Difference between revisions of "Talk:Creating Large Worldspaces"
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3 - This -> '''"Once an object has been placed in a cell from region generation, and once that session has been saved and ended, the object can no longer be removed by that region. Meaning that if you want to change any settings related to region items, or have overlapping regions, you would have to manually remove them cell by cell if you've already saved the mod and started a new session."''' <-- Is a little misleading. If you generate a region and found you have objects, spacing, etc that you don't like, you can remove the entire contents of the region, make adjustments, and generate the region again. And you can do this at any time during region generation. Yes, you won't want to do this after you start placing special objects like structures and NPCs, but common sense would dictate that you get your worldspace in order first before adding your game content. --[[User:Bruneauinfo|Bruno]] 14:40, 17 January 2011 (EST) | 3 - This -> '''"Once an object has been placed in a cell from region generation, and once that session has been saved and ended, the object can no longer be removed by that region. Meaning that if you want to change any settings related to region items, or have overlapping regions, you would have to manually remove them cell by cell if you've already saved the mod and started a new session."''' <-- Is a little misleading. If you generate a region and found you have objects, spacing, etc that you don't like, you can remove the entire contents of the region, make adjustments, and generate the region again. And you can do this at any time during region generation. Yes, you won't want to do this after you start placing special objects like structures and NPCs, but common sense would dictate that you get your worldspace in order first before adding your game content. --[[User:Bruneauinfo|Bruno]] 14:40, 17 January 2011 (EST) | ||
4 - The article mentions removing vwd flags - which i'm assuming refers to "viewable when distant" flags. I've searched the internet via google and haven't found any references to this. I'm sure this is not the first attempt at creating new world spaces in Oblivion, and was wondering if anyone had anymore insight on this. | |||
=== Old Notes === | === Old Notes === |
Revision as of 10:27, 18 January 2011
More Notes
As for region generation I'm not so sure the 'requirements' listed for deleting content in bordering regions is really necessary. I'm running a rather large experiment on the whole subject for the next couple days. But I think it's been over complicated a little in the original article. --Bruno 17:14, 16 January 2011 (EST)
I'm applying a different method here:
1 - I'm not worrying about having my region borders separate from my region content. First of all because it's not practical when creating a large worldspace. The potential for errors in locating region borders is tremendous. I followed the region borders instructions to the best of my ability. I then merged with the .esm. However, in many, many cases during region content generation I've already deleted some region borders and completely reconstructed them with no apparent side effect.
I lieu of the instructions I've defined all my regions generally. Next I go back into these regions and break them up into small bite-sized pieces (12-15 cells). From my testing it appears that a region twice the size of another region with the same content takes exponentially more time to generate content as the smaller of the two. It actually takes less time to break the larger one in half and generate it in two parts than it does to generate it all at once. A LOT less time. The smaller the region the more productive you will be. So I think I can recommend breaking large regions down into ones containing no more than 12 to 15 cells.
On the other hand, if your region content data is not creating a lot of objects the above suggestion can be ignored for the most part.
2 - As for deleting content in neighboring regions? I've dispensed with that suggestion entirely. I've done up-close inspections of neighboring regions where this suggestion was followed and where it was not followed - in fact abused excessively and intentionally - and found no evidence of objects being copied on top of each other. If this is happening it is minute and the suggestions for avoiding it seem more expensive time-wise than just manually deleting unnecessary objects. --Bruno 18:05, 16 January 2011 (EST)
3 - This -> "Once an object has been placed in a cell from region generation, and once that session has been saved and ended, the object can no longer be removed by that region. Meaning that if you want to change any settings related to region items, or have overlapping regions, you would have to manually remove them cell by cell if you've already saved the mod and started a new session." <-- Is a little misleading. If you generate a region and found you have objects, spacing, etc that you don't like, you can remove the entire contents of the region, make adjustments, and generate the region again. And you can do this at any time during region generation. Yes, you won't want to do this after you start placing special objects like structures and NPCs, but common sense would dictate that you get your worldspace in order first before adding your game content. --Bruno 14:40, 17 January 2011 (EST)
4 - The article mentions removing vwd flags - which i'm assuming refers to "viewable when distant" flags. I've searched the internet via google and haven't found any references to this. I'm sure this is not the first attempt at creating new world spaces in Oblivion, and was wondering if anyone had anymore insight on this.
Old Notes
(Content moved to body of article.) --Bruno 14:01, 16 January 2011 (EST)
- This all looks very good - why not include it in the main article proper? Yours looks better than what's there, for that matter!
- Dragoon Wraith TALK 15:07, 15 January 2011 (EST)
- I've noticed I have three stages of editing information:
- 1 - I try to find and follow directions.
- 2 - I find things about the directions I think are faulty and so I edit the directions
- 3 - Time passes and some or all things I thought were bunk end up being true. So I go back and edit them again.
- So instead of doing 2 in the main article, I thought it would be best to put my notes in the Discussion area first so as not to look like a fool and screw someone else up in their endeavors. :-D --Bruno 14:01, 16 January 2011 (EST)
- OK, fair enough; carry on then. Excellent work all around! That's even better, honestly - I appreciate you checking back and correcting misunderstandings even more than the initial commentary, heh!
- Dragoon Wraith TALK 16:45, 16 January 2011 (EST)