Difference between revisions of "Creating Large Worldspaces"

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== Introduction ==
== Introduction ==
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Once you have a handle of the related tools, you can begin. Even if you already have significant aspects of your mod completed, you should ALWAYS start a new worldspace within a new .esp. The reason for this is simple, if you're only loading your worldspace in the CS and not some other mod, the CS has more memory free so crashes are less frequent. The added benefit of not having some chance of screwing up the mod you already worked on is pure bonus.  
Once you have a handle of the related tools, you can begin. Even if you already have significant aspects of your mod completed, you should ALWAYS start a new worldspace within a new .esp. The reason for this is simple, if you're only loading your worldspace in the CS and not some other mod, the CS has more memory free so crashes are less frequent. The added benefit of not having some chance of screwing up the mod you already worked on is pure bonus.  


Start a new .esp, loading only Oblivion.esm. As soon as the CS is done loading, save this .esp with a name you will recognize later. Now define your worldspace in the CS. Don't create any terrain for this worldspace quite yet, just have it defined. Save the mod again. Although this may seem a bit redundant, some aspects of the heightmap editor (notorious for being problematic as you probably know) don't work particularly well when working on a worldspace which has not been saved (it's a memory thing); saving the mod records the definition of the worldspace within the .esp, so it is more stable (or something). Now you can begin within the heightmap editor.
Start a new .esp, loading only Oblivion.esm. As soon as the CS is done loading, save this .esp with a name you will recognize later. Now define your worldspace in the CS (World > World Spaces > New, give it a name and adjust the settings as desired within that window (you can change climate and water settings later, map will come last (none of these are covered in this primer))). Don't create any terrain for this worldspace quite yet, just have it defined. Save the mod again. Although this may seem a bit redundant, some aspects of the heightmap editor (notorious for being problematic as you probably know) don't work particularly well when working on a worldspace which has not been saved (it's a memory thing); saving the mod records the definition of the worldspace within the .esp, so it is more stable (or something). Now you can begin within the heightmap editor.


In the heightmap editor, you now have to make a very important choice about how large you want this worldspace to be. If 4 quads (64x64 cells) is enough space for your mod, you can skip to the next part. If you need more space, or want to have your worldspace offset from 0,0 several quads, you should "generate overview" now, and move to where the quads you want to start on should be located (don't save any terrain). Although your worldspace may eventually be larger than 4 quads, for the sake of memory and stability, you should never work on more than 6-8 quads at any time.  
In the heightmap editor, you now have to make a very important choice about how large you want this worldspace to be. If 4 quads (64x64 cells) is enough space for your mod, you can skip to the next part. If you need more space, or want to have your worldspace offset from 0,0 several quads, you should "generate overview" now, and move to where the quads you want to start on should be located (don't save any terrain). Although your worldspace may eventually be larger than 4 quads, for the sake of memory and stability, you should never work on more than 6-8 quads at any time.  
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