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  Path Points, Packages, Doors, and Map Making - Miscellaneous
  Posted by: Logam on 09-11-2007 @ 14:11 - Source: mad_griffin
This News Item has been viewed 5,697 times
Here is a guide on how to do everything for your a new cell or even worldspace!

The Interior
You will first need to make a new interior, this is best done by just duplicating an already existing cell, for this tutortial I will use "The March Rider" (ID:CheydinhalTheMarchRider). Just right click and select duplicate:

http://i16.tinypic.com/4zaoexh.jpg

So now you have a new interior named with the ID: CheydinhalTheMarchRiderCOPY0000 *, so now just double click the name(about 1 second apart) and name it somthing you can remember, we will use Myshop01. Now double click the cell and open it up(it will take a second to load, your computer is not frozen), you should see somthing like this:

http://i16.tinypic.com/4pvu14y.jpg

Now you might be thinking; what the hell is this? this is an overview of your cell, you can easily navigate through it in the render window.
The camera can be moved in several ways:

To pan the camera (side to side), hold the SPACEBAR while moving the mouse, or hold down the mouse-wheel.
To Zoom the camera, hold down V while moving the mouse or spin the mouse-wheel.
The arrow keys allow you to move quickly through the world by moving a half cell distance at a time.
To rotate the camera, hold down SHIFT while moving the mouse. If an object is selected, the camera will rotate around the center of the screen, at the distance of the selected object.
You can center a selected object in the window by pressing C. This is also a fast way of zooming in on an object.
You can also center on a selected object in the window by pressing T. This switches the camera to a close-up, top-down view of the object.


So click on anything in the cell and press "C". You might notice its very dark, so you will need to press "A" to activate the construction set lighting. Now lets say we hate how it looks and we want to change the feel... so lets do a simple edit and delete the NPC in this cell. Lets create a new NPC with our Object window. Select any NPC and edit him to however you like. Now change the ID and Name to what ever you like, you will recieve an alert message telling you that you changed its ID and it will ask if you want to create a new NPC, click Ok. Now edit the shop how ever you like.

Path Points
If you removed, added, or edited anything in the cell then you will need to upadate the Path Points. I added a Doomstone into the cell, but if we don't edit the path points, NPCs will try to walk into it instead of around it. So click the button with the red and blue dots with a yellow line connecting them
http://i12.tinypic.com/67s73ix.jpg

You should now see a bunch of red bumps and yellows line connecting them, these are the paths that NPCs follow. so then lets make sure that they are not inside any of our objects, or that the yellow lines are in the way.
right-click to create a new point and hold alt to create a blue point
Select 1 point and hold CTRL and select another point and you will create/destroy a path to that point.
Hold ALT and click a point to turn it blue

Red - General Points
Orange - General Points
Blue - the NPC will choose this over other points in the area when they need to travel

So our edited points will look like this:

Before:
http://i13.tinypic.com/4uy7sk3.jpg

After:
http://i17.tinypic.com/4ly32x0.jpg

AI Packages
To create an AI package all we need to do is load an NPCs stats and click AI you will be presented with this window
http://i10.tinypic.com/5xsn4gj.jpg

If you are unable to select the Buys/Sells buttons then you need to turn the NPC's PC Level Offset, and Auto Calculate buttons unchecked. Now you should select what type of items you want them to sell and the barter gold.

So rightclick and select New, now lets make our AI package for the NPC to sell items. Se the NPC by dragging them into the renderwindow and place them in the place that you want them to sell. Now we will set the package type to Travel so they will stay at thier "selling location". The Logical time to open shop is early but not too early so lets set the Time to 10 and leave the others as any so that he will everyday during the week. We will need to allow the NPC to eat so we will set the duration to only 2. Toggle Unlock Doors at package start and When at Location, and this is high priority so you need to toggle:
Continue if PC near(he will continue when the player enters)
Must Reach Location(He has to sell in his "sell location")
Offers Services(so he will sell items)
Must Complete(this is a high priority package)
Skip Fallout Behavior(He will drop everything he is a doing and sell items)

Set the Location to Near Editor Location

Now for an Eating package, this is less priorty so it doesn't cause glitches. Set the package type to Eat and set the time to 12 and the duration 1. Toggle these buttons:
Coninue if PC near
Must reach Location
Once Per Day
Armor unequiped

Set the location to In Cell and select your Cell's ID

And so on... until all the NPCs packages are complete

Puting the interior into the world
What you need to do is select Static in the Object window and find the ID of the static object that matches your interior.
IE: If you interior's static base is ICBlockhouseint01 then your exteriors static ID is ICblockhouse01 or ICblockhouseext01
once you've found your exterior ID then you need to drag it into the render window in the Exterior cell you want to put it.(Tamriel is the default exterior worldspace).

Doors
Doors can be tricky if you make them tricky. The easiest thing to do is make a door on the Exterior side of your house. Do find the door that you like, and drag it into the renderwindow and place is in the door frame. Now in the render window double click that door and select the "Teleport" tab. Check the teleport button and in the "Cell" dropdown box find your interior cell(your interior's ID). Select your front door, or if you don't know the name of your door, just select one and click "View Linking Door" and check to make sure its the right door. Once you've selected your door, press OK.

Now if you don't see a yellow rectangle next to your door press "M" to enable markers. This marker is where actors will enter/exit the cells and the pink arrow indicated which direction the direction they are facing. You need to move and adjust both of these markers so that you don't get stuck in the wall.

Updating Travel points
To edit the path points so that NPCs can find thier way to the shop. Hold alt and make a blue path to your shop and then update the land texture to create a path.
http://i13.tinypic.com/5ymy5tu.jpg

at the top select World and Wold Spaces and you should see this window

http://i11.tinypic.com/4v63f46.jpg

Select your world space you edited as long as its not Interiors and click Generate Roads

You have now debugged all parts of your shop or interior!

Map Making
Many people have problems making thier maps show up in-game.

First of all, if you do not put your map file in DDS format, you need to convert it, and it must be in this directory:

Oblivion/data/Textures/Menus/maps/world

Most people who make new world maps for cyrodiil or even new maps for an entirely new world, become very frusterated because all they can see is a white even though they've selected thier map correctly.
There are 2 ways to fix this problem, you can open your ESP in a Hex Editor(if you don't know what that is, then the other method is probly for you...) and find the portion that say menu/maps/world...etc and change "menus" to "Menus"

or

You can simply go to the "Textures" and rename "menus" to "Menus". The problem with this though is that it can cause complications with other things that use the directory "menus", so here is a manually work around. First you need to change "menus" to "Menus" then you need open your ESP and select your map, now close your ESP and change "Menus" back to "menus". Now your map should work with no other complications.

For reference, oblivion uses "2048x2048" for thier pixel reference, but they use "2055x1855" for thier in-game map.



          Next News Post 09-13-2007 @ 01:05 - Weekly Poll Results - How many mods do you download per week?
          Previous News Post 09-08-2007 @ 18:57 - Modding Tutorial: Making a new map


Average User Rating: 9.7
Number of Votes: 3
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User Comments  
The following comments are owned by the user that posted them. The Elder Scrolls Files is not responsible for their content.

Total comments: 8 | Last comment: 09-13-2007 at 10:17

 #1 - cool - 09-12-2007 at 11:43
jman600
Joined: September 12th, 2007
Posts: 6
Need a tutorial on how to make a companion

 #2 - 09-12-2007 at 11:47
Mad_Griffin
Joined: March 4th, 2007
Posts: 148
Then I'll write one

 #3 - cool - 09-12-2007 at 17:51
jman600
Joined: September 12th, 2007
Posts: 6
Thanks Mad!Rocksmile

 #4 - 09-12-2007 at 18:38
Super_Llama
Joined: April 16th, 2007
Posts: 476
Just give him a FollowPlayer script package, of course theirs much more to it but that covers the basics. I'll let Griffin write a full tutorial; I'm busy with a Dialogue one. wink

 #5 - 09-12-2007 at 21:14
Mad_Griffin
Joined: March 4th, 2007
Posts: 148
I'm going to wait until llama's dialogue tutorial is posted, I'll probly have to link to it and it will save me some writing

 #6 - companion - 09-13-2007 at 09:56
jman600
Joined: September 12th, 2007
Posts: 6
ok I made him follow me around but how do i get him to attack my enemies and not attack me when i attack an innocent npc?

 #7 - nevermind - 09-13-2007 at 09:59
jman600
Joined: September 12th, 2007
Posts: 6
Nevermind figured out Thanks!!!!smilesmilesmile

 #8 - oh - 09-13-2007 at 10:17
jman600
Joined: September 12th, 2007
Posts: 6
oh wait.. i didn't figure it out.. he will still fight me...



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