07-24-2009, 07:07 PM
As I begin to post claims up for our major cities, I feel it is time to share this with you: a tactic for mass-modding interiors that helps to cut corners to a degree. It may not prove popular with the purist modders but, as far as production goes, I feel that we have to be practical if we mean to eventually get around to fulfilling our greater creative urges.
The most basic important piece of information I can tell you is that from now on when I post up interiors for claims involving house interior structures whose models are not unique creations such as our own huts and houses, they will come already with items placed within them and will look like they have been fully modded. This is not the case! They still need to be modded. They are just copies of vanilla interiors that you need to customise according to the claim's requirements using our own assets. If you wish to delete everything then just highlight everything in the object window besides the interior house model and the doors/door markers and you can start from scratch.
I used this tactic to work on Tenmar Wall interiors and it worked fine with no hitches. I will include a downloadable Word doc of this strategy/guide as an attachment (it's easier to read) but the best thing that you can do if working on lots of interiors is to become familiar with the assets we have available (I'm hoping to provide a guide of EVERYTHING we have and where it all is in the CS, if I have time).
Tactic
This is a quick way of mass-modding interiors for large towns/cities with vanilla OB interiors. It does not work for specialist interiors unless you use someone else’s modding within BM as your template.
When hurrying to complete a town/city claim, and especially if the interiors are vanilla models (it doesn’t matter if they’ve been re-textured), a good strategy is to build upon vanilla layouts.
To begin, you must first find out which city in vanilla OB that the interiors in your own town/city belong to e.g. Gideon uses mainly Cheydinhal interiors. Then match up the individual model of that interior e.g. Cheydinhal01 with the model of your own interior. This is the model that you can now search for within the interiors list of the Tamriel WS.
Before you start, make sure that the CS has no asterisk at the top that tells you that you have some unsaved modding. IMPORTANT: If at any point whilst you are in the Tamriel WS and the CS tells you that you have altered something in a vanilla cell, you must quit without saving immediately or else you will corrupt your file and may cause worse errors for BM.
Once you’ve found an interior with your interior model in it, go into that cell and click on the interior model. Then centre your view by clicking ‘C’. Next, highlight everything there and use CTRL-C to copy. Now go back to your BM interior, delete any unnecessary items such as lights and go to ‘Edit-Paste in Place’ or ‘Edit-Paste’, depending on whether you need to change the interior model or not. If you do then you can simply use the search and replace function.
If you have no BM interior as a starter cell then it is even easier as you just right-click your chosen vanilla interior and select ‘duplicate’ before renaming the cell and connecting it up with the BM WS.
If you get any error messages at this stage then it is likely that your chosen location is being used as part of a vanilla OB mission. If so, DO NOT CONTINUE WITH THIS INTERIOR but press ‘no’ on the prompt (which should be an “Are you sure?” message) before you create a ‘dirty’ esp that affects the original cells. If no errors occur then you need to make a quick reconnaissance of the interior to delete specialist items such as quest objects and any NPCs. But, if there are no error messages, there should be no problem but remember to keep saving as you go and create different versions of your file so that you can go back.
Remember to adjust door markers that may be out of position!
If you plan to ‘mass-mod’ a set of interiors for a whole town/city then you can use the same interior cell by just copying and pasting your interior models into the same cell and placing them side by side with a reasonable distance between them (be careful to keep everything within one interior together though). This is so that you can select everything within each model interior at a later date so that you can place them in duplicate cells and then just rename. Again, don’t forget the door markers!
After you have assembled all the model interiors in your ‘working cell’, you can look at what you’d like to replace in order to customise your interior to your liking. Use the ‘search-and-replace’ function and make sure that your changes affect everything within the cell. The notes given below are possible suggestions.
Please note that using this tactic can prove just as time-consuming as modding an interior from scratch (and it’s less creative) but, if you plan on ‘mass-modding’, it can be a lifesaver against tedium as once you’re over the boring bit then you can have a break and enjoy lots of trouble-free customisation without the dull ‘nerdiness’ of having to add extra details.
Replacement Notes
This list will be updated. If using the interiors strategy, please contribute by adding details of what you replaced e.g. furniture, as more interior clutter models become available over time.
Clutter:
VANILLA OBJECT - 1st Column..................BM OBJECT - 2nd Column.................
BroomFarm01...........................BMNormalMop - Resize to 1.4
LowerBowlTan01.......................BMlowerclassbowl02
LowerBowlTan02.......................BMlowerclassbowl03 - Needs adjusting
LowerBowlTan03.......................BMlowerclassbowl01
LowerClassCup01......................BMlowerclasscup01
LowerClassCup02......................BMlowerclasscup02
LowerClassCup03......................CoconutCup
LowerClassFork01.....................BMResinFork1 - Needs adjusting
LowerClassKnife01....................BMResinKnife1 - Needs adjusting
LowerClassLadel01...................BMClubGourdLadle01 - Resize to 0.7
LowerClassMug01.....................BMResinTankard1 (or BMResinCupGourdFlwr)
LowerClassPitcher01.................BMDecanterSwamprock
LowerClassPlate01....................BMResinPlate1 - Needs adjusting
LowerClassSpoon01.................BMResinSpoon1 - Needs adjusting
LowerCoveredPot01..................BMBushelGourdBsktPotAniM - Resize
LowerCoveredPot02..................BMBushelGourdBsktStaticAnim - Resize to 0.25
LowerCupTan01.......................BMResinCup1 (or BMResinGoblet1) - Needs adjusting
LowerCupTan02.......................BMResinCupGourdFlwR
LowerCupTan05.......................BMResinGobletSaffroN
LowerJugTan05........................CoconutBowL
MiddleBowlTan01.....................BMlowerclassbowl01
MiddleBowlTan03.....................CoconutBowl
MiddleClassPewterFork01..........BMResinFork1 (if Argonian) - Needs adjusting
MiddleClassPewterKnife01.........BMResinKnife1 (if Argonian) - Needs adjusting
MiddleClassPewterSpoon01.......BMResinSpoon1 (if Argonian) - Needs adjusting
MiddleCupTan01......................BMlowerclasscup02
MiddleCupTan02......................BMlowerclasscup01
MiddleMetalPlate......................BMResinPlate1 (if Argonian) - Needs adjusting
MiddlePitcherTan02..................BMDecanterEarthenware
UpperSilverBowl01...................BMResinBowl (possibly, if Argonian) - Check; 3 varieties
Containers:
BarrelClutterMiddle01...............Middlebarrelclosed01
BarrelClutterMiddle02...............Middlebarrelclosed02
BarrelClutterMiddle05...............Middlebarrelclosed03
ChestHouseArmoryUpper02.......BMBambooChestAnim1
CupboardClutterLower..............BMTrunkCupboard - Needs much adjusting
CupboardClutterMiddle.............BMLCCupboard01Container
SackClutterMiddle02.................TurtleShellChest
SackOpenClutterMiddleGrain01..BMTurtleSmChestAnim1bOpt Needs checking
SackClutterMiddle02.................TurtleShellChest
Furniture:
None as yet.
Ingredients
Apple.....................................BMIngredMango1
Breadloaf...............................BMIngredPineapple - Resize to 0.8
CheeseWedge........................BMIngredDragonArum
Carrot...................................BMIngredSugarCane
Corn.....................................BMIngredMonsteraFruit
Leek.....................................BMIngredVanilla
Lettuce.................................BMIngredCoconut
Potato..................................BMIngredSylMush - Resize to 0.7
Pumpkin...............................BMIngredPineapple
Radish..................................BMIngredBlueberry - Needs adjusting
Watermelon..........................BMIngredHalaRipeStatic
Wall Hangings
LowerClassTapestry...............BMAztecCanvas03 - Resize
LowerClassTapestry01a..........BMPainting03
LowerPainting08....................BMPainting01
NB: Custom items are added all the time. Since creating these notes, I added more rugs, a root chair / root cupboard and some new books are on the way.
The most basic important piece of information I can tell you is that from now on when I post up interiors for claims involving house interior structures whose models are not unique creations such as our own huts and houses, they will come already with items placed within them and will look like they have been fully modded. This is not the case! They still need to be modded. They are just copies of vanilla interiors that you need to customise according to the claim's requirements using our own assets. If you wish to delete everything then just highlight everything in the object window besides the interior house model and the doors/door markers and you can start from scratch.
I used this tactic to work on Tenmar Wall interiors and it worked fine with no hitches. I will include a downloadable Word doc of this strategy/guide as an attachment (it's easier to read) but the best thing that you can do if working on lots of interiors is to become familiar with the assets we have available (I'm hoping to provide a guide of EVERYTHING we have and where it all is in the CS, if I have time).
Black Marshes
Interiors Strategy
Tactic
This is a quick way of mass-modding interiors for large towns/cities with vanilla OB interiors. It does not work for specialist interiors unless you use someone else’s modding within BM as your template.
When hurrying to complete a town/city claim, and especially if the interiors are vanilla models (it doesn’t matter if they’ve been re-textured), a good strategy is to build upon vanilla layouts.
To begin, you must first find out which city in vanilla OB that the interiors in your own town/city belong to e.g. Gideon uses mainly Cheydinhal interiors. Then match up the individual model of that interior e.g. Cheydinhal01 with the model of your own interior. This is the model that you can now search for within the interiors list of the Tamriel WS.
Before you start, make sure that the CS has no asterisk at the top that tells you that you have some unsaved modding. IMPORTANT: If at any point whilst you are in the Tamriel WS and the CS tells you that you have altered something in a vanilla cell, you must quit without saving immediately or else you will corrupt your file and may cause worse errors for BM.
Once you’ve found an interior with your interior model in it, go into that cell and click on the interior model. Then centre your view by clicking ‘C’. Next, highlight everything there and use CTRL-C to copy. Now go back to your BM interior, delete any unnecessary items such as lights and go to ‘Edit-Paste in Place’ or ‘Edit-Paste’, depending on whether you need to change the interior model or not. If you do then you can simply use the search and replace function.
If you have no BM interior as a starter cell then it is even easier as you just right-click your chosen vanilla interior and select ‘duplicate’ before renaming the cell and connecting it up with the BM WS.
If you get any error messages at this stage then it is likely that your chosen location is being used as part of a vanilla OB mission. If so, DO NOT CONTINUE WITH THIS INTERIOR but press ‘no’ on the prompt (which should be an “Are you sure?” message) before you create a ‘dirty’ esp that affects the original cells. If no errors occur then you need to make a quick reconnaissance of the interior to delete specialist items such as quest objects and any NPCs. But, if there are no error messages, there should be no problem but remember to keep saving as you go and create different versions of your file so that you can go back.
Remember to adjust door markers that may be out of position!
If you plan to ‘mass-mod’ a set of interiors for a whole town/city then you can use the same interior cell by just copying and pasting your interior models into the same cell and placing them side by side with a reasonable distance between them (be careful to keep everything within one interior together though). This is so that you can select everything within each model interior at a later date so that you can place them in duplicate cells and then just rename. Again, don’t forget the door markers!
After you have assembled all the model interiors in your ‘working cell’, you can look at what you’d like to replace in order to customise your interior to your liking. Use the ‘search-and-replace’ function and make sure that your changes affect everything within the cell. The notes given below are possible suggestions.
Please note that using this tactic can prove just as time-consuming as modding an interior from scratch (and it’s less creative) but, if you plan on ‘mass-modding’, it can be a lifesaver against tedium as once you’re over the boring bit then you can have a break and enjoy lots of trouble-free customisation without the dull ‘nerdiness’ of having to add extra details.
Replacement Notes
This list will be updated. If using the interiors strategy, please contribute by adding details of what you replaced e.g. furniture, as more interior clutter models become available over time.
Clutter:
VANILLA OBJECT - 1st Column..................BM OBJECT - 2nd Column.................
BroomFarm01...........................BMNormalMop - Resize to 1.4
LowerBowlTan01.......................BMlowerclassbowl02
LowerBowlTan02.......................BMlowerclassbowl03 - Needs adjusting
LowerBowlTan03.......................BMlowerclassbowl01
LowerClassCup01......................BMlowerclasscup01
LowerClassCup02......................BMlowerclasscup02
LowerClassCup03......................CoconutCup
LowerClassFork01.....................BMResinFork1 - Needs adjusting
LowerClassKnife01....................BMResinKnife1 - Needs adjusting
LowerClassLadel01...................BMClubGourdLadle01 - Resize to 0.7
LowerClassMug01.....................BMResinTankard1 (or BMResinCupGourdFlwr)
LowerClassPitcher01.................BMDecanterSwamprock
LowerClassPlate01....................BMResinPlate1 - Needs adjusting
LowerClassSpoon01.................BMResinSpoon1 - Needs adjusting
LowerCoveredPot01..................BMBushelGourdBsktPotAniM - Resize
LowerCoveredPot02..................BMBushelGourdBsktStaticAnim - Resize to 0.25
LowerCupTan01.......................BMResinCup1 (or BMResinGoblet1) - Needs adjusting
LowerCupTan02.......................BMResinCupGourdFlwR
LowerCupTan05.......................BMResinGobletSaffroN
LowerJugTan05........................CoconutBowL
MiddleBowlTan01.....................BMlowerclassbowl01
MiddleBowlTan03.....................CoconutBowl
MiddleClassPewterFork01..........BMResinFork1 (if Argonian) - Needs adjusting
MiddleClassPewterKnife01.........BMResinKnife1 (if Argonian) - Needs adjusting
MiddleClassPewterSpoon01.......BMResinSpoon1 (if Argonian) - Needs adjusting
MiddleCupTan01......................BMlowerclasscup02
MiddleCupTan02......................BMlowerclasscup01
MiddleMetalPlate......................BMResinPlate1 (if Argonian) - Needs adjusting
MiddlePitcherTan02..................BMDecanterEarthenware
UpperSilverBowl01...................BMResinBowl (possibly, if Argonian) - Check; 3 varieties
Containers:
BarrelClutterMiddle01...............Middlebarrelclosed01
BarrelClutterMiddle02...............Middlebarrelclosed02
BarrelClutterMiddle05...............Middlebarrelclosed03
ChestHouseArmoryUpper02.......BMBambooChestAnim1
CupboardClutterLower..............BMTrunkCupboard - Needs much adjusting
CupboardClutterMiddle.............BMLCCupboard01Container
SackClutterMiddle02.................TurtleShellChest
SackOpenClutterMiddleGrain01..BMTurtleSmChestAnim1bOpt Needs checking
SackClutterMiddle02.................TurtleShellChest
Furniture:
None as yet.
Ingredients
Apple.....................................BMIngredMango1
Breadloaf...............................BMIngredPineapple - Resize to 0.8
CheeseWedge........................BMIngredDragonArum
Carrot...................................BMIngredSugarCane
Corn.....................................BMIngredMonsteraFruit
Leek.....................................BMIngredVanilla
Lettuce.................................BMIngredCoconut
Potato..................................BMIngredSylMush - Resize to 0.7
Pumpkin...............................BMIngredPineapple
Radish..................................BMIngredBlueberry - Needs adjusting
Watermelon..........................BMIngredHalaRipeStatic
Wall Hangings
LowerClassTapestry...............BMAztecCanvas03 - Resize
LowerClassTapestry01a..........BMPainting03
LowerPainting08....................BMPainting01
NB: Custom items are added all the time. Since creating these notes, I added more rugs, a root chair / root cupboard and some new books are on the way.