abg Posted December 16, 2017 Share Posted December 16, 2017 (edited) "a huge landmass the size of daggerfall" would require a very advanced procedural generation algorithm. Not something so easy to do as must know the developers of No Man's sky today ! In the times of Daggerfall the world was depicted in a very simplistic way. A lot of us would describe that as "an uncanny valley".In addition the game is not limited to landscape and dungeons but there are NPC with their AI and a lot of other data...But yes, a huge Wasteland should be great... Edited December 16, 2017 by abg Link to comment Share on other sites More sharing options...
reapa Posted December 16, 2017 Author Share Posted December 16, 2017 "a huge landmass the size of daggerfall" would require a very advanced procedural generation algorithm. Not something so easy to do as must know the developers of No Man's sky today ! In the times of Daggerfall the world was depicted in a very simplistic way. A lot of us would describe that as "an uncanny valley". In addition the game is not limited to landscape and dungeons but there are NPC with their AI and a lot of other data... But yes, a huge Wasteland should be great...like i said a post above yours, i did it.it is of course empty, but with the workshop you can add pretty much everything you want ingame and with the creation kit people can add all sorts of things to it. The big plus for everyone who wants to build anything ingame or with the creation kit is that there's no stuff there to stand in your way. you don't have to remove ugly grass or trees or dirt or clutter...i'm not sure about its size, but it's huge. possibly endless. when you travel to the world you are shown in the middle of the vanilla map. i went ahead and ran in one direction long after i was no longer shown on the map and there was still no end in sight. i suspect it's possible that the game generates cells when it needs them if there are no specified borders.if not, it's still bigger than the vanilla game. Link to comment Share on other sites More sharing options...
jkruse05 Posted December 16, 2017 Share Posted December 16, 2017 (edited) If it truly works you've succeeded in bypassing a documented and consistent bug. Read here for more information, and here is confirmation that it is present in Fallout 4. It has also been confirmed, elsewhere, to be in Skyrim SE. It is an issue with the Havok physics engine that is entrenched in the code of the Creation Engine. This thread discusses the numbers and what the actual size limit is in terms of kilometers/miles. There seems to be some confusion about how big a 128/128 cell map is, but we know that Skyrim is 119/94, so it can't be significantly bigger than that game's world. Reading further is sounds like the limit for a square map is around 50 sq kilometers, roughly at the 30 sq mile mark I mentioned before. HOWEVER, some people are saying it only affects the x axis, so I guess you could just make a really long map and maybe get away with it. With that in mind, we get this from CaptainKruskal "A worldspace should respect the following size limits:[-64,+63] on the x axis i.e. 128 playable cells . Beyond this limit, a Havok bug causes dysfunctions of NPC only on this axis.[-256,+255] on the y axis i.e. 512 playable cells. It's a natural limitation.This means in practice that your worldspace area limit is equal to 128 x 512 cells which represents approx 217 km²." That's, by rough estimate, around 130sq miles, but only a fraction as wide as it is long.That might be cool though. It would be in a straight line, rather than bending properly, but you could just make a condensed version of the whole US east coast. The fact that the bug is linked to the Havok physics engine also explains why larger areas were possible in Morrowind. The limit there would be 512/512 cells. Edited December 16, 2017 by jkruse05 Link to comment Share on other sites More sharing options...
reapa Posted December 18, 2017 Author Share Posted December 18, 2017 If it truly works you've succeeded in bypassing a documented and consistent bug. Read here for more information, and here is confirmation that it is present in Fallout 4. It has also been confirmed, elsewhere, to be in Skyrim SE. It is an issue with the Havok physics engine that is entrenched in the code of the Creation Engine. This thread discusses the numbers and what the actual size limit is in terms of kilometers/miles. There seems to be some confusion about how big a 128/128 cell map is, but we know that Skyrim is 119/94, so it can't be significantly bigger than that game's world. Reading further is sounds like the limit for a square map is around 50 sq kilometers, roughly at the 30 sq mile mark I mentioned before. HOWEVER, some people are saying it only affects the x axis, so I guess you could just make a really long map and maybe get away with it. With that in mind, we get this from CaptainKruskal "A worldspace should respect the following size limits:[-64,+63] on the x axis i.e. 128 playable cells . Beyond this limit, a Havok bug causes dysfunctions of NPC only on this axis.[-256,+255] on the y axis i.e. 512 playable cells. It's a natural limitation.This means in practice that your worldspace area limit is equal to 128 x 512 cells which represents approx 217 km²." That's, by rough estimate, around 130sq miles, but only a fraction as wide as it is long.That might be cool though. It would be in a straight line, rather than bending properly, but you could just make a condensed version of the whole US east coast. The fact that the bug is linked to the Havok physics engine also explains why larger areas were possible in Morrowind. The limit there would be 512/512 cells.that doesn't sound very bad. the affected areas to the east and west could be highly radioactive and barren for example. one could still build roads there and buildings. such a limitation could actually inspire people to make some unique content without NPCs. Not every area has to be action packed. There's still a lot one can do without NPCs like puzzle dungeons (vaults/factories/laboratories). And we're forgetting something. I see no reason why that would affect interior areas. Which means, even there, one should be able to populate interiors. And if interior areas would be affected, one could just make fake interiors (actual new lands but walled). and of course one could always just place a map marker at the far ends to teleport people to the next area (another new land).it's basically a non issue.what we now need is people who know how to add content or are willing to learn. i just hope there are still some out there. Link to comment Share on other sites More sharing options...
jkruse05 Posted December 18, 2017 Share Posted December 18, 2017 It affects everything that uses the physics engine, which includes the player. You can't walk through cells beyond that limit to get to any content placed within them. The person talking about the Fallout 4 version of the bug even said it's gotten worse and just straight up crashes when you enter those cells, so even making non-combat content won't work. The best solution is still what the Beyond Skyrim team went with. Of course, that 130 sq mile limit still gives you a landscape around 7 times the size of vanilla Fallout 4, so plenty of space for people to fill in. Link to comment Share on other sites More sharing options...
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