box is checked on the data files before loading the game. --[[User:Mexifry16|Mexifry16]] 19:59, 27 May 2008 (EDT)


== Help needed! ==
:You're probably using the latest version of the CS (1.2), and a previous version of Oblivion. Patch Oblivion to 1.2 and all mods should work. On another note, please sign your comments with <nowiki>~~~~</nowiki> (creates a signature you see below), or by pressing the signature button.
:--[[User:Qazaaq|Qazaaq]] 11:31, 28 May 2008 (EDT)


Hi!
I have a query as i have this same problem as well, but when i try to update the game (to Shivering Isles v1.2.0416) it says: 'Old File not found. However, a file of the same name was found. No update done since file contents do not match.' I have not updated my game before, but i do have GOTY. Any help would be greatly appreciated
--[[User:Ceolgar|Ceolgar]] 15:30, 13 January 2010 (EST)


I need some help. I run through this FAQ, but in the game, the things won't change. Would anyone tell me his e-mail, or MSN, to help me? I know, this is not the place to  do this, but i don't find another place. Sry for my english.
I have exactly the same problem as Ceolgar, does anyone know what the problem is? I'm running windows 7 64 bit. [[User:Ezzie502|Ezzie502]] 06:06, 31 January 2011 (EST)
Ty!


== Same problem as above. ==
:The Game of the Year edition comes fully patched.
:[[User:DragoonWraith|<span style="font-family: Oblivion, Daedric Runes; size=2;">D</span>ragoon <span style="font-family: Oblivion, Daedric Runes; size=2;">W</span>raith]] [[User_talk:DragoonWraith|<span style="font-family: Oblivion, Daedric Runes; size=2;">TALK</span>]] 20:38, 31 January 2011 (EST)


Ive saved my mod i then activate it in the menu thingy
== Incorrect information about deletion? ==
run the game but there are no changes.
This might be a problem with my game but it is a new install. I was following your tutorial and got to the bit about items on the bar and... I have no items on the bar, so I decided to use items on a table. I followed the instructions to go to the cell window and delete the option by right clicking but on doing that I found selecting Edit->Undo didn't work.


Please help.
Is this information correct? I have found another version of this guide at http://www.veronahouse.co.uk/page48.html
And it seems to give the correct instructions which suprises me as I would have expected this guide to be the most up to date. Would be interested to know what this is about, especially as this is quite misleading for newbies to the Construction Set.
--[[User:Llamageddon|Llamageddon]] 21:12, 3 December 2008 (EST)


:Well, I fixed that error, I think it's right now. Thanks for bringing it up.


:As for "most up to date", that would be up to dtom, and he hasn't been around here in a looong time. So this is maintained by members here, but there aren't really that many members here, unfortunately. If you are interested, I '''strongly''' recommend reading [[Help:Welcome to the Wiki|Welcome to the Wiki]], and encourage you to feel free to fix any errors you see!


p.s.Apart from this this guide has helped me a lot.
:Thanks again for the tip!
Ide almost given up on ever being able to mod before this came along
:[[User:DragoonWraith|<span style="font-family: Oblivion, Daedric Runes; size=2;">D</span>ragoon <span style="font-family: Oblivion, Daedric Runes; size=2;">W</span>raith]] [[User_talk:DragoonWraith|<span style="font-family: Oblivion, Daedric Runes; size=2;">TALK</span>]] 13:07, 4 December 2008 (EST)
so thancks very much for creating it.


== Once again same Problem ==
== Wrong Key Combo for Rotation ==
Hey, this is my first post here. I just noticed that the Rotation didnt work properly with the keys mentions; Tom says y + RHM = rotate along the y-axis, I found that in my CS that the default was y-axis rotation, and had to use z + RHM for z-axis rotation, and x + RHM for x-axis rotation. Im using a laptop mouse, so maybe its just that, but I'd thought I'd post it anyways. [[User:Mc teo|Mc teo]] 05:41, 1 November 2009 (EST)


Could someone please post a fix for this problem or email me at ctarry_711@hotmail.com  Thanks.
:Welcome to the Wiki! Posting here and making the necessary change to the article is the attitude we need!
:There could be two reasons for the key-problem:
:*You're not talking about the same axis. With the Y axis Tom means the green axis pointing in a horizontal direction (from a gameworld perspective).
:*Or you're using a german keyboard. A default german keyboard layout has the Z and Y keys switched compared to a QWERTY layout. The CS may assume a QWERTY layout, resulting in switched keys when moving the axis.
:It's important to understand why this is happening in order to correctly update the article.
:--[[User:Qazaaq|Qazaaq]] 15:57, 3 November 2009 (EST)


== Is there nobody that can help?! ==
==Invalid Directory==
i'm on a new windows 7 computer trying to make my first mod. i can get everything about the mod itself working fine, but every time i try to save it just tells me "invalid directory". nothing else. i've saved just about everywhere i'll remember and i can't get it to work. any ideas? all my mod is is adding a modded ring to the imperial subbterrain, i can get the ring made (havent been able to get it to have a image or graphic yet, but i don't want to see me wear it anyway)[[User:Akbaroth|Akbaroth]] 00:06, 14 December 2009 (EST)


I does everything but there is no any changes in world!
:You have to save the plugin file in the Data directory. The default is <tt>C:\Program Files\Bethesda Softworks\Oblivion\Data</tt>. If you have a 64-bit installation it's <tt>C:\Program Files (x86)\Bethesda Softworks\Oblivion\Data</tt>. Neither of these default install folders are convenient when making mods on Windows Vista and Windows 7. These feature a layer of protection that prevents programs from making changes to the Program Files directory. See [[Windows Vista]] for any workarounds.
Nobody can help??
:--[[User:Qazaaq|Qazaaq]] 05:19, 14 December 2009 (EST)


== An Editorial Consideration ==
==No Cells==
when i load the oblivion file there are no cell options in interior cells, and in tamriel there is only one, wilderness, but it has no objects or dimensions in it.
==Creating a Persistent Reference==
Two questions


In editing this article, I encountered a somewhat minor but unfortunate problem. In the '''Introduction''' section, there is a great opportunity to link to a definition of '''Cells''' in general.  However, after searching the wiki, the only good definition I can come up with is on the page: '''Categories:Cells''', which is not linkable (unless I'm overlooking something) because it's a '''category'''.  Is there a way to either design a wiki syntax that will allow linking to a category page, or transfer the information on that page to a general wiki page without being redundant?<br />
1. When/Why do you need to create a new persistent reference? Is there particular instances when you should always use them?
[[User:RedFault|RedFault]] 11:46, 8 January 2008 (EST)


:You can link to categories with this syntax (note the : before the word category):
2. Are there any instances where you should avoid using them?
:<pre>[[:Category:Cells]]</pre>
:--[[User:Qazaaq|Qazaaq]] 11:55, 8 January 2008 (EST)


::Excellent, thanks for that.  The article seems much more complete with a link to this definition in the Intro.<br />
thanks
::[[User:RedFault|RedFault]] 15:36, 8 January 2008 (EST)


== Heavy Formatting Work Finished ==
[[User:Pendraia|Pendraia]] 22:36, 9 July 2010 (EDT)
I've done a full-scale revision of this article with a few important considerations in mind: namely, internal cross-referencing, readability, and organization of the ToC.  I've cleared up some ambiguous wording, but as much as possible tried to preserve the original voice of the article.  My hope is that I have helped make a '''great''' tutorial a little easier for a newcomer to navigate and absorb.


I have not removed Tom Dawson's name from the end of the article out of courtesy. The decision to keep or remove his name should be considered by a veteran contributor.<br />
:The answer to 2 is easier, so I'll start with that - you shouldn't use persistent references unless you need them for some reason, simple as that. Actors default to persistent, and usually should be, though generic baddies might not need it.
[[User:RedFault|RedFault]] 15:45, 8 January 2008 (EST)


== Help urgent ==
:Other than that, persistence is necessary when you want something ''else'' to be able to refer to the reference from somewhere else. A script, a quest, an AI package, if they have to use the reference and you cannot guarantee that they will ''only'' ever be run in the same cell as the reference, that reference needs to be persistent. Oblivion only loads a certain number of cells at a time, and referencing anything that not loaded will cause a crash. Flagging the reference persistent means that Oblivion will ''always'' keep it in memory - which means it's constantly using memory, so don't use it unless necessary, but also means that scripts/quests/AI can use the reference even when the player's in a different cell.


Hi
:Does that clarify things?
sorry for the english but I try everything and there is no object in my object window! And I need objects to be able to do mods. Everybody told me I should have it. I installed the construction set and start it and wanted to start a modding but I had nothing. Please help me!
:[[User:DragoonWraith|<span style="font-family: Oblivion, Daedric Runes; size=2;">D</span>ragoon <span style="font-family: Oblivion, Daedric Runes; size=2;">W</span>raith]] [[User_talk:DragoonWraith|<span style="font-family: Oblivion, Daedric Runes; size=2;">TALK</span>]] 13:39, 10 July 2010 (EDT)
Thanks
Yes, that makes sense. Thanks for the help.


:Did you load Oblivion.esm?  It contains all of the content that Bethesda made for the game.  Go to File>Data, in the window that pops up double click Oblivion.esm to select it, then click ok to load it. --[[User:Speedo|Speedo]] 20:36, 19 March 2008 (EDT)
[[User:Pendraia|Pendraia]] 18:53, 10 July 2010 (EDT)