Morrowind Modders

This will become the home of my Morrowind work, as well as some basic guides or tutorials.



TES Construction Set for Morrowind - Controls:

Terms

CS = Construction Set
EX_ = Exterior
INT_ = Interior
LMB = Left Mouse Button
MMB = Middle Mouse Button
MSD = Mouse Scroll Down
MSU = Mouse Scroll Up
P&H = Press and Hold
RMB = Right Mouse Button
TES = The Elder Scrolls

Camera

Pan = P&H Space or MMB and Drag
- For a faster panning speed, go to File/Preferences and increase Camera Pan (the default is 5.00.) I set mine to 8.00 and this works well for me.
- Select an object to pan around it.

Rotate = P&H Shift
- For a faster rotate speed, go to File/Preferences and increase Camera Rotation (the default is 1.00.) I set mine to 4.00 and this works well for me.
- Select an object to rotate around it.

Zoom In = MMU (scroll the mouse away from you)
Zoom Out = MMD (scroll the mouse towards you)
- Select an object to zoom away from or towards it.

Object

D = Deselect
Click = Select

C = Center on a selected object
T = Top view of a selected object

F = Fall (drop a selected object to the nearest collision or surface under it)
S = Scale a selected onject

Left-Click + Drag = Move a selected object around the X,Y axis
Right-Click + Drag = Rotate a selected object around the X,Y axis

Left-Click + P&H X = Move a selected object around the X axis
Right-Click + P&H X = Rotate a selected object around the X axis

Left-Click + P&H Y = Move a selected object around the Y axis
Right-Click + P&H Y = Rotate a selected object around the Y axis

Left-Click + P&H Z = Move a selected object around the Z axis
Right-Click + P&H Z = Rotate a selected object around the Z axis

CTRL + C = (copy a selected object)
CTRL + D = (duplicate a selected object)
CTRL + P = (paste a copied or cut object)
CTRL + X = Cut (remove a selected object and place in clipboard)

CTRL + Y = Redo
CTRL + Z = Undo

NOTES


Remember to click on the title bar of 3D Window/Viewport before attempting to move the camera or an object. If that window is not active, you will be sitting there, trying to get the camera or object to move and nothing will happen.

You should enable both Grid and Angle snap using the buttons in the CS toolbar. Additionally, go to File/Preferences and change the Grid Snap to 16 and the Angle Snap to 15. Ensure both boxes are checked. Instead of ever turning snap off, I suggest you simply lower it if 16 is not fine enough, and increase it if 16 is too fine. But always use snapping!

On the same lines (no pun intended) when you first start placing meshes in any interior cell you are building from scratch, be sure to SAZ (Start At Zero) for the Position and Rotation.



The "Active File" is the file you are currently editing. It will likely be your mod and not any of the main three .esm files (Morrowind, Tribunal and Bloodmoon.) To set a file as the Active File, you will select it, then press the Set as Active File button.

You can go to File/Save and then save a file before loading any plugins. CS may even remember you did this and set that file as the active file for you. It will be at the bottom of the list if that is the case. If not, simply double click the empty boxes next to the "big three" (Morrowind, Tribunal and Bloodmoon), then your file, and with it still selected press Set as Active File.

When altering any default content in the game, you will ALWAYS, ALWAYS press Cancel - NEVER, EVER press Yes, you you will change every instance of that object in the game! If you wish to create a custom object, you must give it a unique id and name. I suggest the following format:

YI_ToO_NoO_AD
YI - Your Initials
ToO - Type of Object (Interior or Exterior?)
NoD - Name of Object (Same name you will use under Name)
AD - Additional Details

So if I was creating a unique chest, I would likely load up the chest model I like, change its ID to DB_IN_MyHouseChest_1. MyHouse would be the name if the house or structure I am placing it inside. Then I would give it a NAME of DB My House Chest.

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