Morrowind Construction Set Beginners Tutorial

Basic Construction Set Introduction for the Complete Newbie :) Looks best in 1024x768

NOTE: I am currently working on a beginners mod for those of you following the construction set tutorials on these pages. It is a mod called Balmora West, and is situated on the west side of the mountains from Balmora. It is still work in progress, and I am open to any suggestions regarding the content. Take a look at it when you get chance, and maybe when you've completed this tutorial and the House Mod tutorials, you might be able to help out a bit.

The Morrowind Construction Set can be found on the first disk of the Morrowind Game pack in the folder called 'CSInstall'. Load this first disk and run the setup routine to install the CS onto your hard drive. I loaded it into my main Morrowind folder, which is probably the best place for it, although there is nothing to stop you loading it to a different location.

We should now probably look at trying to understand the Morrowind folder hierarchy, since it is especially important that you understand where to find all the files that are used by the CS. All the important data files that are used by Morrowind/Tribunal/Bloodmoon are loaded into a sub-folder of the Morrowind folder called 'Data Files'. Now, for just playing the game you do not need to load anything from the second CD, which contains all the data files for all the objects in the game. The reason for this is to do with something called .bsa files.

These .bsa files are automatically loaded directly into the 'Data Files' folder when you install the Morrowind game. They are Bethesda's compressed archive files, and they hold all the data for Morrowinds game objects, texture files etc. The game uses these objects directly out of the .bsa files. But, in order to use the CS effectively, you need direct access to these files, especially if you plan on modding armor and weapons etc.

In that case, you will need the files with the extension .nif. These are the Morrowind object files in the .nif format. These .nif files contain the object meshes for each piece of equipment and other objects used in the game. They are loaded into the sub-folder 'Meshes'. .nif files are supplemented by .tga and .dds texture files which are stored in the 'Textures' sub-folder.










I must stress that you only need to load these files if you intend modding the meshes, or if you plan on re-texturing equipment. If you are just building a house or creating the outdoor scenery, then using the data from within the .bsa files is the easiest way to go.

The same holds true for the datafiles for Tribunal and Bloodmoon. These files come pre-packaged with their own .bsa files when you install the mods. They are automatically stored in the '/Data Files' folder.

If you decide you need to install the files for modding/re-texturing, then load-up the second CD which has the file structure above-opposite, then install all the files into your 'Morrowind/Data Files' folder. When you do this, the game will automatically look for it's data in the .bsa files, and if it cannot find it, then it will look in the meshes/textures datafiles structure.












Opening the CS

Open the CS and take a look at the opening page. Go to the menu File/Datafiles and select the mod you wish to make active. Set it to be the main Morrowind.esm, as in the diagram opposite. Click on the button 'Set as Active File', then click on OK. This makes the Morrowind.esm file the active program and loads all the meshes, npc's, countryside, towns and buildings etc. into the active windows. If you set this to be another mod, rather than the original Morrowind game file, then you would select that file, usually ending in .esp, and probably with Morrowind.esm as it's parent. In this second case, the Morrowind.esm file would be loaded first, then the mod file would be loaded as an overlay on top of Morrowind. This is how all mods work; they are extensions of the main Morrowind Game, files of changes to the game that overwrite the original gamefile objects. The original file is not overwritten, just the memory version of it.













The CS windows

You will now see the various windows for the different aspects of the CS - the Object Window, the Cell Window and the Render window. Take a look at the content of each of these windows. The Object window lists all the objects in the game. The NPC tab is currently selected. Try selecting some of the other tabs in order to examine the other types of objects in the game. The Cell View window lists all the cells in the game. As you can see, we have Balmora (-3, -2) selected, and the right hand pane shows some of the objects in this cell. The third image is that of the Render window. This currently shows the image of the selected cell in the Cell View window - Balmora.

























These three windows are the main windows used when creating a new mod. A cell is selcted into the render window, the window is zoomed in to see the objects in close-up, then new objects are dragged out of the Object window into the Render window. This process places those objects into the game in that location.

















Creating a mod

I was wondering how I might introduce you to modding in the CS, and I finally had the idea of creating a small mod, in small stages. I wanted to do something simple to start with - something that you could continue for yourself once you had finished this tutorial. So, I came up with the idea of a mod in Balmora, the place where most modders begin. To keep it simple, I thought about creating a trader, and a stall on the east bank of the river. This will give you your first contact with an NPC, and various objects such as weapons, armor and furnishings. So, without further ado, let's begin by creating a new NPC that trades in weapons and armor.

Before we start, here's a list of the CS keyboard shortcuts : Keyboard Shortcuts

Up, Down,------Landscape Editor -
Left, Right----move to cell
H -------------------------Landscape Editor
B -------------------------Borders
T -------------------------Zoom to Top View
C -------------------------Zoom to Ground Level
LShift/Mouse Move----------Move object/s
RShift/Mouse Move----------Spin object/s
MouseWheel/Move mouse -----Move viewpoint/zoom-in/zoom-out
Z/LeftMouse ---------------Move object up/down
CTRL-C --------------------Copy
CTRL_V --------------------Paste
CTRL-X --------------------Cut

Let's start creating a mod by finding Balmora (-3 -2) in the Cell View window, then double clicking on the cell to get it into the Render window. Now, look for the east bank of the river, just below the northern bridge. Left click the bank in the loaction I've marked on the map in image 1. Zoom into the cell with the mousewheel/move combination, then tilt the map by holding down the left shift key whilst holding and moving the left mouse button. See image 2 for how it should look now. We are now going to place a table in this location that can be used by the trader for his wares.














Locate the Objects window and click on the Static tab. Scroll down the list until you find the object called 'furn_de_ex_table_02'. Select this object, then continue to hold down the left button whilst dragging the table out of the object window into the Render window. Release the button to drop the table. Now, zoom into the table a bit. Try moving the table left and right, and up and down by using LShift/Mouse Move and Z/LeftMouse. Try spinning the table around it's vertical axis using the combination RShift/Mouse Move. Move the object down to the ground - you will see it's legs begin to disappear when you get there.
















Place the table on the ground, just to the east of the path as per the images 3 and 4. Notice in the top left corner of the main TES Construction Set window bar a small asterisk. This indicates the game world has been modified in some way. So, this would be a good time to save the mod. Click on the File/Save menu. It asks for a filename. Save it as 'trader.esp'. The main window bar now shows the name of the current mod [trader.esp].

I think you should now go into the Morrowind game and find the table in Balmora that you have created. Load the game and go into the data files option. Select the trader.esp mod then click OK to load your mod. Coe to -3 -2 and walk over the river to see the table, just where you left it!

Take a look at the Cell View window for Balmora (-3 -2). You'll see that it has an asterisk in the column, which indicates that this cell has been modified in some way. Find the table in the opposite column and you will see that this entry also has an asterisk against it. Every mod you make will result in an object that changes. This is how Morrowind recognizes the changes to the original game. And that is why you can make as many changes to the game as you like without worrying about ruining the original game in any way.









Creating an NPC

Let's now turn our attention to the trader. Click on the Objects.NPC tab to see the list of NPC's in Morrowind. The names are listed in alphabetical order by default. But you can sort the table on any column you like; try sorting on Race, and then on Name. When creating a new NPC it is usually best not to start from scratch, but to modify an existing NPC which is close to your requirements, then rename him. When naming NPC's that you create, it is always best to give the id something memorable, and the best way to do that is to name every NPC you create by starting the name with an alias eg, I use the alias fkoa_ for the Five Keys of Azura mod. You could use the first four letters of your mod also, so, in this instance, that would be trad_. The benefit of using an alias is that all NPC's you create will begin with the same alias, reusulting in your NPC's all appearing in the same block when you sort on ID. This saves an awful lot of time when you start to work on a significantly large mod.

So, we are going to create a new trader. Sort the table on Class so as to see all NPC's that work as traders, then scroll down to an NPC that meets most of your requirements. I chose a Redguard trader that goes by the name Trasteve. See Image 5. It's probably best if you use this NPC to keep things simple in the Tutorial; you can choose someone else later when you create another NPC. Familiarize yourself with the layout of the NPC screen. Note that every aspect of the NPC can be altered on this screen. For instance, you can mod his stats, his inventory, his class, race etc. And there are buttons that give access to his AI (Artificial Intelligence) etc. Go into the AI tab and set his AIwander to be off to stop him wandering away from the table. Now let's rename him. I called him Roman with id trad_roman. Change the two fields now, then click SAVE. In the pop-up window for 'Create a new object' click YES. Now find him in the table - note the asterisk for a new object, and note that the original NPC if left intact. Take a brief look at the screens associated with the buttons Dialog, Animation and AI. We won't be using any of these in this basic tutorial. Now save the mod.





























Equipping your trader

Your NPC is a trader, so I suppose we need to give him something to sell. He only has a robe and shoes for the moment, but traders usually have a few chests in which they keep their stuff that they have for sale. So, let's give Roman a chest of goodies that he can sell on his stall. But first, let's place Roman into the Render window. He should be standing behind the table and facing towards the river. Notice that, for the moment, the object has a zero count in the count column. We have created the object, but, as yet, we have not created an instance of that object. The object, in object-orientation parlance, is the blueprint for an object, a template, and in order to create the object we must drag it into the render window. So, let's do it; drag Roman into the window and place him behind the table. Now see that the count for Roman is 1 - one instance of the object.

Let's also find a chest of items, say armor, and place it under the table. The chests are found under the containers tab. Find the chest named 'com_chest_02_v_armor06', change the id to be 'trad_com_chest_roman', and create a new template. Drag the new chest under the table. This chest has lots of armor in it. See Image 6 for the placement of Roman and the chest.



















There's one last thing to do with the chest, and that is to adjust it's ownership. See Image 7. Ownership is very important in Morrowind in order to maintain a system whereby, various NPC's, and the player, own a certain amount of goods. This helps to ensure that thieving can be recognized by guards, shopkeepers etc, and fines can be handed out for stealing. Roman has a chest of goods that belong to him. When the player asks what he has for sale, Roman diplays a list of all the goods for which he has ownership. So, we have to make Roman the owner of the chest and everything in it. To do this, we double-click on the chest in the Render window. A screen pops up detailing the chest and it's contents. On this screen there is also an ownership section that has to be enabled by ticking inside the Extra Data box. This enables the Owner combo box. Find Roman's id in this list and select him as the owner of the chest. Now, just close the Container screen and the job is done. Save the mod.
































We'll now drop some items of armor on Roman's table so the punter can see the kind of stuff he has for sale. Find a shield, some gauntlets, a chestpiece and a helmet. Ensure you set the ownership on each individual piece of armor that you place on the table. You can set ownership on multiple items at once by selcting all the items, double-clicking on one of them, setting the ownership, then clicking the button 'Apply to Selection'. Do NOT click on the Save button when setting multiple ownership, otherwise you will make all references to that object belong to Roman - i.e. all those objects in the game! I've set the ownership as you can see in image 8. Save the mod again.

Go into the game, head down to Roman's stall, and buy some armor from him.

Please feel free to make comments at the bottom of this page, and let us know how you are getting on with the tutorials here. Plus, you could let others who are in the same boat as yourself know the pitfalls and the successes you've had with your modding.

The Challenge.....Update: come on guys, lets see those mods!!

I now present you with a challenge. Create another 4 or 5 NPC traders with their table and goods for sale in the rest of the empty space behind and above Roman. Also, maybe create some customers that wander around the stalls looking for goods to buy. Turn the single market stand into Balmora's own marketplace. Try to ensure that your traders sell a wide variety of goods for all those shoppers.

When you have completed your mod, then mail it to me at the address below. I will test each mod that is submitted, then I will judge them. The top three mods will then be placed on the Morrowind-Oblivion site for download. Each of these mods will be placed on their own page, so try and provide some commentary which describes the trials and tribulations you went through in learning the CS, and the pitfalls you overcame.

Let me have your name or your alias. I will not publish your email unless you request me to. Also, include 5 or 6 .jpg images of your mod for me to display on your page on the site. Each image should be no bigger that 640x480. Ensure your mod contains the .esp file together with a text file that describes the mod and any loading instructions. Include a version file if you have created one.

Send your mods to : webmaster@morrowind-oblivion.com

Play around with what you have learned so far, and we will continue this tutorial later.



Let us know what you thought of the tutorial. When you've done the housemod tutorials you should take a look at the Balmora West Mod.

Username(max 12 chars) :

Message :

2010-02-19 13:13:02 : shibby man : oh... thanks i just didnt look well
2010-02-18 01:32:11 : daveF : Snakehead, dont understand CEL and how to make your own cel room. What are you truying to do? And, please use the same name for ALL posts. thanks
2010-02-18 01:28:43 : daveF : Shibby, the patches are all here h**p://www.elderscrolls.com/downloads/updates_patches.htm
2010-02-17 19:34:53 : shibby man : ...of the game and something about ---there will be erors in your game AND even my mods THE SAME STORY. plase help me PLASE!!!
2010-02-17 19:32:00 : shibby man : ... becaws when i downloaded your "Balmora West" data/files shoes me that i have morrowind.esm but that mod wants new version...
2010-02-17 19:28:43 : shibby man : this tutorial is tha best of the best dave!!! but i whana ask you something. where can i download BloodmooN, TribunaL and MorrowinD new patches...
2010-02-17 19:24:39 : Snake Hed : dave this tutorial is very good but i think im missing something... do you have CEL (interior. how to make your own cel room) tutorial or im just blind
2010-02-16 01:34:49 : : ...now i can make averything what i want in morowind. thanks again life saver
2010-02-16 01:34:12 : Nerevar : when i opend CS in the first time i thought WTF is this lame program but your tutorial has opend my LAME eyes
2010-02-16 01:31:19 : Nerevar : hey daveF thanks for this grate tutorial. you have saved my life and my morrowind
2010-02-10 16:48:19 : Snake Hed : this is about "2010-01-23 00:19:09 :Snake Hed". Whel i maded my own armor and i could not put them on a ground and in houses ow and in boxes, chests two AND it even knocked me out of CS. but that whas not a problam i just download the newist version and it is good now
2010-02-10 16:37:55 : : Dave how can i change scripts for Telvanis and Redoran??? im in hlaalu and wish to join them other Big Houses. Please help me with this
2010-02-10 03:44:41 : deathsnotes : excellent guide, helped emmensily, going to try to make a whole addon to the map of an intricate island in the oceanic areas of the map, and hopefully make dungeons and a storyline when im better at this, getting those damned items on the table, and not floating is a long process haha, thanks again, before I couldn't even find the things to work with.
2010-02-09 16:25:27 : Snake Hed : i am making a cooooooooooool dungeon and i dont know how to snap whan tunnel to thi other
2010-02-09 16:22:31 : Snake Hed : How can i SNAP my table to fluor and wall at the same time???
2010-02-05 03:22:46 : rolok : thanks a bunch man this helped alot
2010-01-31 23:54:45 : Talus : Great tutorial. You explain it very well.
2010-01-24 02:10:09 : daveF : Snake Hed, what EXACTLY has gone wrong? What do you mean when you say 'cannot put new items on vvardenfell map'? You need to think out the problem and make it clear for all to understand, then maybe we can help you.
2010-01-23 00:19:09 : Snake Hed : what the hrll hapend with my construction set??? i cant poot my one new items on vvardenfell's map. daveF can you help me?
2010-01-21 19:40:54 : daveF : xxshaddowtxx, try the Bethesda forum for that. There are a lot of ppl there modelling new items, so the expertise is very high. h**p://www.bethsoft.com/bgsforums/
2010-01-20 23:25:37 : xxshaddowtxx : Anyone know any tutorials on how to model new items?
2010-01-20 02:00:09 : daveF : Fathmox, meshes and textures are in the DataFiles directory immediately below the Morrowind folder. If they are not there then you have not loaded them from the Cd, and they will be used from the .bsa files - see newbie tutorial.
2010-01-19 14:56:03 : Sin : Thanks to the guide, I've expanded a bit in this mod. The initial trader now has a number of rare items, as well as food to sell. I've also started to make other traders. I'm even thinking of starting in other citys and towns, creating a large number of marketplaces. Thanks again for the help. xP
2010-01-16 19:22:55 : Fathmox : I am unable to find the mesh and texture files for the weapons. I have no idea why. I'm just trying to create a new weapon. can anybody explain?
2010-01-13 01:19:41 : daveF : Edge5608, i'm glad to be of assistance. Happy modding :)
2010-01-12 10:26:31 : Edge5608 : This tut was a life saver this was my first time ever trying to make my own stuff thnx it really helped me
2010-01-06 02:39:42 : daveF : dev and therandomguy, glad to hear you found the tut useful, and that I just saved a life ;)
2010-01-05 20:18:33 : therandomguy : wow this helped me a lot I was going like wtf do I have to do, thank you a life saver :)
2010-01-01 23:35:46 : Dev : Nice tutorial! When I first opened the CS I was like: *scratches head, drool seeping out corner of mouth in confusion.* But now it's alot more simple. Thanks!
2010-01-01 03:20:34 : davef : franck, the mods go in the data files directory. the game will not play if the mod is not in that folder. if it does play then you must have a very 'strange' installation :)
2009-12-31 02:52:15 : franck : hi thanks for the mod it helped me alot.But I have a problem,the mod work perfectly but I cannot find the "trader.esp" file. In the data file there is the morrowind.bsa ,tribunal.bsa and bloodmoon.bsa but not the trader.Can you help me?Because if i want to delete the mod how can I?
2009-12-23 01:38:19 : daveF : Pat, Drag a post out of the static section e.g. furn_com_fence_03. Then drag an active sign out of the activator section e.g. active_sign_ebonheart_01. Don't use it with the current id. Rename the id to something with your initials at the beginning eg. pat_active_sign_destinationname and put the destination name into the Name field. That's it. Dave
2009-12-22 14:04:42 : pat : how to you add signposts?
2009-12-05 02:01:42 : daveF : azamataz, see the dialog tutorial on the morrowind_construction_set tutorials page
2009-12-02 18:55:50 : azamataz : how do you edit what the trader says
2009-12-02 17:52:48 : azamataz : how do you edit what the trader says
2009-11-21 10:32:25 : : Thanx for the work! I been tring to figure out the dialouge areas of the game. And with this I may have it down. On ma way home now to test it! Thanx again!
2009-11-21 01:16:56 : Elliot : Thx sean for that rotate tip, it's same on mine aswell, spent ages tryin to figure it out.
2009-11-14 01:20:02 : : thanks for that, really helpful, although how can u change the traders money?
2009-11-08 23:58:02 : Hoose : how do you change the maximum amount of money that the trader has to give you for items that you wish to sell?
2009-10-25 23:33:02 : Sean : ..ted). If that helps anyone. (think i got to the limit of letters below...)
2009-10-25 23:30:26 : Sean : Hey very useful tutorial, thx. Oh, and i noticed some people were having trouble with the keyboard shortcuts, and i was too (think cos its on my laptop) but i found that on my one holding right click + move mouse on an object is for rotate, and holding X,Y or Z while left clicking and dragging moves an object along the respective (X,Y,Z) axis. And either shift key + mouse move only rotates the view around a selected object (or just rotates the point of view if no object selec
2009-10-17 08:34:18 : Very Confuse : look your tortorial is good but im confused on how to make a working Class with face hair and skin selection and all that.
2009-10-17 08:34:18 : Very Confuse : look your tortorial is good but im confused on how to make a working Class with face hair and skin selection and all that.
2009-10-14 15:20:34 : Snake Hed : Only say YES - NO. Ow and if somebody els whans to do this then LETS DO IT.
2009-10-14 15:12:35 : Snake Hed : Like new armor, weapons, creatures, ingreds ant other. Averibody that likes morrowind will download this mod. So??????
2009-10-14 15:10:50 : Snake Hed : Hey Dave I have a proposition for you. What will you say if wee will make full MorrowinD province. (and sorry for them rusty words. Im from Ukraine and cant rite two good)
2009-10-14 15:08:02 : Snake Hed :
2009-10-14 13:53:27 : Snake Hed : And i deleted my NOT working mods and made them again, and you now what happend? All of my traders speac to me only one time. What is wrong with them???
2009-10-14 13:50:39 : Snake Hed : I forgot how to send files to other sites. Can you help me with that first please?
2009-10-13 06:35:31 : Larry S. : Thank you Dave. I'll be sure not to do that again. Was that called a 'dirty' save? Luckily I have 3 other saves. I'm really getting the hang of this now. I think I'm ready to move on to the next lesson, quest making. thanks dave.
2009-10-13 06:32:49 : :
2009-10-11 18:28:03 : daveF : Snake: send me your mod to webmaster@morrowind-oblivion.com astrogeek: i think you can just ignore these errors Larry: That happens when you play your mod, do something then save the game. You then go back to the mod and make some changes and save them..then back into the game and load the savegame. You can't do that. You must start from the previous game where the mod was 'clean' and play from there
2009-10-11 09:48:20 : Snake Hed : oh. and one more. Dave can i fond some patches to TES Construction Set?
2009-10-11 09:42:40 : Snake Hed : ive cmpleted it and poot in dhe game. then i turned it on and started the game. and then my game shoes an 30 errors. help me Dave.
2009-10-11 09:08:12 : Snake Hed : my mod dont worck. what will i doo???
2009-10-10 23:13:12 : Larry S. : cont. from previous post: loading or during gameplay. Did I do something wrong? What do I do to avoid this? Thanks, Dave.
2009-10-10 23:09:52 : Larry S. : Thanks for the tutorial! You were extremely informative and went nice and slow for all of us newbees. I have one question for you Dave. When I completed my mod I went into my game and did some stuff with my quest I was working on saved my game and quit. The next day I made some revisions to my mod and saved the mod then tried to go back to my game save from the previous day and I got a message sayng changes have been made to plug-in or master file errors may occur while lo
2009-10-10 23:03:11 : :
2009-10-10 20:19:46 : Snake Hed : Thanks for this tutorial. Now i madet a new city "Cladast" the most largest bazar in all Vvanderfell. Thanks again.
2009-10-10 20:15:35 : Snake Hed : HELP ME SOMEONE. In my MorrowinD no music. I cant load games. What will i do???
2009-10-10 20:03:59 : Snake : I dont understand how to make enterr to a house.
2009-10-10 00:18:16 : astrogeek : every time i load the morrowind.esm in tes cs it says that there is a base_anim file missing (usually an "idle" animation. the last one I encountered was idlespell missing from base_anim... help what do I do to fix it?
2009-10-02 15:22:10 : daveF : jacob, when you get a grey screen that's probably because you have not selected a location to view. Select one from the left pane where all the towns etc. are located. Try Balmora first.
2009-10-02 15:19:56 : daveF : Kiante, well done - sounds like you're on your way to becoming a great modder. Best of luck to you.
2009-10-02 07:18:05 : jacob : when i load TES cs all i get is a grey screen in the render window but all other windows load up fine. I've tried reinstalling ect ect. I have tried it on my faster computer too whats wrong?
2009-09-20 23:30:15 : Kiante : Wow man, I really appreciate this! I just finished this tutorial (that is, made an NPC trader with items to sell and a table). I did a few things different (used a different chest for example) but this was really helpful! Honestly, I didn't think I'd ever be able to learn to mod this game. But your tutorial has not only given me a start, but gave me confidence so I know I can continue. One of these days, my best mod ideas will be reality! Thanks again!
2009-09-13 04:09:04 : daveF : Thanks for the compliments Red_Widow. Its nice to know I've done something that ppl appreciate. And I hope you carry on modding once you finish the rest of the tutorials. Good luck.
2009-09-12 22:43:32 : : (cont) made that allot easier, thanks!
2009-09-12 22:42:36 : Red_Widow : hey man, this tutorial is amazing. Clear detailed, well thought out. I love the way you begin with extreme detail and tier out the detail as it goes along to force the reader into a state of having to apply the techniques taught previously from memory. Naturally the best way to learn fast. I've just finished this tutorial and am going to carry on with the rest of them. I'm planning on building a little abode to the exacting specs me and my girlfriend want. You my friend, have
2009-09-02 04:54:30 : : Quick question, I can't get my merchant to have any money to barter with. Please Help?
2009-08-28 06:57:22 : : This is a great tutorial explaining the basics of morrowind modding. excellent
2009-08-25 02:29:00 : : (cont) multiple assualts from that scenario from others using it not so careful. Continue on!! .. you have a fan .. ;)
2009-08-25 02:27:48 : oops : (cont) by oopsies..(the usual method this poor soul learns most things.) I see you are planning on making further tutorials, think you could include info on item creation? Things such as clothing, furniture, plants, critters, etc... Granted, most things probably can be done via modification of existing files...but how? I've seen some really awesome mods out there, but am VERY paranoid about downloading ANYthing from the internet as this computer has already suffered multiple
2009-08-25 02:21:58 : oops : Thank you EVER so much for this extremely helpful tutorial. Have been trying for about 3 yrs to figure this thing out & today decided to take a crack at an internet search on the subject. You are wonderful!:) one thing that i still had problems with is the CS Keyboard shortcuts you listed, some worked exactly.. some were close. Think it is more to do with my hardware than your instructions as they were invaluable and gave the clue to figue out how to work it when it did work
2009-08-19 01:08:41 : daveF : striegs, glad to hear you found the tutorial useful. When you've created your town let's see it, and if it's good i'll post it on the site. And yeah, lots of things can go wrong if you make a mistake..
2009-08-18 16:33:08 : : Also, I'm not sure if you already have a section like this somewhere, but I think a "Things To Never Ever Do" section would be useful, just full of stuff like the warning above to click "Apply to Selection" rather than "Save". I get the feeling that there are a lot of things that can go wrong from even the slightest mistake.
2009-08-18 16:28:03 : striegs : This was incredibly useful, I can't believe how hard it was to find a "My First Morrowind Mod" tutorial. Can't wait to start making my own town!
2009-07-03 04:06:05 : daveF : thecaptain, I'm glad it was useful to you. You should now try the section2 tutorial which is linked to the Balmora West mod where you can see the results in action. See the comment below yours..
2009-07-02 23:18:22 : thecaptain : This tutorial really helped me, thanks.
2009-06-30 03:21:09 : daveF : Thx for the support, Sun. I will be making a dialog tut soon to accompany the Balmora West mod. It will also include a quest, journal entries, and all tie up together. You'll be able to read the tut and, at the same time, see the dialog/journals etc. in the mod file using the CS. Should be pretty useful...
2009-06-29 23:52:10 : Sun Tzu : Wow, this tutorial is great. To be honest... I was completely new a week ago to all this, but, this had helped me understand ALOT. Although, since this tutorial was so good, I recommend making one for dialogue, that is the hardest part in the Morrowind Construction Set in my opinion. And, possibly a tutorial on \"making quests\" and \"journal entries\".
2009-06-22 18:22:46 : daveF : wartyg, you can't play an npc, but you can create as many as you like. as for joining clan quarra, i'm not exactly sure what you mean. you, the player can join clans and guilds.
2009-06-22 18:07:30 : ushiomi5 : you can just right click the object to rotate it
2009-06-22 10:08:53 : wartyg : can you join clan quarra??? by making your own npc
2009-06-21 01:07:11 : daveF : eduthegamer, you rotate objects as it says in the keyboard shortcuts above - RShift/Mouse Move----------Spin object/s
2009-06-17 16:11:34 : eduthegamer : Hello, how do I rotate the objects in the construction set?
2009-06-08 22:51:08 : daveF : Saito, glad you like the tutorials, and yes, you can do great things with the CS and become a complete megalomaniac!
2009-06-08 14:32:28 : Saito Chikar : Hey. Thanks for this mod. Really great for newbies, like me. You really can unbalance the game once you know how to mod... Thanks again! +rep!
2009-06-08 14:32:17 : Saito Chikar : Hey. Thanks for this mod. Really great for newbies, like me. You really can unbalance the game once you know how to mod... Thanks again! +rep!
2009-06-04 11:05:55 : helped : ok ok thanks alot
2009-06-02 19:26:29 : daveF : i really dont know, helped. maybe u can find the author of the mod and mail him. that's the only thing i can suggest, unless anyone else can help.
2009-06-02 16:05:08 : helped : i have this vader mod and i already put the mod into the game but when i wear the armor it apears to be invinsible .. how can i fix this problem?
2009-05-20 00:25:39 : daveF : marissa, i've made a change to this page next to creating an NPC . It's in bold. Set his AIwander there..
2009-05-20 00:17:27 : daveF : marissa, make sure his aiwander is off, that he is a 'trader', that he has ownership of goods on his person or in a chest
2009-05-19 22:18:32 : marissa : it doesnt work. when i tested it, there was no barter option and the trader walked around the city, not staying put behind the table. i don't know what to do!!
2009-05-14 22:34:23 : :
2009-05-03 08:39:20 : caleb : what country are you from? down in Australia they're like 20-30 dollars (we're fairly poor too(makin our house))
2009-05-03 03:59:48 : daveF : caleb, that's a shame, you could try buying another disk - they're pretty cheap these days.
2009-05-03 00:09:08 : caleb : well I think its useless for me to keep trying so im giving up (*sad sigh*)
2009-05-02 02:46:20 : caleb : nup doesn't work
2009-05-02 01:55:29 : caleb : no it just goes into the game but im going to reinstall morrowind and tes 3 and hope i can get it to work
2009-05-02 01:55:27 : : no it just goes into the game but im going to reinstall morrowind and tes 3 and hope i can get it to work
2009-04-30 23:29:19 : daveF : its the morrowind launcher executable in your morrowind folder. its called Morrowind Launcher.exe and it lets you set mod files for playing. look on the morrowind disk.
2009-04-30 22:43:05 : caleb : hmmmmm.... wait a minute where is this morrowind launcher? is it a folder or an actual launcher?
2009-04-30 22:41:28 : : hmmmmm.... wait a minute where is this morrowind launcher? is it a folder or an actual launcher?
2009-04-30 18:43:54 : daveF : Morrowind Launcher.exe?? Data Files? doesn't work? theres somethin wrong with ur installation then..
2009-04-30 10:25:38 : caleb : well i try to open up morrowind launcher but it just goes into the game
2009-04-29 22:53:29 : caleb : well i was going to say no but i missed something you said so ill try that agian this afternoon (gotta go to school)
2009-04-28 12:13:09 : daveF : caleb - does it work now???
2009-04-28 10:29:09 : caleb : well i think that might be it 'cause ive never done that... *sets up tes 3 cs* tk tk tk......
2009-04-27 14:27:01 : daveF : you load your mod into the cs. you also need to load it into the game. morrowind launcher/datafiles/choose your mod, launch morrowind, play..
2009-04-27 09:55:27 : caleb : that was me back there
2009-04-27 09:54:15 : : ...set as active file it says active file then i click ok then it loads and stuff then i go into morrowind... its not there! can you help me?
2009-04-27 09:50:30 : caleb : aaaaaarrgghhh! freaking machine! (or me) maybe theres somthing ive missed, anyways ive got my mod (kretch's market wonderland) i save it in the data files in no particular folder just outside i click save then i go into file data files and
2009-04-19 22:11:46 : caleb : well I'll ty that and hopefully it'll work!
2009-04-19 18:54:36 : daveF : ...and select the mod you wish to make active..easy peasy! (even for someone who's 10)
2009-04-19 18:52:55 : daveF : caleb: quote:All the important data files that are used by Morrowind/Tribunal/Bloodmoon are loaded into a sub-folder of the Morrowind folder called 'Data Files'...Open the CS and take a look at the opening page. Go to the menu File/Datafile
2009-04-19 02:35:08 : caleb : ummmm... well if you must know im only ten (heh...)
2009-04-18 22:32:05 : daveF : yeah, it can be tricky and a bit frustrating but you just have to persevere.
2009-04-18 16:29:27 : : im finding it really hard to position NPG's and also positioning my view
2009-04-18 00:50:59 : daveF : caleb, you load the mods into your datafiles directory as per the newbie tutorial...
2009-04-17 06:20:33 : caleb : how do you get the mods onto the actual game? (probably a dumb question but hey, I am dumb.)
2009-04-14 07:14:04 : ghf : thanks you! this has been very helpful. just learning the basics ive turned balmora into one huge marketplace! thanks again!
2009-04-14 07:10:04 : ghf : thanks you! this has been very helpful. just learning the basics ive turned balmora into one huge marketplace! thanks again!
0000-00-00 00:00:00 : nme1 : thought it was very useful. thx


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