Door Markers - Connecting One or More Doors Between Cells

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Door Markers[edit | edit source]

This tutorial explains how to link one or more doors from an exterior cell to an interior cell.


1. Give each door you add a unique ID Name. (Do this before you try to link any doors in your cell - otherwise you get random results. So name all doors in your interior cell and any doors in your exterior cell that you have placed - regardless of whether you plan to link-to them or not. Make sure the names mean something to help you identify them when you link-to them.)

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.


2. Go to one of the doors you plan to link and double-click it. (I normally go to my exterior cell door.)


3. Select Teleport tab.


4. Select Cell and select the cell you want to teleport to. (So if in exterior cell I would select my interior cell.)


5. Now a list of doors for that cell should show up in the Reference space, but mine never do and I get a blank area here.
So how do you solve that?

a. Go up and click on the Linked Door: Reference In Window button.
b. Now you have a red cross hair icon and use that to double-click the door you are linking-from in this cell (the same door you double-clicked to start all this).
c. Now you may have to go to 4 and do that again. The key is you want to be able to see the drop down list in the Reference space list of doors.
d. Now you can finally see the Reference space list of doors for the cell you want to link-to - the doors should be named so you can easily identify them.


6. It might be good at this point to click "OK" and make sure you can see the door marker you just added to this current cell - if you can't see it you might try the whole process again with the door out from the house - sometimes it gets lost in the house mesh.


7. Ok so now what? While you are here position the door marker so it faces out from the door you are linking-from and then double-click the door marker (it is yellow with an arrow coming out of it).


8. The question window that pops up asks: View Door Reference for this Door Marker? Click Yes.


9. You are teleported to the other door you just linked-to (for me the interior door - up till this point I've only been in my exterior cell).


10. Now you should be able to see the linked-to door's door marker (it is yellow with an arrow too). If you can't see it, it might be in the mesh or behind something else - it should be there - search for it you will find it - if anything just zoom in on it.


11. Position linked-to door marker so it is facing out from the door. (Note on door marker placement: Leave a little space between it and the door, I think if it gets too close you fall through the world, floor, etc.)


Repeat this for each door you plan to link. And save and save and save (just in case :) )

Hope this has helped.


Warning about potential conflicts when linking doors[edit | edit source]

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).

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 here.

if the aforementioned techniques are a little too technical, you may wish to consider 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.

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 this page.