Replace building

Post » Sun Dec 29, 2013 12:53 pm

I want to make a mod for a Shivering Isles dwelling ; the important part is to safely store items, in which containers content does NOT change/reset.

I found the building I want my mod to replace ; well I found it in the game, not the CS (Construction Set), I opened a game near the building I desired then when it was in my line of sight, I opened the console (by pressing the button right under esc), then clicked the building then a hex # was displayed which I noted. I then spotted the same hex # in the CS.

Because I'm new to modding and I assume the instructions I'll be given will be step-by-step, this might as well be comprehensive. I opened the CS, then went to menu > File > Data which led to the popup (entitled) Data then checked DLCShiveringIsles.esp then clicked ok but there was a warning that not setting active would be problematic so I selected the entry that was just checked then pressed the button Set as Active File. It took about a minute to load. I then skimmed through http://cs.elderscrolls.com/index.php?title=First_Steps (from http://cs.elderscrolls.com/index.php?title=Category:My_First_Dungeon) seeking to get to view the map ; to do so, the most important window is Cell View, which should be opened but can be reached through menu > View > Cell View Window, then selected in the drop-down SENSCrucible then the 1st list (left) double-clicked SENSCrucibleLower then content similar to the game popped up in another important window: Render Window ; which can be reached in the vicinity of the last one (menu for cell view) and when a cell is loaded has its title replaced (by the cell name). As I'm used to this kind of interface I assumed mouse played central role in navigating. See http://s231.photobucket.com/user/DynV/media/3D%20modelling/ACT2BFigures2B2_01-preview_zps0de124f0.jpg.html and http://s231.photobucket.com/user/DynV/media/3D%20modelling/cmove_zpsfa784872.gif.html for visual reference. While the render window is selected, holding space allow to truck/crab & pedestal/boom, holding ctrl+shift allow to pan & tilt. I clicked on objects in the render window, which highlighted them and changed the corresponding name in the status bar ; there was corresponding entries in the cell view 2nd list (right), which can also be selected to highlight the corresponding object but doesn't change the status bar name.

I managed to find the object names which are useful to locate exactly what I want to change ; to do so, I used a combination of render window object selection and cell view window 2nd list selection. The 1st view, http://s231.photobucket.com/user/DynV/media/3D%20modelling/TES-Oblivion-CS-SENSCrucibleLower-DementiaHouseLower02_and_DementiaHouseInn01_and_CityWallCourtyardWall_zps3725b153.png.html, show the city, Crucible, entrance along another linking location for the other view, which is the rooftop balcony near the city gate, the main link being the selected building ; DementiaHouseLower02 is selected, with a overhead square having green & red borders, DementiaHouseInn01 is circled in purple, CityWallCourtyardWall circled in orange. The 2nd view, http://s231.photobucket.com/user/DynV/media/3D%20modelling/TES-Oblivion-CS-SENSCrucibleLower-DementiaHouseLower02_and_SERooftopClub_zpsca2f5421.png.html, show the marker SERooftopClub of the previous view balcony along the right edge near the middle, selected red plus sign (surrounding cube with edges red & green), along the targeted building, DementiaHouseLower02, which can be noticed as I've put projected changes on it ; the yellow square stand for a pried vent, which will lead to the tiny dwelling, the orange line should be a rope with which the player will be able to reach the vent, but in reality clicking either will change/warp map.

I'm getting near to my question. I though I'd keep the same building name, DementiaHouseLower02, keeping the same its vast majority of settings/details. I'd then delete all other cells (2nd list) then all other cell groups (1st list), of that World Space, reached by menu > World > World Spaces..., then delete all other world spaces then save in my mod. Of course, the remaining single cell of the single cell group of the single world space in another file, should not be saved as is as I'd likely have to reinstall the extension, Shivering Isles.

Finally my question. I can't find the option to save to another name. I though I'd modify something in the base mod the delete all remaining content so running my mod would have my slightly modified version of the building displayed instead of the version which was in effect copied from. I need to save to another name to do so, otherwise there won't be nothing for my mod to patch on, the based mod would be cropped to the building I want to modify, instead of replacing the base version.

Another question, albeit less important, but not unimportant. Is there a was to simply add to the base mod instead of replacing it? So I'd add the forced vent and the rope to reach it, which would in effect float in the air, but exactly in the same spot as the building I was to add modification touching it.

Thank you kindly to help me create this mod which I'll share with the community.

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