Difference between revisions of "Creating Large Worldspaces"

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=====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.  


*Keep in mind that within an .esm you cannot have any changes to a vanilla worldspace (even placing a door in a vanilla exterior) without causing the landscape to get screwed up.  
*Keep in mind that within an .esm you cannot have any changes to a vanilla worldspace (even placing a door in a vanilla exterior) without causing the landscape to get screwed up. In other words no .esm can edit anything from a worldspace located in another esm. Doing so will essentially wipe out all non-persistent objects in that worldspace. However, any esp can safely edit any worldspace that is located in any esm or any worldspace that is located in any esp. So, if you're going to make changes to a vanilla oblivion worldspace or a worldspace located in an esm from another mod it is safest to keep that content and those changes in an .esp file. It is okay, of course,  if these changes are intermixed with other functions and features of your mod. You just want to be sure you don't allow changes to a worldspace located in an esm to make their way into your .esm file. Keep them in an esp. Otherwise odd errors and undesirable behaviors will occur in the game.


*Once you have trees and other content, you will also need to clear out all the VWD flags for your worldspace using TES4Edit in order for your worldspace 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.
*Once you have trees and other content, you will also need to clear out all the VWD flags for your worldspace using TES4Edit in order for your worldspace 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.
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