This page is dedicated to teaching a novice modder the basic tools and techniques of the craft. On this page are links to various basic tutorials, tools that the modder may need to download, and important details on what a modder should do out of courtesy for the users and other modders.
Users who are also new to the CS Wiki should also read our Welcome to the Wiki guide for tips on getting the most out of the Wiki.
Welcome to the Elder Scrolls IV: Oblivion Construction Set[edit | edit source]
The first thing you need to start modding is The Elder Scrolls Construction Set.
This tool will allow you to change the game in almost any way you want. You can create new dungeons and quests. You can alter existing creatures and environments. You can even change fundamental processes of the game by altering the appropriate game settings.
Even better, you can share these changes with your friends and the online community. All of your changes are recorded in a plug-in that can easily be included or removed from anyone's game.
Keep in mind though, that with great power comes great responsibility. The more fundamental the change, the more likely it will alter the game in a bad way. Test your changes thoroughly before you make them available to everyone.
We've had a blast making Oblivion, and we encourage you to make it even better with your ideas and creativity.
Getting started with modding[edit | edit source]
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. I myself was creating a mod on a scamp to make him talk and trade like creeper in Morrowind and I ended up making a guard turn into a scamp and walk on his head.
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...
If you are new to the Oblivion Construction Set, you should probably read the following sections first:
- Oblivion Mods FAQ
- About Modding Etiquette
- TES Files
- A Beginner's Guide
- My First Dungeon
- Basic Landscaping Tutorial
- Basic NPC Creation Tutorial
The glossary provides definitions on commonly used terms.
Expanding your knowledge[edit | edit source]
If you've gone through the basics and are looking for something specific, it is recommended that you use the "Search" box on the left navigation bar.
Lots of the wiki's documentation is hard to sift through, and by searching, you can find lots of articles related to the topic you search for. For example, if you were looking for information on animation functions, simply type animation, and you will receive a slew of topically-related informative articles and function descriptions for scripting.
Contributing to the Construction Set Wiki[edit | edit source]
If you are new to the Elder Scrolls Construction Set Wiki and would like to contribute, you should probably read these first:
This category has the following 2 subcategories, out of 2 total.
Pages in category "Getting Started"
The following 17 pages are in this category, out of 17 total.