What's New?
v0.3:
-Added "Bashed Patch, 0.esp" to the ignore list so you can put the LandMagicPatch.esp before the bashed patch(in fact now you should), if your bashed patch is named something else, well I'm sorry.
-Fixed the formID conversion, apparently formID starting by more than (number of master)+1 are part of the current mod.
-Cleaned up a bit the program so it wouldn't hang up when handling certain errors(basically changed all return error values to throw exceptions instead).
-Now it doesn't require all the mods to be there, only those it modifies(yay!).
-Desactivated the "Save repairs even if can't repack the Heightmap properly" because of a bug in repacking if you check that option.
v0.2b:
-Quick fix, I had forgotten to load the esm before the esp(doh!).
-It also checks that the masters are loaded before loading a mod, and will stop there if it's not the case(rearrange your load order using OBMM/Wrye Bash if that happens).
v0.2:
-Fixed a huge bug(for those curious I had forgotten to change the formIDs from local to global context before checking for duplicates).
v0.1:
-First release.
What is this tool for?
This tool fixes(or tries to) tears in the landscape.
This usually occurs if mods change the same group of cells but not totally overwrite each others.
Do I need this?
If you noticed tears in landscape you may want to give this tool a try.
Or by curiosity you might want to try it to see if it detects any tears .
How do I Use this tool?
Unpack LandMagic.exe anywhere, launch it and click on the "Do The Magic!" button, yep it's that complicated!
What is the checkbox "Save repairs even if can't repack the Heightmap properly" for?
Well the heightmaps in Oblivion are packed so that each map can only have a difference of -128 to 127 height units to the previous point.
When repacking the tool might notice that it can't repack the cell properly, the difference between 2 points not being in those limits.
By default(checkbox unchecked) the program won't save the cell at all if it detects 1 point that can't be repacked properly.
With this box checked the program will force the maximum value(ie -128 or 127 depending on which limit was reached) and save the cell.
So should I use this option?
Because of a problem I desactivated it for the moment...
Is this tool perfect?
As the version number indicates it is not .
-It doesn't(yet) fixes textures not blending together on cell borders.
-It doesn't compress the fixed LAND records.
When should I rebuild the patch?
Everytime you add/modify a mod(might not be important if there is no landscape in the mod but, are you sure about it? ).
I'm not happy with the result of the patch, how can I desactivate it?
Simply uncheck it from the mod list or delete LandMagicPatch.esp.
Will the source code be released?
It might once I'm satisfied the program is clean enough for public viewing .
If you're looking for esp/esm parsing code in C++ I'd rather advise you the CBash source code which is far more complete:
http://www.tesnexus.com/downloads/file.php?id=30154
Where should I put LandMagicPatch.esp in my load order?
Doesn't really matter as long as it's after its masters.
What is LandMagic_x64.exe?
If you're using a 64 bit OS(either XP 64bit, Vista 64bit or Windows 7 64bit) you can use this version.
It should be slightly faster and gets rid of the 2Gb memory limitation if you have huge lands/mods to check for tears.
Thanks to:
-Waruddar for pointing out the correct way to calculate blocks and subblocks of a cell, also for demonstrating that my "invalid formIDs" were in fact not .
-All those who contributed documentation on the Tes4Mod:Programmers part of the uesp: http://www.uesp.net/wiki/Tes4Mod:Programmers
http://tesnexus.com/downloads/file.php?id=30519