shadowofneberu Posted February 10, 2009 Share Posted February 10, 2009 so i have run into a snag editing MooCows shadowholdi have added some leveled monster lists to some of the regions in the region editor, and mudcrabs and dreughs to the shoreline regions.i realised the obvious problem before i even clicked generate, in that not only would it generate the monsters, but also regenerate All the textures trees rocks clutter and shrubbery that was already there, meaning my hard work making some nice little settlements would most likely have to be re-done, and that it would take a really really REALLY R E A L L Y long time, even on my PC so my question is, is there a better way to add leveled lists and monsters to the worldspace?i mean without spending weeks manually placing them (which i dont have cos i start a full time tafe course tomorrow, so thats not an option for me)and if this is the only way, is there some way for me to Only generate the monsters without regenerating the entire region? Link to comment Share on other sites More sharing options...
Vagrant0 Posted February 10, 2009 Share Posted February 10, 2009 This is why it's almost always best to know what you are planning to do with an area, and generate regions before you do anything else. Once you've generated objects in a region and saved it, those objects can no longer be removed unless you go cell by cell deleting each and every item. For larger worldspaces, it is strongly suggested that you make the worldspace a .esm, and make all your region work part of a .esp so that if something goes wrong you can start over again without losing the landscape. Unless you are dealing with a fairly larger area, more than 50 cells, you're almost always better off just populating those cells manually, using alot of copy and paste. If all you are adding is spawn points, you can rather quickly just drop a few hundred, using arrow keys, and the f key to move them to the ground. It's teadius, but often has better results since you can have an easier control of how dense your spawns are in one area, or even allowing a variation. If the area you are working with is a full worldspace, more than 100 cells, then yeah, regions are probably better. The problem, as you've noticed, is that one region generates stuff from those regions it is near as well as anything it overlaps. To solve this, you need to figure out how important those region areas are any more. Although you probably won't be generating anything with them, you might still want them to mark out portions of your worldspace, or to setup area names, sounds, or weather. Although these things can be done with new, empty regions, re-finding all those points can be rather troublesome. Basically, what you need to do is remove the problem before you try to regenerate. Either you need to delete the region areas, or just disable the objects that region uses. If the regions are part of a .esm, they can be restored by deleting the record for that region in the .esp, if they are are only defined in a .esp, they will remain changed. Once you have the area clear of any region which creates objects, create new regions to handle spawn placement. Only add those spawn points to this region, and generate. Things will probably move alot faster since you're only placing a handful of objects. Link to comment Share on other sites More sharing options...
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