NOTE: I am currently working on a beginners Morrowind mod for those of you following the
construction set tutorials on these pages. It is a mod called Balmora West, and is
situated on the west side of the mountains from Balmora. It is still work in progress,
and I am open to any suggestions regarding the content.
Take a look at it when you get chance, and maybe when you've completed the beginner's tuorial
and the House Mod tutorials, you might be able to help out a bit.
Open up the CS and arrange it to suit your needs. Go into the preferences and
navigate to the 'misc' tab. Set the autosave option to save every five minutes,
then close the preferences screen. I have had a lot of crashes with the
Oblivion CS, although they weren't attributable to the mod making process. You
may get an error when you attempt to save this preference. If so, ensure that
there is a folder called 'backup' in your 'data' folder, then create a file
with notepad called 'AutoSaveDEFAULT.bak' and save it in the backup folder.
Now, if you get a crash in the middle of your work, you will only lose five
minutes at the most. Should you need to restore to this backup file, just take
a copy of it, move it into the 'data' folder, move your current .esp file
somewhere else, then rename the backup file to the name of your original .esp
file. It's probably advisable to unload any other Oblivion mods before
See the image below for the exact placement.
In the Cell View window select Tamriel in the drop down box, then in the
EditorID column find WeyeExterior. This cell is on the western end of the Talos
bridge (Through west gate of the Imperial City). Open the cell scroll the map
until you see the Wawnet Inn, select it, then switch to top-down mode ( The T
key ). Ensure that grid lines are set to on so that you can view the individual
cells of the map ( the B key ).Zoom-in or out a bit so that the cell almost
fits your render window ( use the mouse wheel for zooming ). Now scroll the map
to the west until the render window is focussed on the cell "Wilderness (2,
-15). This is where you are going to locate your new house. In the centre of
this cell is a small bunch of rocks that need to be moved. I moved them just to
the north-west a bit, close to the path. Now, in the Object Window, scroll to
WorldObjects - Static - Architecture - Leyawiin - Exterior. In the right pane
select the "LeyawiinHouseMiddle02". Hold the left mouse button, select the
house, then drag it into the render window. Rotate the house 45 degrees (select
house by holding down right mouse button and move mouse to right) so that it is
facing towards the north-east, then slowly lower it into place with doorstep
just above the ground ( select house and hold with left mouse button, hold down
Z key, and move the mouse backwards ). The image below shows how it should
look. Look at the top of the render window bar and confirm the location as
being Wilderness -2,15 as per the image.
Save the mod. Go to the menu, File - Save, and save as "housemod.esp".
Now for the stables. In the Object Window, navigate to WorldObjects - Static
- Architecture - Farmhouse. Select the FarmStable01 and drag it into the render
window, just to the right of the house. See the image below for positioning.
Lower into place, and keep it within the boundary of the cell. Now, we need to
remove the grass texture from within the stable so that auto-generated grass
will not be seen growing inside. To do this, go into the land editing mode.
Press the H key. Set the Edit Radius to 5, and ensure that Flatten/Soften
Vertices check boxes are not checked. Select the texture to be
"TerrainBurnedGround02". Centre the circle on the stables and click the right
mouse button 4 times, until you see the outside of a black circle forming on
the ground. Exit land editing by pressing the H key again.
Save the mod again. Just File - Save, this time.
Now we need a horse for the stable. In the object window, navigate to Actors
- Creature - Horse - Horse. Select HorseChestnut0StayPut in the right hand
pane, then drag it into the render window over the top of the stable. See the
image below for how it looks now, and the image below that for what follows
next. Double-Click on the horse to open up the Reference window. Now, click on
the button "Edit Base". This is the stats form for the horse. We want to make
some changes to this object, so we need to change it's ID to something else. In
the ID field, type in the word dfHorse, as per the image. Give it a name of
your choice in the Name Box. At the request, "Create New Object?", click YES.
Now, in the Reference form go to the TAB "Ownership". In the NPC drop-down box,
find and select "player". This gives ownership of the horse to the player - so
you can't be nabbed for horse theft. Click OK to close the Reference Form. Now,
lower the horse into the stable as per the third image below.
Save the mod again. File - Save.
That's the exterior done for the moment, but I think we should now give it a
more meaningful name. So, select it in Cell View, left-click and hold on it
until it's in edit mode, then change the name to "MyHouseLocation". Now for the
interior. As with all mods to interiors, you should look for quick ways to
create them. This usually involves finding a similar, existing interior that's
already in the game, and copying it. Then, make your own changes to it later.
So, we're going to use a game interior that already exists for this type of
house. In the Cell View window, select "interiors" in the World Space drop-down
box. Then scroll down this list and select "LeyawiinBestGoodsAndGuarantees".
Double-Click to see it in the render window. See the first image below. This is
what we'll be basing our house's interior on. So, we need to create a new
interior cell first before we can copy and paste. In the Menu, select World,
then Cells. Make sure the World Space drop-down has "Interiors" selected. See
second image below. In the EditorID column, right-click, New, type in MyHouse,
then OK. Find this ID in the list now, and select it. See the third image
below. Leave the Common Data tab as it is. Select the lighting tab and type in
the values in the image i.e. 100 for each of the Ambient RGB colours. Tab to
Interior Data and insert the name "My House" into the Name box. Leave
everything else as it is. Click the Apply then the OK buttons. See the last
The Cell View now shows "MyHouse". But, we now want to go back to the
Leyawiin interior so as to copy it. Find it again in the cell view window and
double-click on it so it shows in the render window. Make sure you can see all
the interior, then click within the cell (but outside the floor plan )with the
left mouse button and hold it down whilst tracing a rectangle around the plan.
Release the button, and all the objects will now be selected. Copy (CTRL-C).
Now, find "MyHouse" again in the Cell View window, double-click to get it in
the render window, (IMPORTANT: make sure the render window is selected), then
copy all objects into it (CTRL-V). Zoom out a bit to see all the objects that
are now in the "MyHouse" cell.
Save the mod again. File - Save.
We now have an exterior cell containing our house, and an interior cell that
represents everything that is inside our house. We now need to create doors for
both the interior and exterior views, which will allow us to connect the two
worlds together. We would normally create an internal door here, but in our
case, since we copied the interior, we already have an internal door. For a
view of the external and internal doors in the render window, see the first two
images below. The second image shows the internal door and teleport marker once
the external door has been connected to the interior, in the following
First, go to the exterior view of the house and place a door object in the
empty door frame. To do this, in Cell View, select Tamriel in the World Space
drop-down, then scroll down to our external cell, "My House Location".
Double-click on your external cell to get it into the render window. Click on
the house, zoom-in a bit if necessary, then whilst holding down the shift
button, spin the house around until the door frame comes into view. Zoom-in to
In the Object Window we need to find a door to place within the empty door
frame. Navigate to WorldObjects - Door - Architecture - Leyawiin, and in the
right-hand pane select the door "LeyawiinMiddleDoor01". Drag this door into the
empty door frame, manoeuvre it into position by pushing, pulling and spinning
it into place. Ensure that the handle is pointing outwards. Double-click on it
to bring up the Reference Form. Select the Teleport Tab, and check the teleport
box. This enables the Cell and Reference drop-downs. For the Cell, select
"MyHouse" and for the Reference select "LeyawiinMiddleDoor01". Now click on the
"View Teleport Marker" button on the Reference Form. This will take you to the
internal teleport marker, which will be selected in the render window. You may
need to spin the interior around until you can see it. Once you can see it,
then dismiss the Reference Form by clicking the OK button. You can see this in
the second image below.
The teleport marker needs to be moved to the correct place in the interior,
and it needs to be pointing inwards. Drag the marker to the correct position,
then spin it around so it points inward. See this in the third image below.
Save the mod again. File - Save.
The first image below shows the exterior before the teleport marker has been
created. We now have to connect the internal door to the external door in the
exterior cell containing our house. Double-click the internal door to bring up
it's Reference Form. Then select the Teleport Tab and check the Teleport Box.
This enables the Cell and Reference drop-downs. For the Cell, select
"MyHouseLocation" and for the Reference select "LeyawiinMiddleDoor01". Now
click on the "View Teleport Marker" button on the Reference Form. This will
take you to the external teleport marker, which will be selected in the render
window. The second image below. You may need to spin the interior around until
you can see it. Once you can see it, then dismiss the Reference Form by
clicking the OK button.
The teleport marker needs to be moved to the correct place in the exterior,
and it needs to be pointing outwards. Drag the marker to the correct position,
then spin it around so it points outward. See this in the third image
Save the mod again. File - Save.
We need to revisit the interior now since, at the moment, we have everything
that we copied from the original interior cell. We do not want this since this
is our new house for storing stuff we've bought or found during our travels.
This is not about getting free stuff before we've done anything. So, select the
"MyHouse" interior in the render window, and move to the lower floor. On this
floor we find the original proprietors of the inn. We should delete both of
them, unless of course, you think you may need a butler and a maid sometime. If
you decide to keep them, then change the ID's and save them as new NPC's.
Near to where you found the NPC's is a cupboard called
"CupboardVendorsSmithArmor" Delete this ( and the bread on top ). Remove all
the armour and weapons that you see lying around. Remove any static, clutter
stuff that you don't want in your new house. If you decide you want to
re-decorate and put in new furniture, then do so at your own discretion.
Finally, and quite importantly, the bed upstairs. This will have ownership
on it, making it illegal for you to sleep on it. You need to change the
ownership by double-clicking the bed to bring up the Reference Form, click on
the Edit Base button to bring up the stats screen, then select the ownership
Tab and select "player" in the NPC drop-down box.
Just a note on the interior cell North Marker. This needs turning to take
account of the fact that our house is pointing towards the north-east now.
Finally, save the mod again. File - Save.