Looking for a tool, or instructions to make my own (Landscap

Post » Mon May 07, 2012 7:08 pm

Just playing around with an idea in my mind, but need a tool that can globally change landscape and object co-ords. I found TESAnywnn that'll let me do it in one way, but I'd rather work with the raw numbers and formulas.
Is there anything out there that can export all landscape and object co-ords (Statics, Misc, Markers, Creaturs, NPCs, etc), and then re-import this info into a new mod file?

Must be simple, given the amount of tools out there that break down the esp/esm format, I just can't find anything :biggrin:


Big thanks in advance.
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Charlie Sarson
 
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Post » Mon May 07, 2012 5:37 pm

smartmerger could be able to do something similar. I'm not smart enough for it, but Era is usually very nice if you ask for examples for specific tasks.
[edit]typos
[EDIT2]if moving things is enough (no exporting/importing iirc), best tool I've used so far is http://abot-morrowind.tk/index.php?option=weblinks&catid=53&Itemid=2
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Robert Garcia
 
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Post » Mon May 07, 2012 11:56 pm

This is not too easy. When you move references, you also have to transfer them to the correct cell. Apart from updating object reference locations, you have to move door markers, travel markers, pathgrids, and AI patrol data. You also have to update every script/dialogue result script that directly sets coordinates (e.g. AI escort commands, teleports, placing objects). The last one is probably the annoying part.
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Rudi Carter
 
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Post » Mon May 07, 2012 3:07 pm

Well, what's been bugging my mind for ages is that as many have noticed, red mountain isn't much of a mountain, so how about a mod that changes the entire landscapes Z (height) co-ords, so existing lowlands are pretty much identicial, but has height increases, the mod adds even more height (a curved increase, of a straight x2 to height).
By then also applying this same formula to all game objects, everything will pretty much be in the right place, with just fine tuning required.
If there is a tool to do this, then it makes it easier for mods to be made compatable.
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Emma Pennington
 
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Post » Tue May 08, 2012 12:47 am

smartmerger could be able to do something similar. I'm not smart enough for it, but Era is usually very nice if you ask for examples for specific tasks.
[edit]typos
[EDIT2]if moving things is enough (no exporting/importing iirc), best tool I've used so far is http://abot-morrowind.tk/index.php?option=weblinks&catid=53&Itemid=2

Whoah! Were did .97alpha come from? How did I not know about that....well I guess I do now.

@PL....Era send a call out for any "modder functions" that people desired to be added to SM. I'd try requesting in the http://www.gamesas.com/topic/1146795-smartmerger-2/page__st__120__p__19804703__hl__smartmerger__fromsearch__1#entry19804703.
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Nick Tyler
 
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Post » Tue May 08, 2012 1:17 am

This is not too easy. When you move references, you also have to transfer them to the correct cell. Apart from updating object reference locations, you have to move door markers, travel markers, pathgrids, and AI patrol data. You also have to update every script/dialogue result script that directly sets coordinates (e.g. AI escort commands, teleports, placing objects). The last one is probably the annoying part.

Smart Merger already has that working and fixed. Unless I'm missing something, (like move references which I'm sure are off) everything else should be covered. as part of my documentation example, I raise the http://rtcvb32.001webs.com/SmartMergerDocs/25/move_land.htm and even have a clean looking picture showing the proper gap with everything moved. When you move objects, every land reference of those objects do need to be updated. (Specifically teleport markers). The only thing SM doesn't fix in regards to that, is scripts. If I could decode and encode the encoded bytes, I could fix this. Moving tends to break scripts too, requiring them to be re-compiled, but this is a minor issue.

EDIT: AI patrol data... I'll have to look that up perhaps and see if I require any updates.
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Nicola
 
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Post » Mon May 07, 2012 10:47 pm

EDIT: AI patrol data... I'll have to look that up perhaps and see if I require any updates.
Yep!. It would be nice, recompiling scripts is definitely not a problem.

If you look at the source of last TESFaith you'll find most of needed things.
Some notes: from my use of TESFaith to move several mods, I think it would be nice to have decimal zeros stripped from script source in case command is like Position 204270.000000 72830.000000 123.000000

Also, the getpos/setpos logic could be changed this way: ignore getpos, change setpos axis number to setpos axis number + offset, ignore/just log setpos axis variable (I think things like
set x1 to 10000setpos X x1 
should be extremely rare, maybe worth logging but not worth the extra logic
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Emily Shackleton
 
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