Balakirev Posted March 21, 2010 Share Posted March 21, 2010 A house mod I use, Tchos Alchemy Tower, is great for my purposes save that it lacks any display space whatsoever--and I want plenty of nicely arranged and lit room for mannequins and display cases. At the moment I'm using a Dimension Room mod with spell for that, but I thinking of converting the All-in-One Basement mod for use with Tchos. The Basement is made to add to all the standard buyable houses in the vanilla game, but not for use (understandably) with house mods. Of course, I haven't the faintest clue how to go about doing this. So I'd appreciate some advice on the simplest, safest methods to put an activator/trapdoor in the bottom level of Tchos leading to the All-in-One Basement, and to set an activator/door in the All-in-One Basement that will led back to Tchos. And whatever else is needed. Thank you kindly. :) Link to comment Share on other sites More sharing options...
Pineapplerum Posted March 21, 2010 Share Posted March 21, 2010 A house mod I use, Tchos Alchemy Tower, is great for my purposes save that it lacks any display space whatsoever--and I want plenty of nicely arranged and lit room for mannequins and display cases. At the moment I'm using a Dimension Room mod with spell for that, but I thinking of converting the All-in-One Basement mod for use with Tchos. The Basement is made to add to all the standard buyable houses in the vanilla game, but not for use (understandably) with house mods. Of course, I haven't the faintest clue how to go about doing this. So I'd appreciate some advice on the simplest, safest methods to put an activator/trapdoor in the bottom level of Tchos leading to the All-in-One Basement, and to set an activator/door in the All-in-One Basement that will led back to Tchos. And whatever else is needed. Thank you kindly. :) Hi, I'm very new to modding but you'll have to use the Tes Construction set to do it. I won't even try to tell you how to do it with a modded area because I'm still working on modding vanilla Oblivion. This page has helped me a lot. http://cs.elderscrolls.com/constwiki/index.php/A_beginner%27s_guide%2C_lesson_1_-_The_Construction_Set_Primer#New_Object I haven't tried putting in any trap doors yet though but I will be, soon.Good luck. By the way, modding is confusing but it's also very fun. Link to comment Share on other sites More sharing options...
Balakirev Posted March 21, 2010 Author Share Posted March 21, 2010 I appreciate the thought, but I am aware this will probably require work in the CS. I've used the CS before to do some light modding of someone else's house mod in Morrowind that I was adapting to my own use, and I'm working right now on a mod in Oblivion to make flesh-toned mannequins. So I kind of know the very least of basics. :smile: I probably wasn't clear, so what I need are specifics about how to go about doing this without muddling through it, by someone who has set or reset activators before, what to avoid so I don't screw up, etc. (One tip is obvious: I'll back up Tchos' mod before I even start. :wink: ) But thanks for responding. Link to comment Share on other sites More sharing options...
razorpony Posted March 22, 2010 Share Posted March 22, 2010 One thing to keep in mind is that you're trying to link 2 mods together with a door (all doors in oblivion are teleporters anyway) and the game may not like it too much. If it were me I'd look into using a utility like TESGecko to combine the 2 mods together into 1 .esp so you can easily link the 2 cells in the CS. beyond that you just have to delete the old teleporter pads (if you no longer plan on using them) and add 2 more, one in each cell. Linking them together is then a simple matter in the CS. I'm pretty sure the .esps will have to be combined though to prevent one teleporter from existing without the other. -Razorpony Link to comment Share on other sites More sharing options...
Balakirev Posted March 22, 2010 Author Share Posted March 22, 2010 One thing to keep in mind is that you're trying to link 2 mods together with a door (all doors in oblivion are teleporters anyway) and the game may not like it too much. If it were me I'd look into using a utility like TESGecko to combine the 2 mods together into 1 .esp so you can easily link the 2 cells in the CS. beyond that you just have to delete the old teleporter pads (if you no longer plan on using them) and add 2 more, one in each cell. Linking them together is then a simple matter in the CS. I'm pretty sure the .esps will have to be combined though to prevent one teleporter from existing without the other. -Razorpony Sounds like good advice--thanks. Is the visual gateway going from one mod to the other the same as the activator, or do I need to choose an object as well as an activator, for each side of this? Link to comment Share on other sites More sharing options...
razorpony Posted March 22, 2010 Share Posted March 22, 2010 You only need to place 2 teleporter padswhere you want them. Then, double click on one to edit its properties. Click the teleport tab, make sure the teleport box is checked, then use the pulldown boxes to list the cell and pad you teleport to. Do this on both sides. When you're done, a yellow box with a pink arrow will appear in each cell to let you know where you'll appear and what direction you'll be facing. Adjust these to your liking then test. Should be that simple. -Razorpony Link to comment Share on other sites More sharing options...
Balakirev Posted March 22, 2010 Author Share Posted March 22, 2010 You only need to place 2 teleporter padswhere you want them. Then, double click on one to edit its properties. Click the teleport tab, make sure the teleport box is checked, then use the pulldown boxes to list the cell and pad you teleport to. Do this on both sides. When you're done, a yellow box with a pink arrow will appear in each cell to let you know where you'll appear and what direction you'll be facing. Adjust these to your liking then test. Should be that simple. -Razorpony That actually does sound like something easy to do--though I suspect combining the two mods is probably sensible, too. Thanks, again! Link to comment Share on other sites More sharing options...
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