New Here.. Question on CS

Post » Sat Feb 19, 2011 10:42 am

Hello all. I am new here. I've lurked here for well over a year and now just decided to join with the announcement of Skyrim and all. (late to the party I know) I recently have now started to understand and use the construction set but a have a few questions.

What I am trying to do is turn Ulen Athram's house into a personal house for my player. I understand the basics of moving and placing items in the game via help from the wiki but I am having a problem taking ownership of the front door. (lol) I change the drop down box under "NPC" to "PLAYER" and save, enable the mod and it still shows the door as being red when I enter. Is there something I am missing or something I need to also do?

One more question. When I save and exit, I get several messages like "ModelLoader still has 2 NIF files" and I always click "yes to all." Is that alright or should I be doing something to prevent that.

Thanks

~ Jeff
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Jenna Fields
 
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Post » Fri Feb 18, 2011 10:16 pm

Welcome to the forums. Have a http://images.uesp.net//c/c4/Fishystick.jpg

In the case of the house, you'd need to set ownership of the entire cell to Player or PlayerFaction in order to remove the "red hand" issue. In the Cell View window, right click on the desired cell and select "Edit". In the window that opens, click on the "Interior Data" tab and set ownership to Player or PlayerFaction.

As for the "ModelLoader still has X NIF files", just ignore it. I get that all the time and have yet to encounter any problems with clicking "Yes to all" for that particular error. If you get other errors, read them carefully.

While the Wiki is a good source of information on the CS, I highly recommend going through the modding classes available at http://tesalliance.org/forums/ They are quite thorough and there are a large number of very knowledgeable and talented modders there that will be happy to help you get familiar with the CS.
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Abi Emily
 
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Post » Sat Feb 19, 2011 4:02 am

Well thank you very much Vyper. Thanks for the prompt reply too. Now that I've done what you've said, how do I go about making sure the containers are non-respawning?

EDIT: And what about setting something as the "active file." Is that important? I've always set my mod (called "my first mod") as the active file that is checked along with the master file.

EDIT 2: I think I figured out the item respawning deal. I guess if I uncheck the "respawn" box, they'll be safe for storage?
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Haley Cooper
 
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Post » Sat Feb 19, 2011 10:48 am

Checked files are the files you are loading, the ones you can acess the data from. The active file is the file you are editing and changing the data, as far as I know you can only edit one file at a time.
And yes if a chest does not respawn it is classifed as safe storage, you will not lose items in it. Make sure that the chest you are spawning has a white hand when youre playing though!

On another note. Why didn't I get a Fishy Stick when I joined..? :pinch:
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Princess Johnson
 
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Post » Sat Feb 19, 2011 9:43 am

Thanks!!

This is probably a given but if I change the "DrawerClutterUpper03" to non-respawning, it will be safe for storage correct? I am hoping this does not only apply to chests.
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Neliel Kudoh
 
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Post » Sat Feb 19, 2011 12:17 am

Thanks!!

This is probably a given but if I change the "DrawerClutterUpper03" to non-respawning, it will be safe for storage correct? I am hoping this does not only apply to chests.


That is correct, and is true for any container. However, the change would apply to every instance of DrawerClutterUpper03 used in the entire game, which is only wise if the intent of your mod is to make all such containers not respawn.

If that is not your goal, for example if you are building a player house or want a unique loot container for a dungeon, look for a version of the container with the same name but prefixed with "PC" (i.e. PCDrawerClutterUpper03). These were intended for use in player homes, and do not respawn. If one does not exist that is precisely what you want, then make your changes to the original, but change the editor ID to something unique to you and your mod (like "iLLDrawerClutterUpper03" so that it only applies to the container you are placing. When you click "OK", you will be asked if you want to create a new form. Say yes. This will create a new, unique object, so your changes will only apply to the new object, and thus prevent mod conflicts.
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Michael Russ
 
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Post » Sat Feb 19, 2011 6:57 am

You all have helped me so much and I thank you for that. I am almost done with the house but I do have another question.

I've noticed in some of the other houses especially in the houses like Shadowcrest Vinyard there are "custom planters" and what not. How would I go about taking flora and making it a "domestic house-plant?" (lol)
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Katey Meyer
 
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Post » Fri Feb 18, 2011 7:53 pm

You can just place these like any other objects. Under World Objects, in the Trees category and the Flora category, you can pull objects from there and scale them however you wish. Take care to choose a "vase" or "planter" that is actually static though, so it cannot be moved or picked up - that would leave your plant(s) hanging in mid-air. XD
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Iain Lamb
 
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Post » Sat Feb 19, 2011 8:13 am

I am just about to upload this mod to The Elder Scrolls Nexus. I am mentioning all of you in the credits because you all are the ones who have got me started on my modding and I greatly appreciate it. :)
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helliehexx
 
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Post » Sat Feb 19, 2011 10:06 am

I've uploaded the file and you can download it http://www.tesnexus.com/downloads/file.php?id=37801.

EDIT: Images have been added. I did another walkthrough and I noticed a few small things that I am going to fix.
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Kayla Bee
 
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