Morrowind 3 save game editor




















Today, it is used by players to create mods. If the original disc purchase of Morrowind was made, then the Construction Set came with the installation, and doesn't need to be downloaded. However, Steam users will need to download the program from another site, such as Nexus Mods.

Note that Xbox users do not have access to download or use the Construction Set. Once the files are downloaded, the user should extract the files into Morrowind 's file dictionary. From there, the Construction Set can be opened as an application. Once the user opens the files, they will be faced with a blank menu. This will allow the user to open the master file for Morrowind, which contains the game's data.

It should be noted that any DLCs should also be selected. The files will begin to open. Any warning messages can be accepted with a yes; selecting no will close the Construction Set. Note that it may be helpful to hold down enter if a multitude of messages come up.

The menus at the top of the screen are sorted out by file, edit, view, world, character, gameplay, and help. These buttons are primarily used for editing aspects of the game that can't be touched in the object window, such as creating scripts and races, as well as preforming various changes to the render window, such as toggling fog.

Below the top menu is another set of menus. Each of these buttons have their own actions, as follows. Dialogue encompasses everything a character can say to the player.

The dialogue menu can be assessed in a variety of ways. The easiest way to do so is to select the button directly from the menu above the object window. The button is the third from the end, and its icon is a chat bubble.

The menu will open after being clicked. A second way to do this is to go to the NPC tab, and select a character. From there, a "dialogue" button can be seen and selected. When building, this step is crucial. Make sure that the top two buttons on the buttonbar are toggled pressed down. The one button looks like a grid on a button, and the one next to it too that looks like an angle filled in with red coloring.

This allows for easier house construction, but makes it harder to place items "exact". It snaps house pieces together, letting you quickly build a house. To show you the effects of water in a house we are going to make a flooded house. Click on the object while holding Z down and try to move the object. You will notice that it only goes up and down.

If you attempt to drag the object without holding Z it will move side-to-side and far-to-near. Right-click and hold on the object, and moving from side-to-side will rotate the object. If you hold Z while rotating the object it will move it upside down and such. Holding X while rotating affects it as well.

Now use the Z key to place the object half in the water, half out. The water is seen as a darker "blanket" under the object, while the void is a lighter gray. To help, use these coordinated for the object , , The coordinates of your object is shown in the lower bar.

The three values in parenthesis have to do with rotating. The first three numbers should be , , The is the most important. That tells you how far down to place the object, and will end up landing part of it in the water, as you will see soon. Zoom in on it once you have it placed correctly.

Rotate and find the two "beams" on the object. That will be our next focus. We are going to put a door jam there. Using the right-mouse button, rotate it so it is parallel with the beams and use the mouse z to move down to place it right.

It looks good Its starting to look lik something now. Put in on one side of the doorway. Then put one on the other side of the doorway. It is starting to look like a stage set.

Make sure that the wall of the piece you just placed, is on the outside of the room. You just built a room. Took me a few hours to figure this out on my own. If you look carefully now, you can see the water level on the walls. Now go to the doors tab. Don't want to lose your work now. Name it test.

Now you ask That's next, but first a few tips: 1 Plan out your house first. No blueprints, just a basic idea and where everything will be. Unclick the two snap to grid options on the buttonbar. Y'know the one that had a grid on it and the one next to it with a red angle Then just for kicks, try to rotate the object.

Smoother now huh? Try building a house without those two options and i'll see ya when the next TES game comes out. Get the table into the room you want it to the big room, not the closet. When you think its placed roughly in the room. Click and hold on it and hit F. This will drop the object "tetris-style" to the floor or the first surface below it.

You can use this to place stuff on bookshelves, tables, floors, dressers, etc. From there just drag it to where ever you want it. Change your view to make sure it isn't clipping going through anything.

Fairly easy right? The best way to decorate your house is to play with some of the other objects. Remember, if you place an object and dont want it, hit Delete if it is selected.

If it is hard to select, go into the cell view window, and double-click the item you want deleted. This will select the item. Then just hit delete. Another thing to remember is, the larger an object is, the further away it will appear. If you place an object and don't see it, chances are it is behind the house or room you tried to place it in. This process will work with NPC's and enemys too. The Enchanted Editor shows you the information at this level. Its not intended for anyone who isn't willing to occassionally squint at the screen and think hard, because obviously the higher level information in CK is more meaningfully laid out.

However if you put in the effort you have complete control over everything in a plugin, master or save game, rather than the limited control you have in CK. You can always edit any file in a hex editor but that doesn't interpret information for you, which the Enchanted Editor does. So in a hex editor your character name in your save game looks like this decimal : 68, , , , , whereas in this editor it shows up as "Diesel".

Of course in this editor its shown in the structure it appears in in the underlying file rather than the nice bundled together on a form way it does in CK. TESAME, a great tool used by many modders to access at this level and clean up stuff they can't get to in the CK, also accesses at this level, but doesn't allow editing of subrecords.

This editor not only allows editing, but tailors the editing to the type of subrecord and property being edited.



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