Jump to content

Making Munty's New Stash


Recommended Posts

Hi guys, after introducing myself to the Oblivion Construction set I'm halfway to the result I wanted in creating a stash for my new game but I need some help. I did a lot of modding in Morrowind so the major things I need help with are the features that are new or have changed between the two games...

 

First off, teh point of this mod is to re-create one I made for Morrowind which gave me somewhere to stash all of my ill-gotten booty so I could hoarde complete armour sets, unique weapons etc and so on. It also had a bunch of secret exits with the ability to transport the player to any of the major locations in the world (instant travel!) Here's what I'm talking about and how full I managed to get it. Sunder Keening and Wraithguard front and centre in this pic!

http://i1198.photobucket.com/albums/aa460/Tim_Munt/Morrowind%20Moddage/MorrowindModdage09.jpg

 

Anyway, for Oblivion I'm looking to make a similar kind of location but I decided to up the grandoise and have started construction just off the imperial city. I've built up a new plateau to the NW and added a third enclosure like the prison and Arcane university. Here she is from a screenie taken yesterday prior to the first in-game test. I had to move that bandit camp out from underneath it so I added a little land...

http://i1198.photobucket.com/albums/aa460/Tim_Munt/Morrowind%20Moddage/OblivionStash.jpg

 

Straight away you can see I'm not great at natural landscaping as my plateau is pretty naff but what's really hacking me off is my apparent inability to texture the steep sides in anything other than the grass currently used there. I had this problem editing morrowind as well and I really don't understand it. What seems to happen is I'll have the lanscaping tool with the appropriate texture selected and I can start painting just fine. Sometimes when I get to a seam between 2 neighbouring cells however it'll get really messed up... Occasionally it'll be fine on the first cell and the just stop painting in the second cell, while other times it'll start painting a completely different texture in the second cell than is actually selected. Below is a shot of the interior I've started to build (using the imperial prison as a starting point) and you can see a distinct difference in textures across the three cells shown.

http://i1198.photobucket.com/albums/aa460/Tim_Munt/Morrowind%20Moddage/OblivionStash2.jpg

 

Speaking of the interior... This worldspace thing is new to me and I must say it's got me a bit baffled. I had no idea how to create a new worldspace to create my courtyard area so instead I built it up in the same worldspace as the imperial prison. It seems to work fine that way but of course all of my doors say they lead to the Imperial PRison District and I'd really like to change that! Anyone who can advise on fixing that problem please do as I'd like to have the doors display the right text. Also while I'm asking a similar question, how do I create new interior cells? Is it still like Morrowind, nice and easy? Here are my 'magic doors' for this mod (though fast travel makes them less useful) I tested them all today and they all work which is a bonus. There's one for each town, except Kvatch of course...

http://i1198.photobucket.com/albums/aa460/Tim_Munt/Morrowind%20Moddage/OblivionStash3.jpg

 

Onto another query, not a problem though this one. What the heck are Xmarkers and XmarkerHeadings? I googled and found lots of uses of the terms but nothing that really helped. Can I delete these as they're simply copies from the prison anyway... There won't be any NPCs or other funny business in any of these cells if that makes a difference. But really I'd like to understand what they are more than just have someone say keep or delete them.

http://i1198.photobucket.com/albums/aa460/Tim_Munt/Morrowind%20Moddage/OblivionStashx.jpg

 

I'm sure there's more I need to know but I forget right now... While I'm here though, do I need to do anything particular to these new interiors to make sure the items I leave in them persist? I'll be bringing back loot and leaving it on shelves, tables, whatever. But I need it to stay there indefinitely as it'd be fairly pointless if everything vanishes while I'm off gathering more for the showcase!

 

Oh and I remembered something else... I've got the 4 external wall sections and the tower all set as 'visible when distant' like the prison and arcane uni, but they aren't at all... The bridge is visible from some distance but when I stand exactly half way between the prison and the stash I can see the former but not the latter. In fact I can be 2/3 of the way to the stash before it's visible yet the prison still remains in plain sight. The settings are the same (hell they're duplicates of each other!) so I don't understand why the prison walls are visible over twice the distance that my new stash walls are...

 

I'm sure I'll think of more but that's fine for now! Coincidentally if anyone who reads this enjoys landscaping and wanted to have a go at improving my plateau and solving my texture woes then please let me know! I'd be most happy to send over the ESP so you could make my terrain more realistic. I'll add to this as I remember/discover other issues but for now I'll just wait for responses! Thanks in advance, T

Link to comment
Share on other sites

For the textures question, each tile can only have (I think) 8 different textures on it. So if you find that you can only use 1 texture on it, you've probably repainted that tile a couple different times. The way to fix this is to use that 1 texture, and make sure to completely coat the tile with it. Then the tile will only have 1 texture on it, and you can go back to adding other textures as you like.

 

To create a new worldspace, just click on World at the top of the CS, select World Spaces, right click on the list of them and select Create New.

 

All interior cells are actually contained in a separate worldspace named " Interiors".

 

Xmarkerheadings are basically the same thing as Xmarkers. The only difference is that if an NPC has an AI package telling it to be right there, the NPC will align itself with the heading of the Xmarkerheading. Xmarkers are useful as tools to mark locations you plan on using for AI packages or scripts.

Link to comment
Share on other sites

Thanks FG that's great! So I can presumably delete all my xmarkers and xmarkerheadings as there wont be any NPCs in this location... Thanks for the Worldspace info too, will be much better to have the doors in the world correctly labelled. Is there a tool for the Oblivion CS that will allow me to remove the * from edited files that I'm no longer using? I ask because obviously the prison worldspace will still be marked as altered even after I move the interior (courtyard area) into a worldspace of it's own. I know there was a cleanup tool for Morrowind so is there similar for Oblivion? The texture thing seems really odd, I wouldn't have thought there would already be too many textures present but thanks for the tip I'll give that a try! If I can just find the right grass texture that's used there I can paint everything in that and start over. Any idea why I still have black shadowy marks on my terrain after moving items and painting? Can't seem to figure out what they are OR how to get rid of them...

 

Oh and any idea on persisting loot? I need to know my dropped items won't disappear when I leave! And I'm still having issues making these walls remain visible at distance. Looks really stupid as it is because the bridge is visible but the walls aren't :s

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...