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  Modding Tutorial: Interior/exterior/pathpoints - Mods
  Posted by: Fire_Legion on 09-08-2007 @ 05:44
This News Item has been viewed 3,857 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

by Sheogorath



          Next News Post 09-08-2007 @ 06:05 - FileFront Network Insider #108
          Previous News Post 09-08-2007 @ 05:32 - Modding Tutorial: Heightmapping Tips


Average User Rating: 10
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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: 1 | Last comment: 09-08-2007 at 17:35

 #1 - nice - 09-08-2007 at 17:35
stedeb1
From: (Queensland)
Joined: February 24th, 2007
Posts: 103
this helps guys stick out tongue
but unfortuanetly i cant mod too much anymore frown



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