Page 1 of 1

Construction Set Help (Lots of Help)

Posted: Sat Jul 23, 2005 5:21 pm
by Tech Master
Hey guys, i finally got my dad to get me Morrowind for PC. And now i have tons of questions 'bout the Construction Set. I will ask them once someone answers.

Posted: Sat Jul 23, 2005 5:24 pm
by fable
[QUOTE=Tech Master]Hey guys, i finally got my dad to get me Morrowind for PC. And now i have tons of questions 'bout the Construction Set. I will ask them once someone answers.[/QUOTE]

I think you'll have better luck if you start posting a couple of questions first. ;) But up to you.

Posted: Sat Jul 23, 2005 5:29 pm
by Tech Master
Mmkay. First, how do you create a playable race. Then, how do you download the mods on morrowind summit. Im just going to try to do a few easy mods at first. Ill also take suggestions from anyone. On morrowind summit, what do you do after it says download.

Posted: Sat Jul 23, 2005 6:44 pm
by fable
Downloading the mods from Morrowind Summit has nothing to do with the Construction Set, and is relatively easy to do: just use the mod database to find the mod you want, and click on download. Have you had problems with this?

Posted: Sat Jul 23, 2005 6:52 pm
by Tech Master
well, i tried the little chest that floats around and follows you and holds your items already. Clicked download. Went through all of the unzipping/installing stuff. But i dont know how to activate the mods. It says that it is supposed to appear in the Balmora Mages Guild, but i dont see any. And thanks for the help fable. Im definately a newb to computer rpgs. (Always played FF on console.) Also, when i click on the thing that says "Container" and has the Construction Set icon, it loads Construction set and says texture load error or sumthin along those lines

Posted: Sat Jul 23, 2005 7:09 pm
by GA_Havoc
Not sure what goes wrong there, make sure you click "TES Construction Set.exe", to have a plugin activated ingame you must start the game, then in the menu where you can choose Play, Data Files, Options etc. select Datafiles, then doubleclick on the plugins you wish to use.

How to create a race depends on the other programs you have.
If you're just going to use the CS here's how it's done.

First go to 'file', then 'data files' then doubleclick all Masterfiles/plugins you want (many mods offer extra races that you may want to use), then click 'Ok', remember that when you save this as a new plugin it will require the other used files.
Now go to 'character', then click 'race'.
Selecting any of the existing races allows you to change them, to create a new race click 'new' and type the ID-name (this name is for modding purposes only and will not be seen ingame), now you can give your race a name.
You can also give skillbonusses, choose from the available skills and then type how many bonuspoints this race will start with.
Furthermore you can adjust the height, weight and base atributes for both male and female, increasing weight also increases damage taken from falling :eek: .

To add spells you must select 'spellmaking' in the Object Window, here you have a list of all the available spells, just drag the spells you want into the race window under 'Specials', to remove spells from this window select and press delete.
Aside from the normal casting spells there are several other types of spells: 'Abilities' (These will permanently "enchant" you), 'disease' and 'blight disease' (These will also permanently affect you, blight disease is considered more severe ingame, because these diseases are racial features they cannot be cured), 'curse' (Another permanent type of spell, a non-racial curse can be cured, but not by conventional curespells :( ), 'power' ( a spell you can cast once a day, this spell will always succeed, unless for example a fire-immune beast is targeted by a fire-damage power :p ).

You may also want to type a description for roleplaying purposes, this text can be read ingame but will not affect the game in any other way.

There are also two checkboxes, 'playable' and 'beast race'.
Playable allows the player to select this race to play with, if not checked then only NPC's can be of this race.
Beast race disables the race's ability to equip footwear and headwear (unless you script this otherwise, but I haven't figured out how :mad: ).

Finally click 'Ok' and you have the base of your race, now you must give it a body.

In the 'object window' select 'bodypart', notice that there are different types of bodyparts like armor (which really is armor and not a bodypart).
Now unless you have a program to make your own, you're going to use existing bodyparts.
Scroll untill you see a race that you want to use bodyparts from (you may also select armor or clothing so you can create for example a race made out of glas armor pieces :cool: ).
Rightclick on the ID and choose to 'edit', change the ID (if for example you chose a breton head and don't change the ID for the new race than this head will not be shown for the bretons, resulting in some headless people in your game :D ).

Also select the race that will have this bodypart, if the bodypart was originally armor/clothing change it's parttype to 'skin'.
Exept for heads and hair there are no bodyparts that come in multiple kinds for a race, this is because when you start a new game you can only choose gender, race and head/hair.

You may have already noticed you can choose this bodypart to be either 'normal' or vampire, when this race is aflicted with vampirism and transforms their appearance will change from 'normal' to vampire.
Furthermore there are three checkboxes, two of which you can guess their function, 'blocked' means that you can't edit this unless you uncheck this box and click 'ok'.

Lastly you can decide where this particular bodypart is going to be, it's not advisable to change this, if for example you put an Argonian tail on the place of the foot it's going to look seriously weird ingame.

I mentioned before that you can use armor/clothing bodyparts to make a body, this can also been done the otherway as you can design fashionable helmets made from Dunmer heads (nice disguise, but you won't fool anyone ingame since it is considered a helmet and not a head).

Posted: Sat Jul 23, 2005 7:16 pm
by fable
Tech Master, download the two utillities I recommend in this thread. TEStool in particular is one I would suggest to handle all your mod scheduling needs instead of the data manager. Both will make it easier to get mods to work, and work together.

When you unzipped the mod that's giving you trouble, did you move the mod's subdirectories over the correct subdirectories in your Morrowind installation? Since there's no unified approach to archiving mods, all too often it's easy to make mistakes at that point.

Posted: Sat Jul 23, 2005 7:17 pm
by Tech Master
Havoc, for some reason, every tab i click on in Object Window just has a blank list under it? Im very confused. I followed all your directions, but Object Box just has blank everything.

Posted: Sat Jul 23, 2005 7:19 pm
by Tech Master
Im sorry, your gonna have to walk me through this step by step. Im very sorry, it just seems so complicated to me

Posted: Sat Jul 23, 2005 7:21 pm
by GA_Havoc
When you start the Constructionset those tabs are indeed empty, before you can do anything you must load at least one masterfile, how this is done I have described here First go to 'file', then 'data files' then doubleclick all Masterfiles/plugins you want (many mods offer extra races that you may want to use), then click 'Ok', remember that when you save this as a new plugin it will require the other used files.

Posted: Sat Jul 23, 2005 7:24 pm
by Tech Master
Mmkay, now i can just download mods and they'll appear on that list? with master thing.

Posted: Sat Jul 23, 2005 7:31 pm
by GA_Havoc
Were having quite the little chat here :D , I'll be online for a while so if you have any questions (I'm no expert) don't be afraid to ask them.

Posted: Sat Jul 23, 2005 7:33 pm
by Tech Master
sorry ga, but my mom said i gotta go. But ill be back tomorrow with more questions to occupy your time. Thanks for the help, Tech

Posted: Sun Jul 24, 2005 5:22 am
by Tech Master
Mmkay, i found the file for the floating container/chest. But i still cant use it when i start the game. How do i actually activate it, its not even in datafiles when you start the game. Also, for construction set, when you are creating a character, can you actually see the character in one of the windows, or do you have to start up the game.

Guys, could you tell me how to create a companion with the construction set. I would like him custom made so he could keep up with my boots of blinding speed. They always get left behind.