Snap to Grid works in a scale of 4 (64 and 32, for large objects, 16 and 8 for medium objects, 4 and 2 for small objects, for example). Make sure Snap to Grid is on, and I would recommend setting it to about 4 or 2 for the bed. Right click the Render Window and open the Render Window Properties and select the Movement tab. This is one step into getting the player the Well Rested bonus. Under Faction change it to PlayerBedOwnership. For the next step, double click on the bed, and select the Ownership tab. Replace both of the CommonShelf01 with DLC2DarkElfShelf01. Switch the CommonBed01L with DLC2DarkElfBed01L. So to begin changing things, click on the bed, and hit CTRL F and it will pull up the search and replace.
This is what will be used for the safe storage. Containers are where items are stored, or in the case of a dungeon, where loot will be found. Furniture is anything a player can interact with such as a chair or bed, or the crafting stations like a Cooking Pot. Statics can be anything from architecture, to rocks, to other things that do not animate or have havok physics. Since there is already some furniture, statics, and containers placed I can just swap them. The Alchemist's Shack already comes with a bed, containers, and an Alchemy Lab.įor my mod, I will be changing the furniture included to use the Dark Elf Furniture from Dragonborn. A Cooking Pot and other crafting stations are nice to include for a player's convenience, though not necessary. If it did, anything stored would be lost. Safe storage is storage that does not respawn. Player homes will usually have a bed and safe storage. Since the Alchemist's Shack is already pre-built and in an exterior with Navmesh already done, it will make things easier to work with. Once its selected, double click on the AlchemistsShackExterior cell. After its done loading the master's, go down to the Cell View and make sure Tamriel is selected for Worldspace instead of Interiors. I'll be using Dragonborn for my house mod. So to start, open the CK and load the masters. Make sure to save it.įor this tutorial I will be editing the Alchemist's shack. Add bAllowMultipleMasterLoads=1 under the general section. An additional step has to be made to load more then one DLC in a mod. Scroll down to SResourceArchiveList2=Skyrim and after Update.bsa (assuming you have all three DLC), add Dawnguard.bsa, Hearthfires.bsa, and Dragonborn.bsa. Go into your Skyrim directory, open up SkyrimEditor.ini. If one doesn't, the CK will not be able to load the DLC assets and crash.
HOW TO USE TES5EDIT WITH DLC MOD
I would also recommend cleaning the master's (Update, and the DLC) with TES5Edit before getting started on a mod.īefore one can mod with the DLC, they need to add the BSA's to the SResourceArchiveList2=Skyrim. So first you'll need the Creation Kit, so get that installed if its not already.
HOW TO USE TES5EDIT WITH DLC HOW TO
I'm going to cover how to use the DLC, how to search and replace, disable, and how to create custom containers.
I suggest reading the Creation Kit Wiki's tutorials first before reading this tutorial. This tutorial is going to be about making a simple house mod. I apologize for not having posted anything after my first post, but I haven't had any ideas or inspiration for modding tutorials since.