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New worldpsace but how?


pleezefragme

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Hello all,

 

I have some questions about landscaping and new worldspaces. My idea was to create a new island in a new worldspace. About two times as big as the Imperial City. First I used this Tutorial But the Worldspace created there is much smaller and all I get is a flat Island. Also the changes I make in the Highmap editor are not apllied. And I keep getting those nasty errors saying that the data for cell xy is lost :(

Then I tried out This one. I used a 2048x2048 picture and what I got was huuuuuuuuuge. I ported myself to the cell 0,0 which seems to be the middle of the map If I'm right and keept runnig in one direction for more than half an hour. I did not reach the coast :ohdear: Also I had those errors and there were holes and giant rifts in the landscape. To be honest I was not sure what I was doing while following the Tutorial.

 

So here are my questions: Can you recommend a tutorial which explains everything step by step for noobs (in english or german). Or is there a programm that creates random worlspaces with trees and all things for me? Or are there finished worldspaces in different sizes for free download? How do I get rid of those errors ?

 

And the last question: How do I add water ( lakes rivers etc.) to the landscape without lowering the land to sealevel?

 

I hope you can help me with this.

Thanks a lot in advance

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The landscape editor can do almost everything that the heightmap editor can. So after you build a slightly flawed landscape, you can go fix it in the landscape editor. (The landscape editor also requires less memory and is not as crash-prone.)

 

In each exterior cell you can chose the type of water or lava and adjust its height. Right-click on its name in the list and choose "edit."

 

Beware of cell 3, 3. If you make any edits to that cell, then you will lose your location marker on your close area map while you are in that worldspace. Some people put their new land off to the side of 3,3 so nothing is near it. Some people make a donut of unclimbable mountains around it so the gamer can't see it or get there.

Edited by David Brasher
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Thanks for your reply and sorry for my late answer. Short after posting I made it as you suggested. But I've not been aware of this cell 3,3 thing. Now this cell is laying at the coast -.- and I've already started do build a town near to it(5,2 and surrounding). Does every change in this cell mess up my worldspace or only edits in the landlevel? I was to affraid to check what happens :( Or is there a possiblility for moving the entire worldspace with objects to an other location?
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You will want to play-test your worldspace as soon as possible and see if your local map is broken.

 

On some mods I have worked on, cell 3, 3 has to be totally empty. That means the water level likely won't match, and you will have this big square hole that you can fall into. So those mods had to be built so that there were no objects in 3, 3, no landscape editing, and no edits to cell characteristics there. But this is a bug in the Oblivion game engine, so there is the possibility that it won't mess up the map in your worldspace.

 

It seems to be impossible to move land from one cell to another. You may copy all the objects in a number of cells and paste them somewhere else, but it can be a lot of work grounding everything to the proper level.

 

I suggest that you change your plan right now, edit your map so that 3,3 is out in the sea, and copy and paste your town to another spot.

Edited by David Brasher
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Thanks again for your answer. My map was fine and there were none of these squares. I made a backup of my .esp and went to cell 3.3. Then I altered the land and added a single object. After this I testet again and the strange squares appeared in the water in a neighbour cell D:

My idea now is to make some kind of mountainwall and invisible boarders ( don't know how to call them. Those which say "You can't go this way" or something like that) at cell 3.3 so that the player can't see the messed up water. Do you think this will work? Cause placing the town elsewere seems to be so much work.

 

EDIT: I've tested the backup agian. Those squares in the water are there in both versions. But they don't appear on land and they are not in cell 3.3. I'm really frustrated now. If I had looked here earlier I hadn't done so much work for nothing. >:(

 

EDIT2: I did a little bit of research and found out that a highmap change can help to get rid of those holes in the water. I opened the highmap editor and paintet with the sealevelcolor arround the coast where I spotted the holes ingame. After that I testet it again and the holes were gone. Also my land is fine. So there is no need to change anything more or is it possible that the landscape bug appears to others playing the mod ?

Edited by pleezefragme
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The bug with cell 3,3 does not involve squares in the water. I am not sure what bug it is that you are dealing with. The thing that happens with the 3,3 bug is that the gold arrow on your zoomed-in map that you look at to see where you are disappears. The map does not track your position, and does not center. You might open it up and it will look like blank parchment, and if you scroll far to the left or right and look hard, you might find the lines of explored areas and objects. The map of Tamriel will still work correctly and the gold arrow will be where it belongs while this bug is occurring. This bug only occurs about 98% of the time when cell 3, 3 is edited and occurs almost 1% of the time when cell 3,3 is not edited even if you don't have any mods at all. So in your play-testing, you will occasionally have false positives and false negatives.

 

This is still my suggestion: "I suggest that you change your plan right now, edit your map so that 3,3 is out in the sea, and copy and paste your town to another spot."

 

To get the "You can't go this way" message and an invisible barrier, you can go into the CS and edit the region that you want to have this sort of boundaries. Check the box that says "Border Region." Make sure that none of the boundaries of this region cross areas that you want to be playable. You may even need to add a new region that is big and occupies the whole playable area of your map and includes the area encompassed by all of your other regions. (You can have several regions with different priorities occupying the same land.)

Edited by David Brasher
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