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Does anyone know how to export a cell in CK?


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Hi,

      I built a mod for SF, but it is a huge mod and has 3 cells (2 interior and an exterior cell). I want to create another mod with just one of those cells (interior), but instead of rebuilding the whole interior cell with all the assets, I would like to check if there is a way to export that cell and import it in a newly made mod. I have checked the import/export options of the CK, and can´t find an option to do so. Does anyone have an idea if that could be done? and how? thank you for your comments and help!

Edited by vmroche
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Thanks again for your help! I did that already but the file still remains 62mb (remember?). I´m talking about the same mod you helped me out with, that huge mod. I want to reduce it and leave only the player house (without the bunker) to make it lighter for people who do not want a mod this large. The thing is that probably, like you said, the mod is loading game stuff that aren´t even used by the mod, but I cannot tell which ones. I deleted the bunker cell and left only the player house and the mod reduced from those 62mb, to 60mb!!! that is not much gain for so much to loose (the entire bunker). I was wondering if I could import just the player house cell to a new mod, that has not loaded all that stuff that makes the mod so huge.... Probably, at some point, when I was still learning the CK and working on the mod at the same time, I did something wrong that loaded unnecesary stuff and by the time I noticed, I was too far into the mod that I did not want to re do everything again (I did started from scratch about 6 or 7 times, when I was learning and was not too advanced in the mod).

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I don't know if it's the main reason but perhaps it's because cell records are whole packages. When changing 1 little parameter or placed object in one cell you have to save the full sub-block with all records and info it contains. It's a constraint of the format I think, it has to overwrites the full sub-block for your little changed/added info to be taken into account, not much you can do about this bloat imho, it is even probably 'cleaned to the max' by default by the CK.

Honestly 62 mb is nothing, you should'nt bother about your file size, armor mods containing textures can take several Gb and are downloaded without question. People probably complain about the size of the complex but that's what makes your mod so cool.

Don't worry about some Mb you can't compress further anyway and do your alternate version freely 😉

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To understand what I mean, load your mod in xedit and browse the 'Cell' part, everything that is greyed is identical to the master, but it has to be there for the changes highlighted (orange, green) to be read and used by the engine. The sub-block is full of navmeshes and other byte hungry records and perhaps you can't do nothing about it (meaning that deleting the greyed parts will perhaps make the engine replace the corresponding identical master records by nothing at all and you will lose all functionality of the cell in game).  That's an hypothesis but it seems plausible. So don't worry at all about some Mb, really 🙂

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Thank you for the advise! I think I´ll just rebuild the player home from scratch, since I do want to make a "shorter" version of the mod (meaning the extension of the area, not the file size). Also, I want to make it less on the "cheat side" (the other one had a lot of loot and overpowered weapons, suits and ships). It will be just another option for players to choose. Thank you for your help, once again!!!

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