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WoW World conversion mod


Naminea

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Essentially, your order of work should be something like the following;

Obtain a blank data set to start with (will save you from defining alot of stuff)

http://www.tesnexus.com/downloads/file.php?id=3776

or

http://www.tesnexus.com/downloads/file.php?id=2557

(not sure which is better)

Use that file as a base (.esm) and build your worldspace as a .esp based off that .esm (instead of the oblivion.esm)

 

these links didnt help much, the first one doesnt have a file anymore and the second had a world space the size of a castle

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Essentially, your order of work should be something like the following;

Obtain a blank data set to start with (will save you from defining alot of stuff)

http://www.tesnexus.com/downloads/file.php?id=3776

or

http://www.tesnexus.com/downloads/file.php?id=2557

(not sure which is better)

Use that file as a base (.esm) and build your worldspace as a .esp based off that .esm (instead of the oblivion.esm)

 

these links didnt help much, the first one doesnt have a file anymore and the second had a world space the size of a castle

I didn't look at either of them. What I was hoping that they were were standalone .esps which contained most of the vanilla data records without the worldspace, NPC, and Quest stuff which is present in the .esm. The purpose of this is so that you can CREATE your OWN WORLDSPACE which is not dependent on anything about what is in Oblivion. This is 100% necessary for your mod to be a TC since the changes to classes, spells, quests, and such are likely things which cannot co-exist with the normal Oblivion world. Meaning that your project would be entirely standalone, and not load the Oblivion.esm, but instead contain many of the basic definitions which exist within Oblivion.esm. Without such a base, you would need to manually define every object, script, race, animation, creature, plant, everything.

 

Tried downloading the one from wookiee. Seemed to be a valid link. Maybe try again?

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