Jump to page:
Sponsors:
>>
>>
Things you can do with this FAQ:
-Read it.
-Show it to your friends.
-Stare in awe at it.
Things you can NOT do with this FAQ:
-Sell it.
-Reprint it.
-Distribute it.
-Put it on your site.
This FAQ was written by me, and cannot be referenced or altered at all without the express written consent of
Jeremy Baumann . This FAQ can be found at:
GameFAQ's [http:\\www.gamefaqs.com\]
DLH [http://www.dlh.net]
Morrowind: Summit [http://www.rpgplanet.com/morrowind/]
All copyrights and trademarks are acknowledged and respected that are not specifically mentioned.
=============================================
Last Edited On: May 19 2002
This FAQ will probably not be updated, but as new things are found, I might decide to update.
This FAQ is for the people, like me, who couldn't understand the help file that came with the editor.
This FAQ will describe in detail:
-Basic use of the editor
-How to create houses
-How to create warp points
-How to place items fast & easy
-How to create your first mod.
=============================================
**********
*CONTENTS*
**********
[1] Starting Out
[2] Creating Areas
[3] Placing Objects
[4] Linking Areas
[1]===Starting Out====================
By now you have probably had a few ideas on how to create a really cool house, or something else. With this FAQ you should be able to create your own houses and dungeons in a snap. First, you want to load the basics. The question is do you want to edit an existing mod? ...or make your own mod? What do you want to load as a base?
First install the editor (obvious). If you did a full installation, you can leave the game CD in, otherwise, put the Construction Set CD in.
Start up the editor. Go to File>Data Files. This will bring up a window.
In this window, you can choose files by double-clicking. If you want to edit/create a mod you'll need to base it on your main game world.
Double-click on Morrowind.esm. An X will appear next to it. This means you have selected your game world to edit. Then if you would like to use a race or class that you've downloaded as an NPC, double-click on that file so that an X pops up next to it as well.
Now...are you going to edit a mod or make your own?
-To Edit:
Double-click on the mod you want to edit, so that it has a X next to it. Then click the Set as Active File button. Setting a file as an active file means that is the file you will edit. Be careful as to not set morrowind.esm to the active file. Once you save, the only way to undo your changes is by manually deleting stuff through the editor. Then click OK. Have patience, it loads alot of the game world into memory.
-To Make Your Own:
Click OK. Have patience, it loads alot of the game world into memory. If a popup asks you if you are sure you dont want to set an active file, click YES or OK.
Once it says "Loading Files ... Done!" at the bottom of the screen, you will want to explore your windows. You must be familiar with all of these windows to effectivly build anything.
Cell View Window: Every area in the game, even indoors, has been divided into different cells. You can jump to any one of them here. Assuming you have played the game, you have seen much of
Seyda Neen. Lets see it from above. Click on the title bar of the window.
Scroll down in the cell view window list until you see Seyda Neen with a grid number next to it. Double-Click on the Seyda Neen that has -2,-9 next to it. (BTW those numbers specify the cell of Seyda Neen that we are going to.) Be patient, the loading times are unavoidable.
Viola! You should now see Seyda Neen in the Render Window which just happens to be next...
The Render Window: This is where you will spend most of your time (by far). First you want to know how to navigate the window. Placing a key on the ground in Seyda Neen would be horrible if you had to do it from a mile above. Click on the title bar of the window. Hold down the V key and move your mouse forward. Let go of V. Move the mouse to the bottom of the screen. Hold down the V key and move your mouse forward. Rinse and repeat until you are close to a building. You should be very close to the roof of a building. "But even so, how do I look at other buildings?" you ask. Hold down the space bar and move your mouse to see that you can change views. Use the spacebar & the V key to move your view around so you have a zoomed in picture of one of the pink/purple arrows. Then hold Shift and move the mouse so that you can see the house's door. Use these three keys to navigate. The only thing is...if you clicked on an
NPC/arrow/house/door/anything and a wireframe came up around it. You will have selected it. Using the Shift & mouse combe while something is selected just rotates you around that object. To unselect that object, get a view of the gray sky, and click once. This gets hairy in places with many objects, but it seems to be the best way.
Now for....The Object Window!
The Object Window: Click on the title bar of the window to select that window. You'll notice that it has tabs for everything. The ones you will be using the most is Static, Light and Door for building. For now, i'll give you a list of the tabs and what is under each:
Static: (indoor)pieces of houses, (outdoor)houses, tables, chairs, plants (not alchemy)
Door: loading doors(dont open) & normal doors(do open)
Ingredient: alchemy ingredients (not plants/shells/etc just raw materials like ash yams, pearls, etc)
Spellmaking: the different effects that can be combined to make a spell , and spells.
Activator: anything you can interact with...beds, boats that float, shrines, waving banners, etc.
Light: based lights (such as a candlestick), and non-based lights (eerie glows)
Lockpick: obvious
Misc Item: forks, knives, glasses, plates, things that can be taken but serve no purpose.
Probe: obvious
Repair Item: obvious
Weapon: obvious
NPC: obvious
Creature: obvious
Leveled Creature: creatures based on your level. At level 1-- a mudcrab, at level
25--a daedra lord.
Enchanting: enchanted items
Alchemy: potions.
Leveled Item: items that an NPC would carry on them that is based on your level.
Apparatus: alchemy equipment.
Armor: obvious
Book: obvious
Clothing: obvious
Container: chests, plants (that you get alchemy ingrediants from), desks, etc.
Body Parts: yes...body parts...to create new races from
Aha! It is now time to move on to.....
[2]====Creating Areas==========================
Now lets create an area called test. Click on World>Interior Cell. Click on new.
Name it "A_TEST". Now click ok. Click on has water, and set a height of 25. Click ok. You should be back at the three windows. Go to the Cell View window and scroll down till you see A_TEST (should be near top) and double-click on it. The
Render window should be gray. Click on the Static tab on the Object window. Find "in_c_stone_room_entry". Drag and drop the icon from the object window into the render window. Viola! You will see a floor with some beams. Use your Shift button to get a good look at all sides. When building, this step is crucial. Make sure that the top two buttons on the buttonbar are toggled (pressed down). The one button looks like a grid on a button, and the one next to it too that looks like an angle filled in with red coloring. This allows for easier house construction, but makes it harder to place items "exact". It snaps house pieces together, letting you quickly build a house. To show you the effects of water in a house we are going to make a flooded house. Click on the object while holding Z down and try to move the object. You will notice that it only goes up and down. If you attempt to drag the object without holding Z it will move side-to-side and far-to-near. Right-click and hold on the object, and moving from side-to-side will rotate the object. If you hold
Z while rotating the object it will move it upside down and such. Holding X while rotating affects it as well. Now use the Z key to place the object half in the water, half out. The water is seen as a darker "blanket" under the object, while the void is a lighter gray. To help, use these coordinated for the object (8384, 4224, -64). The coordinates of your object is shown in the lower bar. The three values in parenthesis have to do with rotating. The first three numbers should be 8384, 4224, -64. The -64 is the most important. That tells you how far down to place the object, and will end up landing part of it in the water, as you will see soon. Zoom in on it once you have it placed correctly. Rotate and find the two "beams" on the object. That will be our next focus. We are going to put a door jam there. Find "in_c_djamb_plain_arched" and place that into the window by drag and dropping the icon from the Object window to the Render window.
Using the right-mouse button, rotate it so it is parallel with the beams and use the mouse (z to move down) to place it right. You know you'll have done it correctly when you see from one angle of view, a floor with a doorway & beams behind it.
(It looks good) Its starting to look lik something now. Drag an "in_c_stone_room_corner" into the mix and rotate it first to see where you could put it. Put in on one side of the doorway. Then put one on the other side of the doorway. It is starting to look like a stage set. You should have something that looks like this soon:
_ _ _
| | > overhead
[][A][] > front view (A being a door)
You'll have to excuse my rudimentry drawings. Now place a "in_c_stone_room_side" so that the floor of the room looks like a T. Make sure that the wall of the piece you just placed, is on the outside of the room.
_ _ _
| |
_ >overhead view- walls should look like this from above.
Now place two more "in_c_stone_room_corner"'s one at a time, so that overhead, the walls look like this.
_ _ _
| |
|_ _ _| >Congrats! You just built a room.
Took me a few hours to figure this out on my own. If you look carefully now, you can see the water level on the walls. Now go to the doors tab. Find "in_hlaalu_door" drag it in and place it in the door jam. File>Save.
Don't want to lose your work now. Name it test. Put an "in_c_stone_endcap" (static tab) at the opposite end of the doorway, to give you a closet. Now you ask....yeah thats all fine and good, but can I decorate?
Jump to page:
Sponsors:
Other files from this game:
- Morrowind savegame by System on 14/03/2006, 06:30
Start savegame - Morrowind trainer by System on 14/03/2006, 06:30
Mega trainer - Morrowind document by System on 14/03/2006, 06:30
- Morrowind document by System on 14/03/2006, 06:30
- Morrowind document by System on 14/03/2006, 06:30
FAQ in Word-Format - Morrowind document by System on 14/03/2006, 06:30
- Morrowind hints by System on 09/03/2006, 09:50
NPC Creation Tutorial by Tito13K - Morrowind hints by System on 09/03/2006, 09:50
Non-toxic Potion List by Patrik - Morrowind FAQ by System on 09/03/2006, 09:50
Basic Morrowind Editor FAQ by De - Morrowind hints by System on 09/03/2006, 09:50
Pre-generated Character Class Li - Morrowind cheats by System on 09/03/2006, 09:50
All teleporting cheats - Morrowind hints by System on 09/03/2006, 09:50
Race Creation Tutorial by Tito13 - Morrowind hints by System on 09/03/2006, 09:50
The Imperial Legion Guide by Pau - Morrowind FAQ by System on 09/03/2006, 09:50
Tips and Strategies FAQ by John - Morrowind FAQ by System on 09/03/2006, 09:50
Character Creation FAQ - Morrowind solution by System on 09/03/2006, 09:50
Beginner Guide - Morrowind FAQ by System on 09/03/2006, 09:50
Trainer FAQ - Morrowind FAQ by System on 09/03/2006, 09:50
Bestiary FAQ - Morrowind solution by System on 09/03/2006, 09:50
Legendary/Famous Artifacts in Mo - Morrowind FAQ by System on 09/03/2006, 09:50
House Telvanni Guide - Morrowind FAQ by System on 09/03/2006, 09:50
Scroll FAQ - Morrowind solution by System on 09/03/2006, 09:50
Fighters Guild Guide - Morrowind FAQ by System on 09/03/2006, 09:50
Walkthrough and FAQ - Morrowind solution by System on 09/03/2006, 09:50
Morrowind Locations FAQ and Walk - Morrowind FAQ by System on 09/03/2006, 09:50
Alchemy Potion FAQ






