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

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Chairs and Beds
=====Chairs and Beds=====
 
Be careful when placing chairs and beds as each comes in two flavors.  The first can be found under '''World Object''' >> '''Static''' >> '''Furniture'''. These chairs and beds are set decoration, and you cannot lie on them to sleep or sit on them. The second type is listed under '''World Objects''' >> '''Furniture'''. These are interactive. You can tell the difference because the usable items come with two blue wire frame models attached which show the starting and finishing position of a character as the in-game animation runs. (Beds use these animation positions for [[NPC|NPC's]] only, as you never actually see the player lay down when you activate a bed.) Again position these to avoid collision problems.
Be careful when placing chairs and beds as each comes in two flavors.  The first can be found under World Object/Static/Furniture. These chairs and beds are set decoration and you cannot lie on them to sleep or sit on them. The second type is listed under World objects/Furniture. These are interactive. You can tell the difference because the usable items come with two blue wire frame models attached which show the starting and finishing position of a character as the in-game animation runs. (Beds - NPCs only). Again position these to avoid collision detection.
 
 
Containers
 


=====Containers=====
Take huge care when customising any object. This is how you can safely change an object without making that change universal. Drag and drop a container like a chest into your room and position it where you want it.  
Take huge care when customising any object. This is how you can safely change an object without making that change universal. Drag and drop a container like a chest into your room and position it where you want it.  


Save the mod. This is a backup in case you make a mistake. Now right-click the container and select '''Edit Base'''. Now look at the ID at the top of the box. Change it to something meaningful and unique. It can be anything as long as it is unique. The CS will challenge you if you don’t do this. I prefer to name my custom objects by adding my initials and a short code about which mod I’m using them in, then the name of the object. So if I was about to change the barrel called ''BarrelMiddleClutterSame03'' in a mod for a building called ''Verona House'', I might call it ''TDVERHBarrelMiddleClutterSame03''.


Save the mod. This is a backup in case you make a mistake. Now select edit base. Now look at the ID at the top of the box. Change it to something meaningful and unique. It can be anything as long as it is unique. The CS will challenge you if you don’t do this. I prefer to name my custom objects by adding my initials and a short code about which mod I’m using then the name. So if I was about to change the barrel called BarrelMiddleClutterSame03 in a mod for a building called Verona House, I might call it:
You can now add or delete items in the container. You can decide to make it respawn, or add leveled content.


TDVERHBarrelMiddleClutterSame03.
Now click the '''OK''' button.  


You can now add or delete items, you can decide to respawn or level.
A very scary looking dialog box appears. Again, the first time I saw this I panicked and clicked '''No'''. '''This is a very bad thing to do'''.


 
The box for the above operation would read:
Now save it.
 
 
A very scary looking dialog box appears. Again, the first time I saw this I panicked and clicked No. This is a very bad thing to do.
 
 
The box will read for the above operation  


  Old Id: BarrelMiddleClutterSame03
  Old Id: BarrelMiddleClutterSame03
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  Yes/No
  Yes/No


What this is saying is that you have changed the name of the Master file relating to the middle class barrel. Should I change all middle class barrels or make a new form? You want a new form, so click '''Yes'''.
What this is saying is that you have changed the name of the Master file relating to the middle class barrel. Should I change ''all middle class barrels'' or make a new form? You want a new form, so click '''Yes'''.
 
 
This is important so I will say it again. To change the base of an object, change its id and then save and say '''YES'''. This will avoid the Dirty Mod syndrome from occurring.
 
 
Bookcases
 
 
Just a quick tip here. Position one book, on top of the bookshelf using the techniques we discussed last lesson. Now hit '''F''' repeatedly. Wait a few seconds between taps and eventually the book will fall through the bookcase top onto the shelf. If you plan to add a lot of books, try this. Lift the first book so it hovers in the air. Use '''CTRL - D''' to duplicate it and move it along so it is in the correct position next to the first book. You now have two hovering books. Leave them for now. Use Search and replace to change books to get a variety. The reason we let the books hover? Well, some books are larger than others. This method will stop these bigger books colliding with the shelf. Once the shelf is full, you can go along and make each book fall. Job done!


This is important so I will say it again. To change the base of an object, change its ID, then click '''OK''' and say '''YES'''. This will ensure that your changes only affect the container you are working with (because you've given it a unique name), and prevent the Dirty Mod Syndrome.


Lights
=====Bookcases=====
Just a quick tip here. Position one book on top of the bookshelf using the techniques we discussed last lesson. Now hit '''F''' repeatedly. Wait a few seconds between taps and eventually the book will fall through the bookcase top onto the shelf. If you plan to add a lot of books, try this. Lift the first book so it hovers in the air. Use '''CTRL - D''' to duplicate it and move it along so it is in the correct position next to the first book. You now have two hovering books. Leave them for now. Use Search and replace to change books to get a variety. The reason we let the books hover? Well, some books are larger than others. This method will stop these bigger books colliding with the shelf. Once the shelf is full, you can go along and make each book fall. Job done!


=====Lights=====
There are three types of lighting effects provided. One type is those which look like practical lights but don’t work. You will find these under '''Static Objects'''.


There are three types of lighting effects provided. One type is those which look like practical lights but don’t work. You will find these under statics.
The other two are listed under '''World Objects''' >> '''Lights'''. The second type of light looks like a light emitting object (eg candle, chandelier, etc) and works. The other is simply an ambient light with no physical form. I have found that the practical working lights offer the best atmosphere but at an increased processor cost. Try to mix these up to get a smooth running mod.
 
 
The other two are listed under World Objects/Lights. The second type of light looks like a light emitting object (eg candle, chandelier, etc) and works. The other is simply an ambient light with no physical form. I have found that the practical working lights offer the best atmosphere but at an increased processor cost. Try to mix these up to get a smooth running mod.
 
 
Test
 


=====Testing=====
Don’t forget to test your mod in-game and pay attention to any warnings regarding scripting or questing conflicts in the CS.
Don’t forget to test your mod in-game and pay attention to any warnings regarding scripting or questing conflicts in the CS.
Finally


==A few tips for your mods==
==A few tips for your mods==
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