ManehattanProject Posted September 8, 2015 Share Posted September 8, 2015 I pray that this will be the last time I'll be forced to annoy you all about Appleloosa Valley. ^^ So thanks to the incredible patience of TrickyVein, the Lord and Master of all things Heightmap, we managed to find an effective way of raising the entire surface of a worldspace, fixing the infamous "Water Below 10500" glitch. Now all that awaits me is to move all the static objects to match the new height. Does anyone know if there is a script out there you could run through FNVEdit that would systematically add a number value to all Z coordinates within a worldspace? Making the adjustments in FNVEdit by hand for every single item is impractical for obvious reasons. I can drag them up, but that will take a lot of fine tuning. (I'm planning on actually doing that in the meantime). I was just hoping there might be a more efficient method of doing it. Thanks, as always, for the help folks! -NI Link to comment Share on other sites More sharing options...
rickerhk Posted September 9, 2015 Share Posted September 9, 2015 xEdit has a pretty powerful scripting ability. Though I still haven't really explored it much - I've just used scripts that come with it. I'm sure it can be done with a script in FNVEdit - add a Z value to all references in the worldspace. You could ask about a script here: http://forums.bethsoft.com/topic/1529894-relz-tes5edit/ Navmesh would be more complicated, but perhaps doable too - have you navmeshed the worldspace? Link to comment Share on other sites More sharing options...
ManehattanProject Posted September 9, 2015 Author Share Posted September 9, 2015 xEdit has a pretty powerful scripting ability. Though I still haven't really explored it much - I've just used scripts that come with it. I'm sure it can be done with a script in FNVEdit - add a Z value to all references in the worldspace. You could ask about a script here: http://forums.bethsoft.com/topic/1529894-relz-tes5edit/ Navmesh would be more complicated, but perhaps doable too - have you navmeshed the worldspace? I've kept the Worldspace Navmesh until everything is totally complete in the worldspace. We still need to do a fair amount of fine tuning and QA for it. Thank you! I'll see what they have. I ended up doing it the manual way and found it actually pretty dang easy, but hopefully automated will make it cleaner. Link to comment Share on other sites More sharing options...
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