duplicate city

Post » Thu Sep 09, 2010 2:05 am

A mod I am working on requires me to make an exact copy of Bruma minus the ppl and without working doors. I understand this isn't an easy task but as of now I haven't even thought of a feasible way to get a duplicate of it to work with. I am not replacing bruma, I only need a look-alike.

Please, help me figure this out.

Thanks
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FirDaus LOVe farhana
 
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Post » Wed Sep 08, 2010 10:25 pm

When you state "not replacing Bruma" - is this to be in the same location as Bruma, so that the player enters the "other version" through the same city gates? If so, you can duplicate the entire Bruma worldspace and edit the result the way you want - in fact the doors will automatically not be connected to the regular town's interiors, and IIRC the NPC's other than beggars all live in interior cells and will have no AI packages to take them into your cloned space, so much of what you want to do has already happened.

I have done this with an Oblivion world, and you end up with all the content already duplicated, but needing its connections re-established to appropriate copies, e.g. doors not working. There's no easy way to find out what connections are lost, but TES4Edit helps a lot.

Each of the cities already exists as two copies, one in the Tamriel wordspace so you can see it over the walls, and one in a city worldspace. Open Cities copies the detail from the city spaces into the Tamriel one, and adjusts the AI etc. to work with the new locations, so a mod as described above would be incompatible with that, but when OC is in use, the city worldspaces act like the ghost town you describe - no people and the doors don't work, so you may have a compatibility opportunity still!

If it's a Bruma clone in another location, then that will be a LOT harder.
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Austin England
 
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Post » Thu Sep 09, 2010 4:29 am

When you state "not replacing Bruma" - is this to be in the same location as Bruma, so that the player enters the "other version" through the same city gates? If so, you can duplicate the entire Bruma worldspace and edit the result the way you want - in fact the doors will automatically not be connected to the regular town's interiors, and IIRC the NPC's other than beggars all live in interior cells and will have no AI packages to take them into your cloned space, so much of what you want to do has already happened.

I have done this with an Oblivion world, and you end up with all the content already duplicated, but needing its connections re-established to appropriate copies, e.g. doors not working. There's no easy way to find out what connections are lost, but TES4Edit helps a lot.

Each of the cities already exists as two copies, one in the Tamriel wordspace so you can see it over the walls, and one in a city worldspace. Open Cities copies the detail from the city spaces into the Tamriel one, and adjusts the AI etc. to work with the new locations, so a mod as described above would be incompatible with that, but when OC is in use, the city worldspaces act like the ghost town you describe - no people and the doors don't work, so you may have a compatibility opportunity still!

If it's a Bruma clone in another location, then that will be a LOT harder.

Well, first I meant Bravil, not Bruma :P But yeah, Bruma is kinda in the works too :D

Anyway, I duplicated the worldspace from the worldspace menu and I got a pretty new piece of land that looked like Bravil, only without anything in any of the cells. Just the land below what should be there.

EDIT:
Uhh... not to proud to say, but before I had tried it and just seen all the cells were named "Wilderness" so I kinda presumed that there was nothing in them and it didn't work. It works fine, thank you and this is exactly what I was looking for. [/thread]
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D IV
 
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