Difference between revisions of "Creating Large Worldspaces"

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With tools in hand and some practical experience with using them you are now ready to go.  
With tools in hand and some practical experience with using them you are now ready to go.  


In keeping with the suggested order of things as discussed at the start of this article a large world space mod begins with the creation of a landmass. This is done using the heightmap editor. The recommended way to do this is through a new plug in, i.e. a new [[Glossary#E|.esp]]. Oblivion.esm is not needed at this point so it should not to be loaded. The reason for this is simple. Oblivion.esm requires RAM. Not having Oblivion.esm loaded means more RAM is available for the CS. This will help prevent crashes and it will mean shorter load times when starting the CS.  
In keeping with the suggested order of things as discussed at the start of this article a large world space mod begins with the creation of a landmass. This is done using the heightmap editor. The recommended way to do this is through a new plug in, i.e. a new [[Glossary#E|.esp]]. Oblivion.esm is not needed at this point so it should not to be loaded. The reason for this is simple. Oblivion.esm requires RAM. Not having Oblivion.esm loaded means more RAM is available for the CS. This will help prevent crashes, and it will mean shorter load times when starting the CS.  


Even if you have already started work on other aspects of your mod you will still want to start your mod with a separate plugin. As you go through this article the reasons will probably become more obvious. If nothing else starting a new .esp decreases the chance of corrupting your previous work and vice versa.
Even if you have already started work on other aspects of your mod you will still want to start the new world space portion of your mod with a separate plugin. As you go through this article the reasons will probably become more obvious. If nothing else starting a new .esp decreases the chance of corrupting your previous work and vice versa.


Next you'll want to define your world space in the CS (World > World Spaces > New, give your new world space a name, and adjust the settings as desired within that window. You can change climate and water settings later. The map will come last. Now, before you open the heightmap editor save the mod again. Now if the CS crashes during your first session you will at least have your world space defined.
Next you'll want to define your world space in the CS (World > World Spaces > New, give your new world space a name, and adjust the settings as desired within that window. You can change climate and water settings later. The map will come last. Now, before you open the heightmap editor save the mod again. Now if the CS crashes during your first session you will at least have your world space defined.
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