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I have heard that there are limitations when creating large new worldspaces for Skyrim.

Fallout 4 is made using the same (old and limited) engine.

So am I correct in thinking that the same worldspace limitations apply like in Skyrim?

 

If I remember correctly that was -32 / +32 cells in the X direction, otherwise the physics won't work properly, the Y axis was not affected, right?

I have not found anything about this on the Fallout 4 CreationKit wiki, only information about Skyrim.

 

Some information about the limitations on the creation of custom new worldspaces would be nice, because otherwise I might start working on a project and discover in the middle of the process that something isn't possible. And I don't want to waste my time.

 

I understand that making mistakes is great for learning something, but why make the mistakes yourself, if you can learn from others, right? :laugh:

Edited by YouDoNotKnowMyName
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Guess nobody knows a answer to that. I have 1 time count the navmesh cells in my mod and it was something around 50-60 and it has grown since then...

 

TL:DR You have a ton on space anyways with what you can work. It's easy to have a idea for a new worldspace, but oh boy... It will eat your time like nothing else^^. Some aspects are even so time consuming that you need to make a cut by yourself on your work effort or you will never release your mod/update because there would be always something to do. Keywords here are exterior details and interior cluttering.

 

The best advice is, just work on your idea or she will never come alive and don't bother to much with details you have named.

Edited by taryl80
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Thanks!

 

I think I will just assume that Bethesda was lazy and used the exaxtly same engine as in Skyrim, so I will work with the same assumed limitations.

 

Great advice by the way (just do it :laugh:)!

 

And yes, cluttering is the most difficult part, because there is no "right" way to do it. You just have to do what "looks right".

Edited by YouDoNotKnowMyName
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