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Basic house building tips


Natterforme

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There actually already are Warehouse cells that you absolutely should use to keep from muddying up your plugin file.

 

In the second image you can see a pretty-much ready-to-rock word wall from the WarehousePrefabs interior cell. There are traps, cases, shelves, etc all ready to go. Many of them have leveled placeholders so you can put them right into your dungeon or whatever without having to worry about loot and whatnot.

 

http://i.imgur.com/tmi9Rl.jpg

 

http://i.imgur.com/1gGoul.jpg

 

It has been mentioned a couple of times in this thread to copy and paste from other cells. That can be a dangerous habit to get into. Here's a hypothetical.

 

For instance, say you wanted to copy the front door from Breezehome and put it on your epic corndog wagon. You right click on the door, click copy and yada yada yada.

 

But unbeknownst to you, when you right clicked on it, the door snapped a quarter of a degree to the grid.

 

Now imagine another mod author had finally completed the finest work of his life... his magnum opus...a ...facelift for Breezehome.

 

His reputation as a maverick is proven by the daring choice to relocate the entrance from the front wall to the side wall. Aaannnd, this is where load orders rise up and bite random people in the ass.

 

If EpicCorndog.esp loads after Breezapalooza.esp ... well, everything will probably be right in the world. If it's the other way around, all of the carefully laid plans come to fruition and Breezehome is a heavenly wonderland... except for the front door, which is right there where it always was (only now it's off by a quarter of a degree).

 

The game engine doesn't know or care about common sense.. all it knows is that it's going down its list of instructions that tell it how to modify the vanilla game world. When it gets to that little blip of a line in EpicCorndog.esp that says "rotate a quarter of a degree" it doesn't read that as "a quarter of a degree from its current location. It figures out where a quarter of a degree from the vanilla position would put it and it puts it there. Then it's on to the next instruction.

 

If you HAVE to copy and paste from another potentially in-use cell, never put the mouse cursor inside the render window. Find the object you want in the Cell View and do your pointing, clicking, and whatnots there.

Edited by mgbeach
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at the bottom left of the second image above you can see the Preview window. You can bring it up by going to View...Preview Window. If your selection in the Object Window has a model, it will automatically appear in the Preview Window. I will usually uncheck Ground Plane as it just gets in the way if you are looking at one model after another trying to decide on the right one. Some show up above, some below, etc. Its just more trouble than it's worth. A difference from the Render Window is that the left mouse button sill rotate the Preview object along all three axe, while the mouse wheel zooms.

 

Now, on an item like this beartrap with animation you can preview each part of the animation independently by clicking on Open or Close right there below the model. At the top left of the Preview window is a button that will just run the Havok sim for the Preview window. Always better to do that than turn on Havok for the whole cell and potentially have stuff flying all over the place.

 

http://i.imgur.com/Ml7gs.jpg

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The warehouse cells are very useful. Are there any other tips that you find relevent? It seems that there is trouble adding scripted items such as mannequins to areas, at least for me. Are there any guides on how to go about this? Because it doesnt seem to be very clear on how to add items like this.

 

-Natterforme

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Bookshelves, weapon rack/plaques, and mannequins in the warehouse cells can have issues when copied into another cell (I've experienced the issues myself), so the best thing to do is make your own warehouse cell mod that you can use to pull 100% working mannequins/bookshelves/racks/plaques that have been copied from a player house (I recommend Proudspire as the source). That way, when you need one of those, just load your warehouse with your active mod file to pull stuff from (since they are vanilla assets it doesn't matter that your warehouse never gets mentioned by your actual active mod).
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I have a question. If I am working in a quest sensitive home or guild, can adding/duplicating items that only appear after quest stages complete cause them to not appear in normal testing?

 

For example, I am working on an area in Sky Haven Temple, where I am adding more braziers and light and removing rubble. Now I just play tested the area, and the rubble is removed and the braziers are in place. However, not all of the braizers are lit like they are in the CK. Does this have to do with the fact the the Blades quest line adds some of these items in only after quest progression. Im thinking that I have been duplicating statics and light sources that only appear after you complete the quest stages and since I am playing with a test character I am just popping into the Temple via coc commands that I am not fullfilling the necessary requirements for their appearance and thus am having inconsistancies between what appears in the CK and what appears ingame.

 

Any ideas?

 

I know that I might be confusing so if you would like to help answer my questions but dont understand what I am asking then feel free to tell me so and I will try to be more clear.

 

Natterforme

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The braziers in Sky Haven Temple are indeed tied to the main quest line (Alduins Wall, I believe). The dark and lit braziers (as well as the other Blades created clutter) in the cell are using the classic xmarker enable parent setup used throughout the game. They use a single marker to enable all the lights (which are set to the same state the xmarker is, initially disabled) and everything in the cell that switches on. The braziers each have a fx fire and a separate light source that get enabled after the quest progresses when you leave the temple after listening to Esbern. Those objects are going to remain disabled until after the quest update unless you break their link to the xmarker controlling them.
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Thanks for the quick reply Sunnie^^. I think what im going to do is just remove the ones that dont work and replace them with the ones that do. Since they are only a part of the quest reward, I wont have to worry about breaking the quest. Since I wont be removing the xmarker parent, the parent will still trigger, but there will be fewer things that get activated. Because it will trigger, it shouldnt hinder quest progress. My biggest problem right now is that, as far as I can tell, the majority of Sky Haven Temple is one solid. This means that I cant add new rooms or change the layouts of existing ones. I could be wrong about this part though. Any help on that end?

 

-Natterforme

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Ya, unfortunately, SHT is made of mostly 1 huge static (SkyHavenTempleTempLayout01). You will not be able to do much here as far as changing rooms or shapes, walls, etc.

You could however build your new rooms off into open cell space outside the vanilla areas and use teleport link doors to navigate through to the new areas you put in.

Edited by Sunnie
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