Actually, no, you don't need to extract the contents. When you go to edit and get prompted for a filename where you'd normally browse to one, you can simply paste the full path to one in the filename box and hit open. The CK will change the model path and you should see it update the preview image and everything. That's how I've been doing it and haven't had any trouble so far.
Interesting, thanks for the tip!
Is there a way to delete a property from a script?
I can delete it in the source file, but it stays in the CK dialog. There has got to be a better way than deleting the script and starting over. (I can cut&paste the script body, to save it, but I'm still left with a lot of props to redefine and initialise...
Recompiling a script with the internal editor works for me.
Great thread idea. This should be stickied or something! Would probably be a handy reference in the future when it's several pages long.
http://www.gamesas.com/topic/1223373-quick-questions-quick-answers-the-30th/.
Anyway my question is about world spaces. If I want to build a castle, for example, I need to have a world space with Tamriel as the parent (from my understanding). But the question is, do I create a new one from scratch? Or do I need to browse the entirely of Skyrim in the editor until I find a spot and... somehow copy an area? Or just start building there? I'm a bit confused as you can tell.
If you want to add a castle you can just start building somewhere in Tamriel. The cities are in separate worldspaces because the consoles can't handle them in the main worldspace. There's no need to do this for your mod unless you're planning something extreme.
Also as a bit of a side question, what if I wanted to modify a current castle ruin? For example have a quest to clear it out and then a "builder" appears and you can pay him to upgrade sections similar to a player home... I might be getting into more complex stuff than a quick question thread is meant for, but any help is much appreciated. Last night I was just getting familiar with Interior cells and totally got lost when I loaded Tamriel lol.
(EDIT: I think with the upgrading stuff you just assign the new parts as disabled, right? And then when you make the improvement a script will swap all the enabled ruins flags to disabled, and turn all the disabled nice parts to enabled...?)
You're correct. The easiest way to enabled a large number of references i to link all the disabled parts to one specific reference by setting that reference as their parent. Enabling the parent enables all the attached references. An Xmarker is useful for this.
How do you check if the player is falling? The function exists because you can't fast travel whilst falling. Not sure where it's hidden though.
It could be hard-coded. I haven't seen a script function that does this.