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QQuix - Construction Suite
Feb/2010 - Version 0.3 Beta
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1 SHORT DESCRIPTION
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Do you want to add a cute little fence to your cozy home in the woods?
Or, maybe, you want to create a whole new megalopolis in Cyrodiil?
This is your tool for doing either (or anything in between)
2 DESCRIPTION
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This mod in intended to allow you to add new buildings to the game world and, of course, position them wherever you want.
But not only buildings. You can add pretty much anything you have seen and liked in the game world.
You can choose from more than two hundred large statics in a (kind of) menu (including buildings, castles and walls).
But you can also 'copy-paste' anything you want, from anywhere in the world.
But keep in mind that whatever you add, it is just for aesthetics, as the buildings are not fully functional: their doors are not functional and they have no interiors.
Please, read the instructions carefully, so you may enjoy it the most and don't break anything in your game.
3 IMPORTANT
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The most important thing to keep in mind is that this mod is a tool. What you do with it is your business. Use with care or pay the price.
The second most important thing to keep in mind is that the game engine is not prepared for handling obstacles you may create in the path of the NPCs and creatures. They will just keep bumping into the obstacle. Not good. It may even break some quest.
Therefore place your buildings somewhere it does not block traffic in any way.
4 USER MANUAL
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The mod works in one of seven Modes:
Off
Select&Deploy
Position
Adjust
Grab
Copy
Delete.
The first three are used to create new buildings and work together sequentially: Select&Deploy >> Position >> Adjust.
Grab, Copy and Delete are independent Modes.
Your actions are entered using the mouse and the configurable keyboard keys.
Keys default to the keypad. You can change any or all in the provided INI file. This document refers to the keys by their name and default key within brackets. E.g. [ModeSelection-Num5]
4.1 OFF MODE
In Off mode nothing happens.
It is as if the mod were not installed.
4.2 SELECT&DEPLOY >> POSITION >> ADJUST MODES
- - - - - - - - - - - - - - - -
These modes are used together, one after the other, to select the building, choose the general area you want it, position it and make the final, finer adjustments to its position and angle.
You switch from Mode to Mode by pressing [ModeSelection-Num5]
4.2.1 SELECT AND DEPLOY
Select and deploy mode is used to select the building you want to deploy and move it to the general area of your choice. You enter Select&Deploy Mode by first pressing [ModeSelection-Num5].
When you first enter this mode, an Anvil Lighthouse will be placed at your cursor, about 2000 units in the direction you are facing (so, make sure you have plenty of room ahead of you before pressing [ModeSelection-Num5]).
A blue sphere will be at your 'handle' of the building.
In this mode, you move the building up, down, left and right with the mouse. Bring it closer and move it away with the mouse wheel. Rotate it with [RotateCW-NumDel] and [RotateCCW-NumIns]
In short: use the menu to select the building, use the mouse to roughly place it where you want it and press [ModeSelection-Num5] to go to the next Mode.
MENU
Think of the buildings menu as a table with rows and columns.
The Anvil architecture is in the first row with the Anvil Lighthouse as the first column.
By pressing [MenuNext-Num6] and [MenuPrev-Num4], you go sideways on the row, cycling thru all buildings available in that set.
By pressing [MenuUp-Num8] and [MenuDown-Num2], you go up and down the table, cycling thru all architectures, row by row.
The architectures (rows) are in this order:
? Anvil
? Bravil
? Bruma
? Cheydinhal
? Chorrol
? Leyawiin
? Skingrad
? Miscelaneous - like Cathedrals, Church, the Priory, Farmhouses, Sheep Fold
? Castles
? Gates
? Towers
? Large wall pieces
? Medium wall pieces
? Small wall pieces
? Kvatch
? User objects
If you are not familiar with the Construction Set, you may be surprised that many objects do not have all the sides (and may be almost invisible from some angles). These objects are meant to be used together with other similar objects, like wall pieces that have only front, top and back (no sides) and are used side by side with other wall pieces so the final result is a solid object.
4.3 POSITION MODE
This mode has two objectives: positioning the building from a medium distance and getting rid of nearby rubble that may be in the way (like rocks and trees)
This mode is indicated by a yellow sphere as your 'handle' of the building.
In this mode you use the keypad to move the building:
Move left and right with [Left-Num 4] and [Right-Num 6]
Move up and down with [Up-Num 9] and [Down-Num 3]
Move closer of farther with [Near-Num 2] and [Far-Num 8]
Rotate it with [RotateCW-NumPeriod] and [RotateCCW-Num0]
Movement is relative to your position relative to the building, so 'move left' means moving to your left, when you are facing the building from whatever angle.
As you move the building, most things in the area will temporarily disappear.
'The area', meaning the building footprint plus an additional clearance distance at each side. Removed objects include Statics, Activators, Containers, Doors, Lights, Flora and Furniture.
'Building footprint' is a rectangular area (lot?) the building occupies, not the actual, visual building. Therefore, a rock at the center of a U-shaped building will still be removed even if it s not actually occupying the same space as the building itself.
When you enter this mode from the previous mode, the mod runs a heavy process to detect the objects nearby and you may experience a lag for a second. From this process the mod will 'remember' objects up to about 1000 units/15 meters/50 feet from initial position of the building, so if you move the building too far from its initial locations, trees and rocks will not disappear anymore.
Note that large objects may be actually positioned far from the area, although they visually occupy that space. These will not be detected. Grass is part of the terrain, not a separated object, and cannot be removed. Choose preferably non-grass areas for you buildings. With use, you will get a feeling of how it works.
When you have the building where you want it, press [ModeSelection-Num5] to go to:
4.4 ADJUST MODE
This mode is pretty much as the previous one, but with much slower movements for finer adjustments.
Use it to align pieces that go together, like sidewalks and walls or to make final adjustments to your building.
This mode is indicated by a green sphere as your 'handle' of the building.
When you have the building where you want it, press [ModeSelection-Num5] to finish the positioning and 'solidify' your building.
Note that during the Position and Adjust modes, your building is not solid. It is like a holographic projection and you can walk right thru it. Of course, make sure you are not inside the building when you finish the mode and solidify it.
4.5 GRAB MODE
The grab mode turns immediately to the Position Mode, but acting on the object at the cursor, instead of an object selected from a menu.
You 'grab' an object by positioning your cursor on it and holding [Grab-Num*] while pressing [ModeSelection-Num5].
Use it to reposition something you have already placed in the world.
Only objects added dynamically to the game can be grabbed and repositioned.
Press [ModeSelection-Num5] to go to the Adjust Mode and again to finish and return to Off Mode.
4.6 COPY MODE
Did you notice the 'User objects' line in the menu?
The copy mode is the way to add your own objects to the menu.
You enter Copy Mode holding [Copy-NumIns] while pressing [ModeSelection-Num5].
When you are in this mode, a white sphere remains just above the crosshair to remind you of the mode you are in.
Point the crosshair to any object and the object will blink. Press [Copy-Num0] to add a copy of the blinking object to your User Objects menu. You can copy as many objects as you want. The menu will hold the last 30 objects added.
Press [ModeSelection-Num5] finish copying and return to Off Mode.
4.7 DELETE MODE
The Delete mode has the same mechanics as the copy mode with a few differences.
You enter Delete Mode by holding [Delete-NumDel] while pressing [ModeSelection-Num5].
When you are in this mode, a red sphere remains just above the crosshair to remind you of the mode you are in.
Point the crosshair to any object and, if the object can be deleted, it will blink. Press [Delete-NumDel] to delete the blinking object. As in the Grab Mode, only objects added dynamically to the game can be deleted. You cannot delete the Imperial City. If the object removed is one of the predefined menu items and removed rocks and trees when you added it to the game, those rocks and trees will show up again.
Press [ModeSelection-Num5] finish deleting and return to Off Mode.
4.8 GENERAL COMMENTS AND WARNINGS
Make sure the mod is in OFF MODE before fast travelling or activating doors. Unpredictable results if you don't. Like if you leave the area while an object is blinking in the off phase, it will never be back again.
Changes make using this mod are permanent, so you may install and remove this mod as you like. The only thing you will lose is your User Menu.
Of course, everything you add will be saved in the savegame and add to its size (something around 100 bytes per object, as far as I know).
5 TECHNICAL COMMENTS AND ISSUES
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None
6 COMPATIBILITY
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The only potential incompatibility is with the keyboard usage. If you have mods that use the same keys as this mod, use the INI file to assign available keys to the functions described earlier.
Please let me know of any incompatibilities so I can either add a workaround or mention it here.
7 REQUIREMENTS
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OBSE 0018 or above - (http://obse.silverlock.org)
8 INSTALL
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Standard: move the esp and the "QQuixConstructionSuit.ini" file to your ../Oblivion/Data folder and activate the mod
9 UNINSTALL
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Deactivate the mod and remove the esp and ini from your ../Oblivion/Data folder
10 CREDITS
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Testers at TES Alliance BTA Guild for Beta testing
The OBSE team for the invaluable functions that make this kind of mod possible
11 TOOLS USED TO CREATE THE MOD
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Construction Set version 1.2.404
OBSE 0018 Beta 6
12 LICENSING/LEGAL
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All my scripts and concepts are resources available to modders to copy, adapt and use as they need them. No additional permissions needed.
But I would appreciate any feedback mentioning what you are doing with it.
13 VERSION HISTORY
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Version Beta 0.1 - Feb 2010 - Initial Beta release
14 SOURCE FOR DOWNLOAD
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15 CONTACT
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Author’s home page: http://thewormhole.nfshost.com/forum/index.php/board,227.0.html
Please note that the current version is a BETA VERSION, therefore it still may have bugs and glitches
Feedback is welcome.