Difference between revisions of "Creating Large Worldspaces"

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→‎Testing the New Worldspace: Added some depth to this section
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==== Testing the New Worldspace ====
==== Testing the New Worldspace ====


When testing your .esm always have it loaded in the 01 index so extra steps (in particular moving worldspaces and removing vwd references from trees) aren't needed in order to get an idea of what your new worldspace actually looks like. If you don't know how to do this you may wish to take a few moments and read up on [[Oblivion Mod Manager]] or [[Wrye Bash]] and learn how to manage your load order.  
When first testing your new worldspace.esm you should always have it loaded in the 01 Mod Index - in other words directly after oblivion.esm. If you don't know how to do this you should take a few moments and read up on [[Oblivion Mod Manager]] or [[Wrye Bash]] and 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. Then create a temporary plugin that allows you to get to your new worldspace.  
The reason you do this is because for one, other mods may interfere with your new worldspace.esm. These problems are rooted in some common issues that have a relatively easy fix. So since it's likely that placing your worldspace.esm in the 01 Mod Index will interfere with other mods you should employ the simplest temporary fix and have only oblivion.esm and your worldspace.esm active. Start a new game with a new character for testing and then "cheat" your way into your worldspace. There several ways to do this. See below for two.


=====Notes=====
=====Method 1: Create an Exploration Plugin =====


*An example exploration plugin: create a door in the Imperial Prison cell where you start the game that teleports you to a door in your new worldspace. Just make sure you don't merge this .esp file with your esm. It might also be handy to drop a horse in your new worldspace using this same temporary plugin so you have something to explore the terrain with. Make sure you give ownership to the Player so the horse doesn't run off when you dismount.  
Create a door in the Imperial Prison cell where you start the vanilla game. Set the door up so it teleports you to a door in your new worldspace. Just make sure you never merge this .esp file with your esm. It might also be handy to drop a horse in your new worldspace using this same temporary plugin so you have something to explore the terrain with. Make sure you give ownership to the Player so the horse doesn't run off when you dismount.
Keeping this plugin handy can also help when testing regions later in this article. You can move your door and horse to various locations around your worldspace as you generate your region test areas.


*Keeping this plugin handy can also help when testing regions later in this article. You can move your door and horse to various locations around your worldspace as you generate your region test areas.  
=====Method 2: Use the Console=====
 
Open the console (~) while in the game.
 
Type: COW MyWorldSpace 0,0
 
Replace 0,0 with whatever cell location you want to visit.
 
Replace MyWorldSpace with the ID of your WorldSpace.
 
====Distant LOD Issues====
 
This is a quick explanation of the "problems" mentioned in the above section '''Testing the New Worldspace'''. This information has been inserted here to help you understand the "problem" so you can find the solution later when you start creating the DistantLOD for your worldspace. This was taken from the [[Landscape LOD Tutorial]].
 
''If your distant LOD land does not show up, it is recommended that you use TES4Gecko to add your World Space to the Master Index, which will make it appear in the game regardless of other moderations and regardless of load order.''
 
''To do this: Download TES4Gecko (http://www.tesnexus.com/downloads/file.php?id=8665)<br/>Install TES4Gecko according to the instructions included with it. <br />Once you start TES4Gecko, go to the "Move Worldspaces" function.<br />Then select the .esp that contains your worldspace.''
 
''This will edit your .esp so that the game sees your landscapes as part of the original game rather than as a moderation.  It also changes the names of the files in \meshes\landscape\lod and \textures\landscapelod\generated to match the changes made to the .esp.''


== Region Generation ==
== Region Generation ==
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