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combining esp's


exanimis

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Let's say that you have created an island and saved it as an esp. you build another world and save that as an esp. Both the world and the island have borders, you know, the "You can't go that way, turn back" message. Borders are easily removed or changed but the question that I am wondering is,

 

How can the two esp"s be combined into one so that the player could swim from the world to the island? Can it be done or would you have to place a door to tellaport you from one to the other?

 

This is just something that I've been wondering about. I do have two continents and they are connected by a door but it would be awesome if I could remove the border at a certain point in the quest so that the player could swim to the new world. The option that I have now are either to build a bridge that connects the two with doors or to build a tunnel to connect them.

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This is rather tricky. If both the islands are made in separate worldspaces, you may not ever be able to combine them into a single worldspace. This is due to how every worldspace has a new ID. If merging them into a single worldspace is possible, the following situations would all need to be present.

 

Both worldspaces are named exactly the same.

You did NOT move the worldspaces with TES4Gecko yet.

The portions of land you want to use occupy two completely separate parts of the map.

Only the portions of land you want to use exist within each of the mods (if you used the heightmap editor, you would need to remove all other cells with TES4Edit (make the land you want to keep part of a region, and then remove all cells which are not in that region)).

The heights of the land would have to be reasonably similar.

 

If all those things are present it may be possible to merge the two worldspaces into one, provided that you know your way around some of the tools like TES4Edit, and TES4Gecko. Essentially, what you need to do is make the CS treat all the cells as being part of the same worldspace. First, create backups of your files. Then create a blank .esm with a new worldspace named exactly as you have it in both mods, and DO NOT create any cells within that worldspace. Within that .esm, move the worldspace with TES4Gecko. In Tes4Gecko, change the master list of both mods to include that .esm. Open the .esm and both the .esps in TES4 Edit. Within the .esm, open the tab with the worldspace, write down the form ID. Within the .esps, open up that tabs with the worldspace, and right click on entry with the worldspace name. Select "Change Form ID". Change it to use the same form ID as the one in the .esm. Do this for both .esps. Watch for any warning messages, and save the changes.

 

Now, before testing, try merging the .esps into the .esm. With luck, both mods will merge in, and the game will treat each .esp as being part of the same worldspace. However, I havn't actually tried or done anything like this, this probably still won't work, but is probably the only way that it could. There are some other alternatives, but none of them will probably be particularly viable in this case.

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