How to Use the Skyrim Creation Kit
Creating a Dungeon Level
Your First Room
In the Cell View window, right-click on aaaMarkers and select Duplicate Cell. A new cell named aaaMarkersCOPY0000 will appear below it, as in the following image:
Select aaaMarkersCOPY0000 and press F2. Type in a name for your dungeon; in this example, we’ll name it DenofEvil.
Locate and select the DenofEvil entry, then delete the objects in the right-hand side of this window. Right click on the DenofEvil cell and select View. We can now begin creating our room.
If it’s not already open, access the Object Window by clicking View, then Object Window. Expand the WorldObjects tree, then Static, Dungeons, Dwemer, and finally, SmRooms.
Click on DweRmSmWall01, as shown in the image below:
Drag DweRmSmWall01 into the Render window. In the Cell View window, right-click on DweRmSmWall01 and select Edit. Change the wall’s X,Y,Z positions to 0,0,0, as shown below:
Double click on DweRmSmWall01 in the Cell View window to center our view on it in the Render Window. The default view is from above; hold Shift and move your mouse to orbit around the object; scroll the mouse wheel to zoom in and out; hold the middle mouse button and drag to pan. To reset to a top view, double click on DweRmSmWall01 in the Cell View again.
Before we add any more walls, we need to make sure the pieces will line up. Right-click in the Render window and select Render Window Properties. Select the Movement tab, ensure Snap to Grid and Snap to Angle are selected and set them to 128 and 45, respectively, as in the image below:
Click Apply, then Close. Select the object in the preview window and hit CTRL+D to duplicate it atop itself. Left-click and drag the new wall upward until it locks into place, as in the image below:
Duplicate the object again, slide it over, then rotate it 90 degrees by holding right-click and dragging. Continue duplicating, dragging, and rotating pieces of wall until you get something that looks like this:
You’ll notice the corner pieces are missing — we’ll add those in now. In the Object Window, select DweRmSmCorIn01 and drag it into the Render window. In the Cell View window, right click on it and select Edit, then zero the position to 0,0,0 as you did with the first object.
Drag this piece into the upper right corner of the room. Duplicate it, rotate it, and fill in the other three corners. The result should be:
We’re almost done. To fill in that hole in the center of our room, locate DweRmSmMid01 in the Object Window and drag it into the Render window. Zero it in, then drag it into place. Duplicate it to finish filling the gap, and our room is complete.
Time to test it out in-game.
Save the mod, boot up Skyrim, and load the data file. Open any saved game, then bring up the console by hitting “~” on your keyboard. Type in, “COC DenofEvil,” and hit Enter to teleport yourself into your newly-created dungeon.
NOTE: You cannot do this from the “start screen.” You must actually load into the game.
It’s not much to look at yet, but you’ve just learned how to lay down a basic dungeon layout. Experiment with different pieces to build corridors, passages to other rooms, columns, etc. Have fun with it, because next, we’ll look into decor.