Difference between revisions of "Creating Large Worldspaces"

832 bytes removed ,  16:13, 20 January 2011
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This not the only way of generating dummy terrain, but is probably the most straight-forward. Another method likely exists if you are using several playable worldspaces within a non-playable parent worldspace, as a means of unifying them all together, but this can become rather difficult to manage.
This not the only way of generating dummy terrain, but is probably the most straight-forward. Another method likely exists if you are using several playable worldspaces within a non-playable parent worldspace, as a means of unifying them all together, but this can become rather difficult to manage.
====Article Summary====
As a sort of brief summary of this whole article so far - use TES4Gecko to convert the worldspace.esp mod to an .esm. As you continue to make modifications to your worldspace do so in the form of additional .esp files that are then cleaned and merged with the worldspace.esm file. When it comes time to create the ''content'' (quests, buildings, NPCs, items, dungeons, etc) this information will be saved in an .esp that is based on and requires both your worldspace.esm file as well as the oblivion.esm file loaded. If you are making changes to the vanilla worldspaces you will keep those changes in a separate .esp file that you will '''never''' merge with your .esm file. When you have finished work on the ''content'' .esp you will merge the ''content''.esp into the worldspace.esm with TES4Gecko. 


[[Category:World]]
[[Category:World]]
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