Difference between revisions of "A beginner's guide, lesson 2 - Creating a room"

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===Unlocking the Basement===
===Unlocking the Basement===
First select the owner tab. In the Faction drop down list select NONE. Now the door belongs to no one and we can open it without triggering any alarms. Now go to the lock tab, and in the top left corner uncheck the locked tick box. The door is now unlocked. Great! However, if we go into the cellar, we are entering a room that belongs to someone else and we are trespassing. Let’s change that.
First select the '''Owner''' tab. In the '''Faction''' drop down list select '''NONE'''. Now the door belongs to no one and we can open it without triggering any alarms. Now go to the '''Lock''' tab, and in the top left corner uncheck the '''Locked''' tick box. The door is now unlocked. Great! However, if we go into the cellar, we are entering a ''room'' that belongs to someone else, and we are '''trespassing'''. Let’s change that.


Look for the cell that refers to the cellar. It is called ChrorolTheOakandCrosierCellar, and is right above the tavern in your list. Right-click on it, select edit and a dialog box pops up. This has three tabs. Common Data, Lighting and Interior Data. Select Interior Data. In the ownership drag down box, select NONE.  
Look for the cell on the '''LHS''' of the [[Cell View Window]] that refers to the cellar. It is called ''ChorrolTheOakandCrosierCellar'', and is right above the tavern in the list. Right-click on it, select '''Edit''', and a dialog box pops up. This has three tabs. '''Common Data''', '''Lighting''', and '''Interior Data'''. Select '''Interior Data'''. In the '''Ownership''' drag down box, select '''NONE'''.  


You can now save your mod (File/Save). Call it something useful like test02. Now before we go look in the game, just have a quick look at the objects inside the cellar. You'll notice that some of the objects listed under containers are still owned by an NPC. These are locked chests. If you feel you deserve a treat for all your effort so far, go ahead and change these to none and unlocked. It's a cheat. You’re getting something for nothing. If this bothers you, don't do it.  
Now save your mod. Call it something useful like ''Test02''. Now before we go look in the game, just have a quick look at the [[:Category:Objects|objects]] inside the cellar. You'll notice that some of the objects listed under '''Containers''' are still owned by an NPC. These are locked chests. If you feel you deserve a treat for all your efforts so far, you could go ahead and change these to ''no ownership'' and ''unlocked''. It's a cheat. You’re getting something for nothing. If this bothers you, don't do it. If you ''do'' choose to modify these containers, remember to save your mod again.




Now Close or minimise the CS, start the game, activate your mod, and go look round the cellar. When you have had a good nose come back upstairs and Save again. DO NOT SAVE WHILE YOU’RE DOWN IN THE CELLAR because we are about to mod it out of existence.
Now close the CS, start the game, activate your mod, and go look round the cellar. When you have had a good nose around, come back upstairs and save your game again. '''DO NOT SAVE WHILE YOU’RE DOWN IN THE CELLAR''' because we are about to mod it out of existence!




Load up the CS. This time select BOTH the oblivion.esm and the Test02 mod you've just created. Make the TEST02 active. We might as well overwrite this mod since some of the work we need to do is already done.
Load up the CS. This time, in [[:Category:File|File]] >> [[Data]], select BOTH ''oblivion.esm'' and the ''Test02'' mod you've just created. Make the ''Test02'' file [[Active File|active]]. We might as well overwrite this mod since some of the work we need to do is already done.


Take a deep breath, we are about to get creative and carry out some real functional Modding at last.


Take a deep breath, we are about to get creative and carry out some real, functional modding at last.


===Creating a New Basement===
===Creating a New Basement===
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