Editing Bethesda Tutorial Layout Part 1
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Before we can do anything else, we need to create a space to work in. This is most commonly done by duplicating an existing cell. The cell you choose will bring over some data you may need to modify, but we'll deal with that later. For now, go to the '''Cell View''' window, locate and right-click on the interior cell '''aaaMarkers''' and choose '''Duplicate Cell'''. You should see a new cell appear in the Cell List just below it. Rename this new cell by selecting it and pressing F2. We'll call this dungeon '''LokirsTomb'''. | Before we can do anything else, we need to create a space to work in. This is most commonly done by duplicating an existing cell. The cell you choose will bring over some data you may need to modify, but we'll deal with that later. For now, go to the '''Cell View''' window, locate and right-click on the interior cell '''aaaMarkers''' and choose '''Duplicate Cell'''. You should see a new cell appear in the Cell List just below it. Rename this new cell by selecting it and pressing F2. We'll call this dungeon '''LokirsTomb'''. | ||
Now that you have your own interior cell to work with, be sure to select the LokirsTomb cell (and ''not'' aaaMarkers) and delete | Now that you have your own interior cell to work with, be sure to select the LokirsTomb cell (and ''not'' aaaMarkers) and delete everything currently inside, as we'll want to start fresh. Don't worry about deleting the navmesh for now. We'll get to that later. | ||
Right click on the LokirsTomb Cell and pick "View" to assign it to the render window. | Right click on the LokirsTomb Cell and pick "View" to assign it to the render window. |