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Creating "Child" Worldspaces or "Smoke & Mirrors"


ManehattanProject

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So for one of the big climaxes for the story, the player will fight a boss on the edge of a communications tower that overlooks the Mojave Wasteland. The location of the tower is set to be directly west of the Spring Mt. Ranch State Park and south of Red Rock Canyon. I was planning on putting it about halfway up the cliffside.

 

However, with our deadline arriving soon, does anyone have ideas on the easiest way to do this?

 

Is there a way to "fake" it like the Repconn Control Center where you launch the ghoul's rockets? I'd prefer not to entirely rebuild LODs and similar things.

 

Or would it simply be just as easy to have a large utility "pod" that juts out over the landscape?

 

Any suggestions would be appreciated. I've even considered a "fake" worldspace where I have the end of the tower be at the bottom of an area surrounded by cliffsides, tight enough so I don't need to worry about LOD.

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You can have a new worldspace use the existing LOD of it's parent and you can also do this with the WastelandNV worldspace.

 

  1. create a new worldspace and set its Parent to "WastelandNV:
  2. sharable Data, check "Use LOD Data", Click "Use Image space Data", Click "Use Climate Data"
  3. Click "Use Land Data"
  4. Click "Use Water Data"
  5. Click "Use Map Data"
  6. Make sure the new woldspaces" "World Map Offset Data" matches the Parent Worldspace.

Now you have a blank woldspace that is exactly like the vanilla WastelandNV worldspace and uses it's LOD.

 

Next you'll need to open WastelandNV worldspace an go to the location you want (Example and just a random Example) Go to Wasteland 15.-8 and copy all forms which will be close enough to the player to not be using LOD when the player is in the cell.

 

Go back to your new worldspace (It's best to go to the same cell Wasteland 15,-8 (Again Example) and rename it to make it easy to find when you come back. Then Click Edit "Paste in Place" or "Ctrl-Shift-V". To paste the non LOD forms into you cell. (You may have to repeat this and test until you get all the duplicate forms you need into your new worldspace) Also watch out for NPC's Duplicating them into you new worldspace can have odd results in Game.

 

Once you have all the forms you need copied over to your new worldspace you will then have a duplicate of the NV worldspace with all LOD pre generated that you can use the way you need. Do not edit the landscape in any way though or you will be editing the vanilla landscape. I made this mistake the first time I tried this.

 

If you have FO3 installed a good example of this is in my Mod DCInteriors A Room With A View or, In FNV NVInteriors A Room With A View. I do feel the FO3 Version would be a better example because you see more of the LOD then you do in NV.

 

I do hope I was clear on the process I don't really feel I was and I'm not always good at explaining my process. If I wasn't clear enough I will try to explain better.

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Thanks for the detailed step-by-step. So far, everything looks good. I did have to "patch" some holes in the cliffsides & rockfaces as they weren't mean to be viewed from that particular angle, but that seems no big deal. It'll look a little odd when you go in there, but it's part of a canyon, so it shouldn't matter too much (at -21, 11).

 

However, I've run into two issues:

 

I see the settings for "Make sure the new woldspaces" "World Map Offset Data" matches the Parent Worldspace," but it doesn't appear like I have to change anything as the WastelandNV has a X/Y offset of 0. WastelandNVMIni has an offset of -16400, 90000. Am I missing something?

 

In addition, how do I "activate" the new child worldspace? I've gone in-game to the spot where the new area is supposed to be, but it's still the vanilla version.

 

Any suggestions?

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In addition, how do I "activate" the new child worldspace? I've gone in-game to the spot where the new area is supposed to be, but it's still the vanilla version.

 

Any suggestions?

You have to go through a portal to get to another worldspace.

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A thought occurs to me: do I really need a child worldspace for an exterior combat scene on a raised platform? I know there's nothing in that area in vanilla save for a few random calazdors. This would bypass the portal thing entirely.

 

What would you folks do?

 

And if you wanted to regenerate LOD (specific for objects, as I'm intentionally leaving the landscape & textures identical) for just one tiny area in the WastelandNV, is that even possible?

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I see the settings for "Make sure the new woldspaces" "World Map Offset Data" matches the Parent Worldspace," but it doesn't appear like I have to change anything as the WastelandNV has a X/Y offset of 0. WastelandNVMIni has an offset of -16400, 90000. Am I missing something?

 

 

Your all good with that I was giving instructions for any worldspace not just the Wasteland. If you did say boulder City you would need to make sure the offset was correct or the map would be off when in the worldspace.

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In addition, how do I "activate" the new child worldspace? I've gone in-game to the spot where the new area is supposed to be, but it's still the vanilla version.

 

Any suggestions?

You have to go through a portal to get to another worldspace.

 

 

Thank you for this. This saved me an enormous amount of time and effort...now I'll likely just copy/paste the changes back into the normal WastelandNV.

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