Quote of the Moment |
|
|
||
| We hope you enjoy your visit. You're currently viewing our forum as a guest. This means you are limited to certain areas of the board and there are some features you can't use. If you join our community, you'll be able to access member-only sections, and use many member-only features such as customizing your profile, sending personal messages, and voting in polls. Registration is simple, fast, and completely free. Join our community! If you're already a member please log in to your account to access all of our features: |
| Create A New Chest Tutorial; A Tutorial for Oblivion | |
|---|---|
| Topic Started: Apr 10 2009, 11:40 PM (38 Views) | |
| Maigrets | Apr 10 2009, 11:40 PM Post #1 |
|
CREATE A NEW CHEST TUTORIAL by Maigrets. PLUS ADDING ITEMS FROM OTHER MODS It's a good idea to use a prefix that's easy to find for all new item ID's. For example AA or your initials. It makes the entries easier to find later if you need to add or change anything, but don't use spaces. Underscores are OK and the actual name of the item that will show in game can be anything you like. You can save more often than I have below obviously, if your CS crashes or has any problems. So far mine is stable. Make a backup of your esp every so often, especially if you are doing lots of things to it, so if you mess it up you have a previous copy to use without losing everything. When you exit the CS you may get a warning about NIF files. It's a known issue and you can either Click Yes To All or click through one by one to see what they are. STARTING OUT Open the CS and go to File/Save and create a new esp with the name of your choice. This will automatically make it active. Select the esp of the mod/mods you want to use items from. Be careful if loading a mod that's dependent on an ESM other than Oblivion ESM. Loading it's esp will also load the ESM and saving will make your new mod dependent on it. We don't want that to happen. Click OK and Oblivion ESM will load automatically because you are loading a mod that requires it. If you only load your new empty esp you need to make sure to select Oblivion ESM. CREATING A NEW CHEST In the Object window go to World Objects/ containers/clutter for normal lower/middle/upper class chests. If you Right Click and choose New you will have to add the sounds and meshes so just Double click to open the chest screen. R Click to delete any items already in the chest unless of course you want them.. There is an already chest you can use. It's called chestclutter02empty. Give the chest a Unique ID. For example MyNewChest. Give it a name in the Name field if you like . This name will show in the game. For example My New Chest. Click OK and say yes to the message that says the ID has changed to create a new chest. It must have a new ID or every chest of it's type in the game will be a clone of the new one. PUT YOUR NEW CHEST IN THE WORLD In the Cell View window where it says Worldspace and Interiors in the selection box, find and select Tamriel. You can click on any name to select it then type the 1st letter of the area you want to load......For example I...then scroll down to the IC Waterfront01. You can put a new container into an interior by going to the Cell View Window which by default has Interiors selected. Use the same method to find your inside cell. Double click to load the area and zoom in to the location you want to place your chest. All of the keys needed to manipulate objects in the CS are included at the bottom of this tutorial. Try to get as close as possible to where you want to place the chest then drag it (the text) from the Object Window to the world and press F to drop it. Don't drop it from way up high or you might have trouble finding it especially in an exterior. Press the A key to turn on the lights so you can see what you are doing. Use a combination of Shift + Mouse Wheel (held) alternately to manipulate the screen to place the chest into position. Scroll the mouse wheel to zoom in and out. Click the chest so it is selected to move it and use the RMB to rotate it. Z, X and Y keys for other movement. Double click the chest in the Render Window and give it a Reference Editor ID. Example: MyNewChestref Select Persistent Reference or the chest may not appear in game. Go to the Ownership Tab and select Player. You could also choose to lock it if you want, but I found that by giving it ownership it wasn't locked in game even though I selected it in the CS. Leave it at NONE if you want to lock your chest. You can select it to need a key which requires creating the key first and then linking it to the chest. I'll add that at a later time. VERY IMPORTANT - SAVE AND MAKE A BACKUP OF THE ESP ADDING ITEMS TO THE CHEST Find the item from the mod with the items you want to add to the chest in the Object List. Double click as before. Don't R Click and select New or you will have to manually add the Nif's and DDS files, icons etc. Give the item a new ID and if you want a new name. **Take note of the path of the meshes so you keep the correct ones. Some items use one mesh but have more texture files. The CS doesn't show the path of the textures because when a mesh is selected it automatically finds the corresponding file it needs.** You can go ahead and find all the items you want and give them new ID's and names if you like. Next go to World Objects/Container in the Object List and double click on your chest to open it's inventory menu. Drag the names of your new items into the chest and change the quantity if you want multiple items. Sometimes you have to click multiple times on the quantity for it to change so you can enter a number. Just don't click wildly, wait a second after each time. If you want your items to Respawn, check the box. If you want your chest to be "safe" from losing your precious gear take the tick out of Respawn. Click OK and SAVE the esp. You now have a new chest with your unique items in it. You can go in game and check it out now to make sure the items are there and all meshes and textures show as they should. ADDING NEW ITEMS TO THE CHEST To add to the chest at a later time from another mod follow the same procedure from the ADDING ITEMS TO THE CHEST section above. You will have to deactivate your chest's esp in the Data Files Menu in the game launcher or OBMM, or whichever method use use. Load your game and save. Exit the game, reactivate the esp and collect your items again in game. if you don't do this when adding more items at a later time you may have problems with some items not appearing in the chest. Deactivate any esp files belonging to the mods you take items from and test your new mod. If everything works you can delete the source mod esp files. You must leave any meshes and textures in their original mod file paths in your data folder. You could make an entirely new mod with new folders and file paths etc as long as you know which mesh belongs to which texture, however most meshes and textures have their file path set in the program in which they were created and the folder structure of the original authors. To make those changes requires editing programs which is beyond the scope of this tutorial. CONSTRUCTION SET KEY CONTROLS SUMMARY (LMB=left mouse button, RMB=right mouse button) Camera Centre Wheel Scroll – Zoom Centre Wheel Hold – Pan Shift + mouse -- Rotate C – Centre On selected T – Top View selected Object D – De-select LMB – move x, y Z + LMB move z X + LMB move x only Y + LMB move y only F – Fall CTRL x – cut CTRL c – copy CTRL v – paste CTRL d – copy and paste in present position (double) LMB (from deselected) select multi-objects S - drag mouse to edit size RMB – rotate RMB + y rotate about y RMB + x rotate about x Misc A - Toggle Bright Light If anyone spots anything wrong please comment. This tutorial will be edited soon to add and clarify a few things. |
![]() |
|
| 1 user reading this topic (1 Guest and 0 Anonymous) | |
| « Previous Topic · TSRL - Modding Forums - Guest View · Next Topic » |







11:09 PM Nov 23