Morrowind Mod Makers Bible
Version 2
Contents:
? Introduction
? The Construction set
o What is the CS?
o Plugins
o Contents of a mod
o Installing a mod
o CS layout
o CS Shortcuts
o Loading Morrowind
o Finding your way
? Creating your first mod
o Exterior and Interior
o Building your first room
o Adding detail
o Linking to the outside
o Saving your mod
? Polishing your mod
o Testing
o GMST’s and Dirty references
o Cleaning your mod
o Packaging your mod
? NPC’s
o What are NPC’s?
o How to add a new NPC to the game
o Adding new items to an NPC
? Dialogue
? Path Grids
? Creatures
o What are creatures?
o Adding a creature to the game world
o Creature Behaviour
o Level and Stats
o Levelled lists
?
What Is the Construction Set?
The TES: Construction Set (CS) is the game editor that shipped with the game The Elderscrolls III: Morrowind. The editor is the same one as the developers at Bethesda used to produce almost all of the game's content. The CS can edit almost all aspects of the game excluding 3D object creation, allowing users to create “plug-ins” for the game which can essentially be used to add limitless possibilities to the game.
Simple plug-ins from new loot and dungeons to complex quests and news lands can all be created in the CS without the need for addition resources and third party programmes – though there is a wealth of those out there too!
Every copy of Morrowind comes with a copy of the CS (usually on the same disc!) and there is no download required – if you own a copy of Morrowind, chances are you own the CS files too.
The editor can be intimidating and complex to the first time user, even if they have some experience with modding other games. The aim of this document is to help new users understand and master the basics of the CS and what it means to mod Morrowind.
NOTE: If you downloaded the game from steam you will NOT have the CS or access to it. The steam version of Morrowind does not come with a copy of the CS.
Plug-in’s
Morrowind uses a plugin format which allows users to create and add new “mods” for Morrowind which essentially “plug-in”. Plug-in are more commonly known as mods (modifications) which alter/add to the world of Morrowind.
Plug-in will always be dependent upon Morrowind (and/or Tribunal and Bloodmoon if you have the expansions). The game and its expansions are considered the master files which contain all of the files and data needed to run the game – the same data that the plug-in’s use.
The only time that a plug-in won’t require the Morrowind, Tribunal and Bloodmoon master files is when the plug-in itself is not using any of this data – for example total conversions (TC’s) or if the actual mod uses no esp – like a texture replacer.
Dont worry, this may seem like a confusing mess but the more you use and familiarise yourself with mods and plug-ins the more you will come to understand them.
So whats the difference between a mod and a plug-in? The plug-in is the file itself (the esp –ElderScrolls Plug-in) that contains the actual game data that you’ve modified while a mod contains the plug-in and any additional content such as new meshes, textures, icons, sounds that are all packaged together.
However, a mod can also refer to a modification to the game and in this sense it refers to a plug-in. In this sense, over the years, the terms "mod" and "plug-in" have become interchangeable and its more common for the term mod to be used when referring to any new content for Morrowind – just in case you weren’t confused enough
The contents of a Mod
So now you know what a plug-in/mod is, it is important to understand what a “mod” as a whole cant contain. With the flexibility of the CS it is possible to add in new meshes (meshes are the statics – the items, creatures, buildings, weapons etc... in the game that you see when you play the game), new textures and icons.
As such you will find that many mods contain more than just the plugin itself. Here is a basic format of what you can expect from a typical mod:
? Meshes
? Textures
? Icons
? The Plug-in
? Readme
The meshes, textures and icons will all be contained within their own sub-folders named after their purpose respectively (Meshes folder ?meshes etc...). The plug-in isn’t normally in a separate folder and most mods come standard with a readme.
NOTE: A readme is the documentation that tells you what the mod is, what it modifies, any problems that might be known, permissions on the usage of the mod and its content as well as contact information for the author. We will go into more detail about readmes in a later chapter.
A final thing worth pointing out is that all the contents of a mod will be placed in a data files folder – again to make using and installing a little easier and straight forward. All of this is then compressed usually as a Zip, Rar, Ace or 7zip format to make the files smaller and easier to download.
So here is a breakdown of the folder directory of a mod:
? Datafiles
o Meshes
? Contains all the meshes for the plug-in
o Textures
? Contains all the textures for the plug-in
o Icons
? Contains all the Icons for the plug-in
o Plug-in
o Readme
NOTE: Some mod creators (let’s call them modders from now on) have sub-folders within their directory which separate the meshes and textures further – for example armour meshes could be found in the meshes folder in a sub-folder titled “A” and the textures for that armour could be found in a likewise folder in the textures directory.
I highly recommend that you download a mod or two, any mod and have a look at how they are packaged to get an idea what exactly a mod is made up off.
Installing a mod
Shamelessly taken from the official forums FAQ on what mods are and how to use them, I have included here a guide to installing mods. You may be asking why you are telling me how to install a mod when I just want to make one!
The answer is simple – to get the lay of the land, so to speak. You want to make a mod then you need to know where to install all the extra resources you may use or create. You’d also need to know how your mod is going to packaged (see above) and installed by other users – having a greater knowledge of what mods are and how they are used will help you to become a more confident modder (not only with your own mods but within using other mods and resources).
This will mean that you can find things on the fly without trolling through everything! For example let’s say you’ve recently downloaded a mod that had an awesome sword model that you want to use in your own mod but now you have no idea how to install that mod – which means that when you’ve finished your mod and uploaded it you are going to have one of two things happen:
1) You’ve not included the mesh
2) You’ve included the mesh but it’s in the wrong folder/location
These two things can seriously cause problems for those that use your mod and they most likely wont use it again and possibly avoid any future creations from you.
The installation part:
So you’ve downloaded your mod, which has been compressed into a zip file and you need access to it. The following guide (shamelessly stolen from the official forum FAQ) will talk you through how to unzip your mod and install it.
UNZIPPING TO A TEMPORARY DIRECTORY (FOLDER)
Double click on your downloaded mod file. The program should open it, displaying the files inside. Depending on which mod you are unzipping, it should have an .esp file (looks like a swiss army knife), a "Meshes" folder, an Icons folder (if the mod adds items that can be picked up), a "Textures" folder, and lastly a README file. Sometimes mods will have all their files placed into mock directory folders, like so:
Program Files\Bethesda Softworks\Morrowind\Data Files
this is for automatically unzipping the files in to Data Files, which I NEVER do. You're bound to come across a mod that will not unzip correctly and you'll have loose files cluttering up your folders. This is a MANUAL installation guide after all, so back to it:
Select ALL the files by highlighting them. Then select the program's "extract" feature and a new window should come up asking WHERE to unzip it to. You will now need to pick a folder to be a temporary folder, I choose "My Documents"...
Unzip the files to the temporary folder. Then open that folder and open any folders the mod was inside. You should see these folders:
"mod file".esp
Meshes
Textures
"mod file README".txt (or any text filetype)
POSSIBLY you will have these folders:
Icons
Sounds
Music
Splash
Book Art
Icons being the most frequent addition.
All you do for the mod's .esp file is copy it to the "Data Files" folder in your game. Now the other stuff....
MESHES
Now, look inside the mod's Meshes folder...
Are there more folders inside? Alot of mods will have other "subfolders" that contain the mods meshes, and are for the purpose of being easy to locate for troubleshooting or for uninstalling with ease.
Most mods have something like a letter, "A" or "W"" or the modder's name...I use "LOCH" for my meshes. Some mods do not do this and place their meshes loose in the 'Meshes" folder, which is all you have to do in that case.
Now take these "subfolders" and move them to the meshes folder.
*DO NOT take the game files out of the "subfolders" as they are indexed by the game engine as being in THAT FOLDER*
So if you have an "A" folder, place THAT folder into your "Meshes" folder. If you already have an "A" folder, THEN you must open the mod's "A" Folder and copy the files into the existing "A" folder already in your game's files. In short:
Meshes/A ----> Meshes
UNLESS you already have an "A" folder, then:
files inside Meshes/A ----> Meshes/A
Repeat this for all mesh "subfolders" from the mod.
ICONS
Do EXACTLY the same procedure as in the previous step (meshes) for icons.
TEXTURES
There are two ways this could go:
1 - the textures are loose in the mod's texture folder...easy. All you do is copy them all to the Textures folder in your game. You're done.
2 - "Subfolder" textures is the other way some modders set up their mods. THIS way has a "subfolder" inside the textures folder. You should copy that "subfolder" and paste it into the textures folder, much like you did for meshes and icons.
OTHER TYPES OF FILES
Most sound and music files need to be placed into the same name folder in your game where they are in the downloaded mod files. All other files are basically the same as the meshes, except splash screens, which are placed loosely in the "Splash Screens" folder.
PLAYING IT
All you do now is open Morrowind and check the new mod so that it is "x'ed" and start the game. If you did everything correctly, you should have no problems with your newly-installed mod. You're done...
Now that you have a greater understanding of what the CS is, how it uses mods, what mods are , how they are packaged and how to install them you should be ready to take the leap into the CS itself. Go ahead -Open the CS.