Difference between revisions of "Creating Large Worldspaces"

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==== The World You Have Created ====
==== The World You Have Created ====


When testing your .esm, always have it loaded in the 01 index so that extra steps (in particular moving worldspaces and removing vwd references from trees) aren't needed in order to get an idea of what the terrain really looks like. If you don't know how to do this, you may wish to take a few moments with [Oblivion Mod Manager] or Wrye Bash to learn how to manage your load order. If placing your .esm in the 01 index interferes with other mods, you may just want to create a new character with only your worldspace active and just cheat your way to this space.
When testing your .esm, always have it loaded in the 01 index so that extra steps (in particular moving worldspaces and removing vwd references from trees) aren't needed in order to get an idea of what the terrain really looks like. If you don't know how to do this, you may wish to take a few moments with [[Oblivion Mod Manager]] or [[Wrye Bash]] to learn how to manage your load order. If placing your .esm in the 01 index interferes with other mods, you may just want to create a new character with only your worldspace active and just cheat your way to this space.


As a sort of brief summary of this whole article so far - you will use TES4Gecko to convert the worldspace.esp mod to an .esm and make modifications and changes to that world 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. When you have finished work on the ''content'' .esp you will merge the ''content''.esp into the worldspace.esm with TES4Gecko for the release of your mod.  
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.


=====Notes=====
=====Notes=====
*Make sure if you're making changes to the vanilla oblivion worldspaces that you keep that content in an .esp file. It is okay if these changes are intermixed with other functions and features of your mod. You just want to be sure you don't allow changes you've made to the vanilla worldspaces into an .esm file as this will cause errors and odd, undesirable behaviors in the game.


*For a particularly large worldspace, you have no option other than using .esm format for release, and will need to make adjustments related to this as far as connections, quests, and LOD data is concerned.  
*For a particularly large worldspace, you have no option other than using .esm format for release, and will need to make adjustments related to this as far as connections, quests, and LOD data is concerned.  
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