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Post by Mebyon on May 29, 2004 12:23:54 GMT -5
OK. Adding a new room has been covered by some of the tutorials. My need is somewhat different.
To explain what I want to do lets take a hypothetical task. I need to replace the existing Morag Tong Manorhouse interior in Balmora. (I never found a quest there anyway!). I've designed my interior cell and I now want to change the exterior door that teleports me into the Morag Tong place so that it now points to my new interior cell. (Naturally I need the reverse to happen too, so I can get out of my new interior.)
Whenever I try this I find myself in the original interior. So, what changes do I have to make?
Any thoughts?
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Post by Bravo 1 on May 29, 2004 12:36:14 GMT -5
Alright, well I'm assuming you just want teleport help?
Ok, one way you could have done it was to just delete the original stuff and build right there; but it's ok, don't worry; here goes:
Step 1: Go to Balmora, find the door you need; double click on it, once it opens, find little box with teleport next to it, make sure it is checked; now the box below should be clickable.
Step 2: Under "Load Cell" select your cell; then click on select marker; now it should take you to your cell in the render window and there should be a purple marker there, click and drag it to where ever you want (most people put it right in front of the entrance, on the inside); be careful as this is the spawn point, so don't put it in the ground or you will spawn knee deep in static.
Step 3: Now that you are in your cell, click on the door here that chould take you outside; repeat cteps 1 and 2, but make sure this time the cell you select it Balmora X,Y and place the marker right outside of the building.
Has this made any sense?
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Post by Calislahn on May 29, 2004 12:37:16 GMT -5
I'm assuming that you have unchecked teleport in the edit box. Why don't you try unchecking it, saving, then reopen it and check teleport then set it to your new interior cell. See if that works
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Post by Bravo 1 on May 29, 2004 12:39:08 GMT -5
That's what I said! ; but mine is in more simple terms so !
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Post by Calislahn on May 29, 2004 12:42:31 GMT -5
I know but it wasn't there when i started typing What i meant was to stop the game reverting was to uncheck teleport first and then start fresh. Thing is you can only remove teleport makers this way so the original one will still be there regardless if you do a new one.
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Post by Mebyon on May 29, 2004 13:18:32 GMT -5
Thank you for the full and congent answer(s)!
Don't work! ;D
I really don't want to delete the original stuff in Balmora so I'm trying to get my esp to take precedence over the Morrowind mod. I've just tried deleting the Balmora door and creating a new door with brand shiney new teleport instructions. Just going to test, be back soon.
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Post by Bravo 1 on May 29, 2004 13:25:20 GMT -5
Well, deleteing was my 1st option, the other one was the one I explained in steps... (you could have built your alt. interior in the same cell as the old and just move the teleport point and the doors to the new interior, leaving the old one there);
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Post by Mebyon on May 29, 2004 13:57:28 GMT -5
But that would mean changing the original which I can't/don't want to do!
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Post by Bravo 1 on May 29, 2004 16:07:18 GMT -5
Well, you MUST change the original a bit NO MATTER WHAT, because you have to make yourself not spawn in there...anyway, all you would change would be the coordinates of the entry door and the coordinates of the door marker...if you must you can write down the original coordinates to put it back in it's place...
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Post by Calislahn on May 29, 2004 16:10:49 GMT -5
Well i had a go as well bravo and it just wont work, the original mod keeps overiding the new one, we've decided it will have to be an alteration to the helios keep mod.
That is what we were doing for the other rooms already made anyway, it's just Mebyon doesn't like changing the original one ;D
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Post by Bravo 1 on May 29, 2004 16:13:10 GMT -5
Wait a sec...how did HK get into this, I thought we were talking about Balmora...
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Post by Calislahn on May 29, 2004 16:22:21 GMT -5
Oh yes.......right.......balmora.......um, did i say helios keep.......no i definitely meant balmora.......no keeps round here..........
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Post by Bravo 1 on May 29, 2004 16:36:05 GMT -5
Well, that's just funny then; I just went on rambling about something that I *know* works; turns out, I cannot help you because obviously I don't know what the heck you are *really* talking about...
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Post by Calislahn on May 29, 2004 16:43:54 GMT -5
Blame Mebyon and his hypotheticals
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Post by Mebyon on May 29, 2004 16:56:40 GMT -5
Cracked it!
Now this is in Balmora speak......
You CAN'T change the teleport on an existing door. No matter what you do. The ONLY way is to change, in the case of Balmora, the Morrowind esm file. (Which we have agreed is not a Good Thing!) So what you do do is this: (Always wanted to get the phrase 'do do' into a post!)
Make a copy of the Morag Tong place. In your esp finnd a place where you can split the interior in two with a wall, this blocks the original door off from your new interior. (I managed to put a wall in to split the tower, (oops, no no not the tower!), in two by blocking off a doorway. Stick a new door into your new version and a matching exterior door in Balmora. Do the teleport things to get in and out of the new interior.
Bob's your Uncle! Brit for 'all done and dusted'. Now when you go to the Morag Tong place you can get in to the cut down original interior. Using the other door actually takes you into your new interior so you can make any changes you want in there without affecting the original esm.
Actually you can get two places to occupy the same space simply by removing the original door and putting a wall in there but it feels odd, bit like parallel universes!
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