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ContentsGround ZeroThe CellEx NihiloRADStuffComing and GoingLet There be Light

RAD

In the programming world, the term "RAD" means "Rapid Application Development", and it usually means a special tool someone uses to make complete programs real fast. Well, here in TESCS, the trick to "RAD" (Rapid Architectural Development) is getting the hang of Ctrl+D, camera panning and zooming, and moving objects on just one axis with the X, Y, and Z keys.
You're going to need one more Static, the v_s_int_wall_01, in order to accomplish the completed bare-bones room shown in the original blueprint. Here's a top-down view of what it should look like when you're finished:
TESCS Static Window
But I'm not going to walk you through it, this time. Get the hang of all the different keyboard shortcuts you need to use, mess up a few of the pieces and get them back into place. Once you've got the above assembled properly, and you feel pretty comfortable with your RAD skills, we'll move on to interior decoration.
Want a handy list of shortcut keys available for when you forget what the one is for zooming in without using the middle mouse wheel? From the editor, click Help, go to Contents, open the Building and Editing topic, Main Editing Windows, and The Render Window. (There's also a link to the same item in Getting Started: What is the Construction Set?, the very first topic.)
As you're working, you may start to feel like it's about time for that first Save. You certainly don't want to wait until you've got fifteen more Statics down, even if having to start over due to a sudden lightning strike would mean honing your RAD skills to an even sharper edge.
Go to the File menu, and simply hit Save. Since this is the first time you've chosen to save, you'll get a dialogue box asking you for the name of your mod (your ESP), and its location. Stay with the default location, since this is where the game looks for ESPs, and name it whatever you like.
And now for a bit of a detour:

What exactly is an ESP file? What kind of information gets stored in it? These may sound like boring details to you, grasshopper, but preparing yourself now for the gritty reality of designing user-friendly, clean mods is much better than realizing halfway through your uber money-dungeon-hack mod that you've been going about it all wrong.
Let's go back to the File menu, and choose Data Files this time.

TESCS Static Window
You'll see your own mod listed, marked "Active File" (since it's the one you're working on, making changes to), with Morrowind.esm checked as well (remember that this is where you get all of your objects from), and there's a space where you can add notes. Now click the Details button:

TESCS Static Window
What we have here is a list of everything you've either added to or changed in the world. That is, when you play the game with this plugin activated, all of the things in this list are what get changed.
"Well, funny, why all of those extra things in Seyda Neen?" you should be wondering. (And your list may indeed appear quite different than the one pictured.) Well, those objects are marked as "different from original" because you played around with them when you were first experimenting in Seyda Neen. "But hey! I don't want my mod to change anything like that! How do I undo all of that?" you should be wondering. (You had better be wondering!) Indeed, making sure your mod is "clean" should be a priority concern of yours, especially when you're developing a mod you intend on providing to the general public!
I have a more in-depth tutorial that covers everything about designing and maintaining a clean ESP, but for now, to keep things simple, we'll just leave this list as it is. If you're really very concerned about changes you've made in Seyda Neen or elsewhere, then feel free to scrap your mod and start again from scratch: in the Data Files screen, double-click to de-select your plugin, and with just the Morrowind.esm selected, click OK. You'll re-load the master with no changes, and you can start again from "Ex Nihilo". When it comes time to save, just overwrite your old plugin with the new one. A "clean" details list on your Data File would look like so:
TESCS Static Window
When you're done browsing in the Data Files window, hit Cancel. Clicking OK will re-load whatever you have selected, but if you were just there tofrom scratch: in the Data Files screen, double-click to de-select your plugin, and with just the Morrowind.esm selected, click OK. You'll re-load the master with no changes, and you can start again from "Ex Nihilo". When it comes time to save, just overwrite your old plugin with the new one. A "clean" details list on your Data File would look like so:
TESCS Static Window
When you're done browsing in the Data Files window, hit Cancel. Clicking OK will re-load whatever you have selected, but if you were just there to look around, Cancel will return you right to where you were working.
Note that when you exit the editor and come back, you'll use the Data Files dialogue to select both Morrowind.esm and your plugin file, to resume work on it. You'll also need to choose "Set as Active File" on your plugin file in order to actually make new changes to it. You'll be reminded of this should you not select an Active File.
ContentsGround ZeroThe CellEx NihiloRADStuffComing and GoingLet There be Light
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