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Getting started...........this page contains links to all the files and instructions that a modder
needs to start working on the Wheel of Time Mod.
Table of Contents
Installing the Base ESM
Installing_the_Maps
Installing_the_additional_items
Using_the_construction_set
Testing_in_the_game
Merging_and_Modding
Development Process and Standards
General building guidelines
The base ESM is the ESM that all modders will load up when working. It
contains all the items, scripts, NCP's, dialog, quests, dialogs, etc.
Everything but the exterior and interior cells.
The latest version was modified on 7/9/2004.
Zipped it is 315 kb.
Unzipped it is 2.5 MB.
Instructions for downloading and setup:
- Download the base ESM from:
..\ftp\Scripts and esp\WOT_Base.7z
- The base ESM is in 7zip format. You can download 7zip from:
http://www.7-zip.org.
- Unzip the WOT_Base.7z. A single file called WOT_Base.esm will be extracted.
- Run 7zip.
(Start, Programs, 7-Zip, 7-Zip File Manager)
- Open the Manager and browse to where you downloaded the file in step
1.
- Right-click on the file WOT_Base.7z and select Extract
Files.
- When the Extract screen opens, click on the [...] button.
- Browse to the Morrowind Data Files folder. On most computers
this will be:
C:\Program Files\Bethesda Softworks\Morrowind\Data Files
- Select OK in the Browse For Folder screen.
- Leave all options set at the default on the Extract screen.
- Select OK.
- The ESM will now be ready for use.....but, read on. You need
more files....
The map is currently split into 12 segments, although we will probably merge
those into 4 segments. You can download all the segments or just the ones
you will build cells in. See
Base_ESM_Build.htm, Grid-40 to see the segments and the cities and regions.
Each map segment is around 26 MB unzipped.
They are anywhere from 300 kb to 900 kb zipped.
Each map segment contains 1600 exterior cells and one door in an interior
cell.
Downloading and Installing the Map
- Download the map segments by going to the FTP section (Files and
Pictures) or clicking below:
..\ftp\Scripts and esp\WOT_A1a.7z
..\ftp\Scripts and esp\WOT_A2a.7z
..\ftp\Scripts and esp\WOT_A3a.7z
..\ftp\Scripts and esp\WOT_B1a.7z
..\ftp\Scripts and esp\WOT_B2a.7z
..\ftp\Scripts and esp\WOT_B3a.7z
..\ftp\Scripts and esp\WOT_C1a.7z
..\ftp\Scripts and esp\WOT_C2a.7z
..\ftp\Scripts and esp\WOT_C3a.7z
..\ftp\Scripts and esp\WOT_D1a.7z
..\ftp\Scripts and esp\WOT_D2a.7z
..\ftp\Scripts and esp\WOT_D3a.7z
- Use the instructions above for the WOT_Base.esm to unzip these files
and place them in your Data Files folder.
- You are now ready to mod. Just open CS. Load
WOT_Base.esm. Load which ever map segments you want. And
go.....but wait, there is more....
We have some additional items that are not found in the WOT_Base.esm.
These are creatures, furniture, interior and exterior statics etc not found in
Morrowind, Tribunal, or Bloodmoon.
The items are compiled in the ESP's below. In the future, they will be
merged into the WOT_Base.esm. We will inform you when that happens.
For now, just use the items from here.
A full list of the items and the
authors of the items is found here: ESM ESP Build Tracking - html sheet.
Report all errors to
kiriel.
WOT1Items.esp
10 MB compressed 40 MB
uncompressed
WOT1Creatures.esp
19 MB compressed
98 MB uncompressed
Instructions for downloading and setup:
- Download additional statics and misc items from from:
ftp\Scripts and esp\WOT1items.7z.
- Download additional creatures from:
ftp\Scripts and esp\WOT1Creatures.7z.
- The downloads are in 7zip format. See the above section on instructions for using 7Zip.
This is the same for extracting this file.
- Unzip the file into the Data Files folder.
You can unzip anyplace on your drive though.
If you do this, copy the entire structure
into your Data Files folder.
- This will install meshes, textures, and icons in the WOT standard
folders:
Data Files\Textures\WOT\x
(where x is the
folder named for the creator of the texture.) Data Files\Icons\WOT\x
(where x is the specific directory such as m for misc.) Data Files\Meshes\WOT\x
(where x is the specific directory
such as f for furniture.)
Data Files\Sounds\WOT\x
(where x is the specific directory
such as cr for creatures.)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Note: When adding items
from other mods, use the mods found here.
- If the item you want isn't in the above mods, check the
ESM ESP Build Tracking - html sheet
to see if it is on the list.
- DO NOT add items from other mods on your own.
Inform Kiriel that you want the item and it will be added to the next set of
ESP's or in a modified version of an existing one.
This rule is in place to keep things organized and not have multiple people
adding the same things.
- If you are making your own retextures and models, add
them to a separate ESP and send them to Kiriel. Kiriel will add them
to one of the official item ESP's. Use the rules found in
Development Process and Standards for
naming and file location.
- If you are making your own retextures and models BUT
don't want them used for anything but your building...like a throne or some
unique item, then you may leave it to your ESP for your build. Use the
rules found in Development Process and
Standards for naming and file location.
You will be saving all your changes to your own ESP.
- Open the construction set.
- Check WOT_Base.esm.
- Check all the map segments you need for your current session.
See ModdingAndMerging.htm for help on
this.
- Check WOT1Items.esp.
- Check WOT1Creatures.esp.
- Check any additional ESP's that you are using to build with.
Warning: You must remove an ESP's
parent dependences of Morrowind, Tribunal, or Bloodmoon before you use them.
If you don't, checking them will load up those parents as well. Use
TES Dependency Tool Kit
v2.0 to remove the parent masters.
wot1items.esp already has the dependencies removed.
- Check the ESP that you are using to store your changes. Mark this
one as Active.
If this is the first time in, you will not mark any esp as the Active one.
When you save, that will become your active ESP.
- Start the game
- At the initial load screen, select Data Files.
- Turn off all the data files except:
WOT_Base.esm
All the map segments you need for your current session
WOT1Items.esp
WOT1Creatures.esp
- Select OK.
- Start the game.
Read the document ModdingAndMerging.htm
to understand how we will build this mod. It is very important that you
understand how we will build it so you know how to organize your work.
This will save us time when we go to test and merge your work.
Read the process and standard guidelines here:
Development Process and Standards
This is one of the pages in the Design Specs. It contains all the
"rules" that we have devised so far for creating scripts, retexturing, etc.
Read this before you begin.
Read the guidelines here:
General building guidelines.
This page will give modders some ideas on what to put in towns and buildings.
Most of us have read many fantasy books and are probably pretty familiar with
this, but this will help you not forget anything. If you see anything
missing, email
kiriel. |