The first tutorial covered the use of the CS for the beginner including : opening
and loading a mod, keyboard shortcuts, coordinate system, copying and pasting another
house into Moonrest in the Five Keys of Azura mod.
The second tutorial will begin where the first left-off, i.e. setting up the interior
of the house and linking the interior to the exterior.
Open up the CS and arrange it to suit your needs. Open up the mod and focus the
CS on the house in Moonrest, where you left off.
We are now going to create an interior for the house. The best way to do this
is to copy an existing interior into a new interior cell, then make some mods to
the items in order to make it look different in some way. How you do this is up to
you; re-arrange the items, get rid of some of the existing items and replace them
with something else, etc.
So, first we need to create and name a new interior cell. To do this, go to the
menu World|Interior Cell and click on the New button in the pop-up dialog.
Type in the name of the new interior cell as - Northlands, Moonrest, newinterior1.
Click on the Apply button then on the OK button. Now go to the Cell View window
and confirm that it has been created OK. We are going to copy the contents of the
original house into this cell. So, how do we know the name of the original interior
cell? Well, we need to check the pink teleport marker outside it's door in
Moonrest. Ensure the render window is pointing at the Moonrest 45,35 cell, and
locate the original house and it's teleport marker. Double-click on the
marker and a pop-up opens showing details of the marker. On the right of the
window, find the box marked 'Load Cell' and click on the button called
'Select Marker' just below the combo-box; the interior of the cell opens in
the render window. See the images below. The interior teleport marker is
Ensure the render window is current, then zoom-out so you can see all the
house shell and interior. Draw a box around everything ( click at top left, hold
and drag mouse to bottom right) as per the image below, then CTRL-C to copy everything.
In the Cell View window, locate our new interior cell, double-click to
bring it into the render window, ensure the window is current, then CTRL-V to
paste the contents. Second image below. Note that the pink teleport marker
never copied into the new cell; we will create a new one shortly.
The view is a bit long so make sure the window is current and that
everything is still highlighted, then, zoom-in and rotate the contents
until you're looking directly through the door - see below. Note the
white arrow below the house; this is the North Marker. A North Marker
is required to ensure that, when you walk out of the interior to the
exterior, you're facing in the correct direction in the external cell.
You can place the North Marker wherever you like in the internal cell,
but ensure that it is pointing in the right direction. This is a little
hard to explain...Remember the external cell? We were on the northern
edge of Lake Moonlight, facing north. So, to walk through the door and
into the house, we had to walk towards the south. Imagine now that you
have just entered the house from the north; you are facing south into the
house, so the north marker must point the opposite way. So, the North Marker
is correct as you would expect; we copied the house that was already
facing north. Furthermore, the internal teleport marker that we are going
to create must point inwards.
Zoom-in further on the entrance until you can see the outline of the
doorframe and the door handle. Click on the doorhandle and
note the name of the door in the lower left of the status bar. A
window opens up giving details of the internal door. See the image below.
Note the empty Teleport box over on the right of this window. We are
now going to link this door to a teleport marker in the exterior cell.
The teleport marker will be created when we click in this box then name
the exterior cell in the combo-box, then click on the Select Marker
button. Do it...scroll down to the Northlands, Moonrest, (45, 36) entry
then click the button. You're taken to the exterior view with the
pink teleport marker highlighted ( see first image below ). Zoom out
some to see it's exact location.
In this instance, the marker is actually on the west side of the village.
Sometimes you have to hunt around for it. It might be hidden underground,
or inside the shell of the house, or even in the side of a mountain.
But, when you find it, you will need to drag it to just outside the
door, and point it so that it is facing away from the door. You will
need to experiment with this a little. See the new position in the
second image below.
Close the door reference forms so you don't get confused. Now, zoom
into the marker using the C key. You should be inside the shell, looking
out of the doorframe. See the doorhandle? Click on it and make sure the
doorframe highlights. Now, double-click on it to bring up it's reference
We now do the same as we did with the internal door. We tick the teleport
box, locate the interior cell in the drop-down, then click on the
Select Door button. You're taken to the interior cell with the marker
pointing in, just inside the doorframe. See the image below. Dismiss the
door reference box.
We now need to get a better look from inside the house, so spin the
interior around the highlighted doormarker. Move the marker to the
position shown in the image below.
Let's now go back to the interior cell menu for this cell, since we
skimped over it when we created the new interior. Also, in the first
tutorial I failed to mention the keyboard shortcut for turning on the
lights in the render window; it's the A key. Try it. By turning the lights
on and off with the A key, you get a feeling for the ambience of the
location when you're playing the game. This ambience is created by
adjusting the properties on this form. Try turning the lights down,
and experiment with the colour of the light. You can also turn on fog,
and set whether the player is allowed to sleep in this cell, and whether
the cell has water in it. You need to play around with these settings
a lot, in order to get a feel for what can be done with lighting and
colour to produce the atmosphere that you require. When you've finished,
just click Apply then OK to save the settings for this cell. Save the mod.
In this tutorial, you have learnt how to create the interior of your
new house, how to setup the teleport markers, the importance of the
North Marker, and how to adjust the lighting. Here's an updated
list of the keyboard shortcuts that you have learnt.
- Keyboard Shortcuts
A --------------------------------------------- Lights
B --------------------------------------------- Borders
T --------------------------------------------- Zoom to Top View
C --------------------------------------------- Zoom to Ground Level View
LShift/Mouse ------------------------------- Move object/s around
MouseWheel/Move mouse ------- Move viewpoint or zoom-in/out
Z/LeftMouse ------------------------------- Move object up/down
CTRL-C, CTRL_V and CTRL-X ---------- Copy, Paste, Cut
In the next tutorial, we'll see how to move the objects around
inside the house, how to create new objects and how to set the
ownership on those objects. By the end of the third tutorial, you
should be ready for doing your very own house mod.
You can contact me here if you wish
to make any comments or suggestions for further tutorials. Or try the Morrowind-Oblivion Forum. I'm
always on-hand to answer your questions.
Here are the other Morrowind Construction Set Tutorials :
Morrowind House Mod Tutorial 1
Morrowind House Mod Tutorial 3 & NPC Tutorial
Morrowind Landscape & Region Tutorial
Morrowind Faction Tutorial
Morrowind Faction Dialog Tutorial
You can find the Oblivion Tutorials here :
Oblivion Quest Tutorial
Oblivion Scenery Tutorial
Oblivion House Mod Tutorial