Difference between revisions of "Creating Large Worldspaces"

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Keep in mind that if your new world space project will make changes to a world space located within another .esm - like for example the vanilla Oblivion world spaces located in Oblivion.esm - those changes must be kept in an .esp file rather than an esm. Otherwise odd errors and undesirable behaviors will occur in the game. (Essentially, not following this guideline wipes out all non-persistent objects in the edited world space.) So, if your world space will be saved in an .esm file, and your mod will makes changes in a world space in another .esm, your mod will require a separate and additional .esp for any changes you intend to make to any .esm-based world spaces. An .esm CAN safely link to another .esm's interior cells, and it CAN include scripts to place objects/NPCs into another .esm's world space without using an .esp - '''as long as''' these changes do not actually make edits to the world space directly. Still to be safe you should try to make all these types of changes in an .esp that will remain an .esp at release time.  
Keep in mind that if your new world space project will make changes to a world space located within another .esm - like for example the vanilla Oblivion world spaces located in Oblivion.esm - those changes must be kept in an .esp file rather than an esm. Otherwise odd errors and undesirable behaviors will occur in the game. (Essentially, not following this guideline wipes out all non-persistent objects in the edited world space.) So, if your world space will be saved in an .esm file, and your mod will makes changes in a world space in another .esm, your mod will require a separate and additional .esp for any changes you intend to make to any .esm-based world spaces. An .esm CAN safely link to another .esm's interior cells, and it CAN include scripts to place objects/NPCs into another .esm's world space without using an .esp - '''as long as''' these changes do not actually make edits to the world space directly. Still to be safe you should try to make all these types of changes in an .esp that will remain an .esp at release time.  


*Once you have trees and other content, you will also need to clear out all the VWD flags for your world space using TES4Edit in order for your world space to show correctly when loaded anywhere other than the 01 index. You would need to do this cleaning after every change which adds more trees, but thankfully, you only need to clean out those things which were added/moved. (Note: This final note has still not be verified in recent testing.)
*Once you have trees and other content, you will also need to clear out all the VWD flags for your world space using TES4Edit in order for your world space to show correctly when loaded anywhere other than the 01 index. You would need to do this cleaning after every change which adds more trees, but thankfully, you only need to clean out those things which were added/moved. (Note: This final note has still not been verified in recent testing.)


====Using the Heightmap Editor Part 2====
====Using the Heightmap Editor Part 2====
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