Pineapplerum Posted August 30, 2010 Share Posted August 30, 2010 Hi,I've been following these directions... http://cs.elderscrolls.com/constwiki/index.php/My_First_Shop#Making_the_Place ... to make a house-only I'm not using the house the teacher is doing I'm doing my own house. I follow the directions but my door still won't open to the interior of the house.It says to make sure the pink arrow thingy is pointed inward...if it's not pointed inward, it says to rotate it...I tried to do this but it asks me if I want to see what this door is referenced to and does not allow me to rotate it. Okay, so I try to rotate the door, the strange thing is, when I turn the door around, it's invisable. I flipped it over anyway and the teleport pink arrow thingy pointed out towards the interior room, like the directions said it should. The door I'm working with already has a door on the exterior but not on the interior. Do I still add a door to the exterior if the shell exterior already shows a door? Also, it tells me to look at the reference door (the exterior door I installed) and I do that, is that pink arrow thingy supposed to be pointed outward (towards the outdoors) on that door also? I drop both door teleport thingies as it says to do also. But when I play the game and I go to go into the house, it says "wooden door" and I click on it but nothing happens.Could someone please shine a light on this for me. A link, a few words of advice or suggestions or a detailed explaination of what needs to be done would be wonderful. The door I'm working with is the door from Static\Architect\Settlement\Demented(?-I forget the exact name)\house2....the doors I have installed are the settlement\Demented\door1. It's from SE. Please help.:sad: Link to comment Share on other sites More sharing options...
DavidBudreck Posted August 30, 2010 Share Posted August 30, 2010 OK, slow down a little and take it one step at a time. A good deal of static meshes are invisible on one side, and without getting technical about it, this is a good thing, trust me. Just make sure the visible side always faces the way you want it to. You can't select it when the invisible side is face on to you, so you sometimes have to grab something else so you can rotate and then grab the object you want. DoorsOne door does not and cannot do anything by itself, it has to be linked to another door. This is the basis for how Oblivion works, and is actually very cool once you get the hang of it. To link two doors together, double-click on it in the render window to edit. There are a bunch of tabs; one of them is "Teleport". Selecting a door to link this one to requires two steps. First, you have to select the cell in that the other door is in, even if you are just moving around in the same cell. Second, after you select the cell, a list of all possible doors in that cell appears below the cell. Sometimes this menu doesn't draw properly, but it is there, just click below the cell dropdown. In doing these two steps, it immediately becomes clear that doing this is a HECK of a lot easier if you give unique names to your doors, but this step is not required. If you can keep track of which ChorrolLoadDoor01 is the one you want, then that is find. However, "MyHouseFrontDoorExterior" linking to "MyHouseFrontDoorInterior" is a lot easier to keep track of. When finished, close the window. It sounds like you have done things through to this point at least once. When linked, Door Markers appear jammed into the doors. Why they chose to make it so the default setting was unusable in-game is beyond me, but they did, so we have to deal with it. To rotate the Door Marker, Righ-Click and Hold. While holding, move the mouse in the direction you want to rotate. It takes a little practice. These Door Markers are where you will land when you go through the door. Essentially, the doors only provide the link. It's the Markers that are really important. Link to comment Share on other sites More sharing options...
Ranokoa Posted August 30, 2010 Share Posted August 30, 2010 Also another good thing to do is always use Snap to Grid. If used from the beginning everything should snap to where they're supposed to with relative ease, as well, try using Snap to Angle, with degrees of 15. This way, when doing things such as rotating a door link, you can get it a perfect angle to be directly straight, rather than an awkward angle to the left or right. In the reference ID, which was explained a little by the above poster but with not enough detail, name the door on the interior something, such as an abbreviated version of your name, plus logical reference to the door used. So, make something like PAMainDoorInteriorRef PA standing for Pine Appler. This uniqueness is quite essential so as to not conflict with other mods using potentially similar names. If you used MainInteriorDoor or something as a ref you would probably come across 100 other mods using the same ID for a reference and thus they would conflict. Acronymed version of your name as a prefix is a powerful tool. Remember, REFERENCE ID, IE: The main window where you adjust things like Teleport, Parent, and angle status. Then, go to the exterior of the house with the door you want to link to. It is always easier to link the doors from the outside in. You click on the cell, and door IDs with numbers will appear, except you will see PAMainDoorInteriorRef along side one of them. This will make sure that you can easily find the right door. There is no need to make an ID reference for the exterior door. The "door" that comes with the static mesh for the exterior house is useless. It is there for mostly just two reasons:1: To make sure when putting a door there that if you don't have it 100% aligned correctly and there is a tiny crack to "see through", you don't see the backside of the invisible side of the house. 2: To show you not only what type of door is best used there, but as just a type of marker intended to show you where the door is supposed to be. One of the main reason load doors have an invisible backside that you can't really "touch" is to reduce how much information is needed to be loaded for the exteriors or interiors of where you are, reducing lag and bloat for unnecessary data. While for things such as small houses this may not matter, but if you are in a large interior or extremely decorated exterior and there are a lot of doors or just other junk it's a lot easier on the PC since they don't have to also load an unneeded, absolutely unused or unseen data. Certain doors have animations, such as a fence gate or those interior doors that open from one room to another. While these can still be used as "load doors", they generally are better to not be used as such, and be used as doors that are intended to actually open. You can easily tell if a certain door is meant to be opened if you double click on it, and go to the properties where all the alignment and positioning you will see little check marks, one being Initially Disabled, or, the important one, Open by Default. Click this, then click okay. If the doors moves to insinuate it's open, then that's not a load door, it's a door meant to actually open. You can undo it by unchecking it easily. Sometimes, depending on what type of mod, you may want to make a completely new ID for the door. While this is okay, and again use prefix for the ID, make sure to always check to Create New Form. If you don't, you will replace the entire door with that ID and potentially screw up an unequivocal horrid amount of things ingame. I welcome you to modding with warm arms, and offer you any help from here on out if you just give me a PM. I'm much more likely to see, read, help, and respond if done via PM. I'm quite seasoned, although I wouldn't say I'm the best by any means, but I can offer you quite a bit of help in many fields. Be well, sleep well, fight well, live long and mod hard.~Ranokoa Link to comment Share on other sites More sharing options...
Pineapplerum Posted August 30, 2010 Author Share Posted August 30, 2010 Thanks David Budreck and Ranoka. You both helped me out tons. I really appreciate it. I haven't tried it yet but I will later on today. You both explained things so well to me. Thank you again. :biggrin::teehee: Link to comment Share on other sites More sharing options...
Pineapplerum Posted August 30, 2010 Author Share Posted August 30, 2010 Okay, you guys were so helpful with the door. Now I'm going to push it and ask for help with the hanging lights. Why do they always go bezerk and move around when you install them and then play the game? Is there a trick to hanging these lights? Thanks in advance.PS. I'm still working on the doors opening. I think I have to change the exterior doors and then re teleport the interior doors. I'm doing that now but I'm also working on trying to hang a light but I don't want it going bezerk in my game. One more thing, I'm sorry, but I want to rename a cell in the Tamriel wilderness area. I'm tired of having to search by the position numbers to find it. How would I go about doing that without messing up my TES construction set? :confused: Link to comment Share on other sites More sharing options...
DavidBudreck Posted August 30, 2010 Share Posted August 30, 2010 Let's just say the physics in Oblivion are not perfect and leave it at that. With hanging lights, make sure the top portion that attaches to the ceiling is not actually embedded, even a little way, into the ceiling. Keeping on this subject, one thing you should always do when making an interior, Especially a house that you will be spending some time in is this... 1. Go into the cell you are modding and save the game. Keep this save as you will want to refer back to it.2. Quit Oblivion, do NOT just reload.3. Launch Oblivion and load the save you just made. This triggers all of the Physics or "Havoc" as it is sometimes known. All that stuff you so painstakingly placed, is likely to go flying all over the place. You need to know how things are going to react in game. You cannnot fill up a shelf with a stack of dishes placed one on top of the other by duplicating, raising, then "falling" them with the "F" key. Try it. Link to comment Share on other sites More sharing options...
Pineapplerum Posted August 30, 2010 Author Share Posted August 30, 2010 Thanks, that's what I'm trying to do but I still can't get into this door. The house, right out of the objects window, comes with an exterior door, I did not put it there. So I put one on top of the premade door for the exterior. I go into the interior cell and I put in the interior door and teleport it and reference it to the door...great but when the referenced door (the exterior door) is shown, it's not a door but a shadow of a door like I had mentioned in my previous post. It's not a mistake I made. I checked and rechecked to make sure I didn't put in 2 doors by mistake. I checked the objects window to make sure I only had two doors (exterior doors-the house has 2 exterior doors) and I made sure I only had 2 interior doors so it's not an extra door I accidentally installed by mistake. Is it supposed to be an invisable door? I can't get these stupid doors to work and I'm starting to get really frustrated. Is the teleport yellow box supposed to be inside the door or should I pull it out away from the door? Right now it's inside the door with the pink arrow pointing in towards the interior. Another thing, when I reference the interior upper level door, it goes down to the exterior door of the first level door. Could that be the problem? I don't know why it's doing that. I installed it's own exterior door. I deleted both upper level doors. When I click on the teleport tab, there are two boxes: Cell: XXXX and Reference: XXXXX Is the reference supposed to say the interior door?Do I select reference in render window by clicking on the box and clicking on the door with the red crosshair thingy? I can't think of what I'm doing wrong. Maybe I have the wrong door installed? Should I enable a parent? Should I teleport the exterior door, also? Because right now it's not teleported. And when I do, should the pink arrow be pointing towards the exterior (it's an exterior door) or should it be pointing towards the inside of the house? Link to comment Share on other sites More sharing options...
DavidBudreck Posted August 30, 2010 Share Posted August 30, 2010 If you would like to post the mod to RapidShare and then send me the link I would be happy to take a look at it. I cannot rally follow your description of what is going on, so having a look see would make things a lot easier. Link to comment Share on other sites More sharing options...
Pineapplerum Posted August 30, 2010 Author Share Posted August 30, 2010 That sounds good. Thank you very much. I have some custom items in my mod but they're in the trunk..they're modded armor. Will that mess up your game? It's in the interior of my house.Thanks again. Link to comment Share on other sites More sharing options...
DavidBudreck Posted August 31, 2010 Share Posted August 31, 2010 Custom items will not be a problem. Link to comment Share on other sites More sharing options...
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