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CaptainKruskal

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  1. Your tutorials and guides are really interesting and L3DT seems to be THE soft to make random terrains. But random terrain is not what i'm looking for. I have already a map drawn "by hand". My goal is to make sure that, respecting the real distances, one worldspace would be enough to accommodate it. And if my calculations are correct, my map only needs an area of 65 x 127 cells. That said, your website will help me, for sure !
  2. Agerweb, I realize that there is an error in my areas calculations, and in yours too :geek: If the side of a cell measures 57,6 m, the area of the cell is 57,6² = 3317,76 m². The conversion of m² to km² is not the same as m to km. We must shift the decimal point to the left by 6 rows and not 3. 3317,76 m² is equal to 0,00331776 km² and not 3,3K km². Haaaa math sweet math !
  3. Hello Tamb0 and thank you for your reply ! I recapitulate what you are saying. A worldspace should respect the following size limits: [-64,+63] on the x axis i.e. 128 playable cells . Beyond this limit, a Havok bug causes dysfunctions of NPC only on this axis.[-256,+255] on the y axis i.e. 512 playable cells. It's a natural limitation.This means in practice that your worldspace area limit is equal to 128 x 512 cells which represents approx 217 km². Do you agree ?
  4. I found a thread on the Bethesda forums where a guy explains the problem: Fixing the 64x64 cell havok bug. For when you just want a bigger world. In particular, on this thread it seems clear that there is a bug when you put some items (actors, player, etc...) beyond -64/+64 on the X axis whereas the limit is the double on Y axis. The bug is closely related to Havoc engine. I infer from all of this that if we want to create a very large worldspace, it is better to go his way and "simply" divide your worldspace into two or more worldspaces, with the problems this creates in terms of immersion. With great worldspaces comes great calculations... But that's another debate. Does everyone agree that the size limit of a safe worldspace is: [-64,+64] on (x) that is to say a total of 129 cells[-128,+128] on (y) that is to say a total of 257 cells129 x 257 cells that is equal to 33 153 cells representing an area of approx 109K km² ?
  5. Hello Agerweb, -64/+64 cells is not as the same as 64*64 cells. We can draw (x) and (y) axes and note that there are more than 64*64 cells, isn't it ? In fact, we have 128 cells on (x) and 128 cells on (y). So logically the limit size of a worldspace should be equal to 128*128 (?) -You say that a cell is approx 3.3km². Knowing that 128*128 = 16384 cells and that a cell is approx 3.3km², the area of 16384 cells is equal to 16384 * 3.3 = 54067 km² so you're right ! -Concerning Skyrim, I don't understand how this is possible. Skyrim is a worldspace too and the game runs even though the continent has an area larger than 64*64 cells. What do you think about it ?
  6. Hello guys, I've read some old threads where it's said that there is a Havoc bug preventing a worldspace to exceed -64/+64 cells. Is it still relevant ? Am I wrong ? Second question: If my worldspace contains 128*128 = 16384 cells so this is equivalent to 943,72 km². It seems unbelievable. Am I wrong somewhere in the calculations ?
  7. I have a team with me but I really want to start on solid foundations. And yes i'm new, a little bit. But i have some skills. I know that 99% of projects never starts. I'd like to be in the 1% remaining, that's why I ask some questions.
  8. Okay so it seems to be a simple solution. I thought it will be more complicated. I like to start from scratch and have no actors, items that i will never use. I was hoping to find an addon that resets everything inside Skyrim.esm on the net. Do you understand what i mean ? I'm sorry for my poor English; I find it hard to express all my ideas, which is frustrating.
  9. Hello Boombro, We are talking about getting rid of the universe of Skyrim and creating a new world from scratch.
  10. Hello guys, I'd like to create a mod from scratch. I tried to replace Skyrim.esm by en empty one created by myself. The game starts but in the papyrus logs, there are some properties errors like this when I click on "New Game":​ error: Property EmptyPhial on script MS12WhitePhialScript attached to alias WhitePhialPotion on quest MS12PostQuest (001010AA) cannot be bound because <NULL form> (0002C25A) is not the right type [11/18/2015 - 08:59:45PM]I don't understand why there are those kind of errors. So is there a simple solution to initialize a total conversion mod ? What do you think about it ?
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