» Wed Feb 02, 2011 1:28 am
The issue of distant land shouldnt really arise too often, or very much unless modders are going to want to generate their own distant land to accomodate their changes, then TES4QLOD can be used. I generate all of my distant land etc with it, then roll out the construction set to do the other stuff which can be done via the heightmanager system, quad by quad. On my vista 64bit machine the distant land takes some hours but is done, the quads are also done over a gradual period, it takes time but it is do-able.
The mesogea landmass will become more useable as rigs improve to accomodate it, so the problems now will not get worse, but will gradually be more and more solveable and easier. The mod was always designed, and intended for long term future use, hence the vastness of it. There is so much estate that modders wanting to do whole tranches of land rather than suffer the limitations of vanilla will have a long future with the landmass.
The plan has always been to hive off the work so that individuals or teams could do as they wished, then load up the plugin and I or anyone else with a rig to handle it can merge it into the master file.
Signing up for another site? Do you mean the Mesogea forum? Not sure, if so...Well no more or less than Middle Earth and other major works. The difficulties I had before came unfortunately at a time when the site was due for renewal and upgrade. I saw no point in it so did not take the offer up as there was no foreseeable return to the mod. Things have moved on and this forum is permanent without any renewal, so long as it is in use. The short answer is if anyone isnt interested in modding it then dont waste your time joining the forum as the updates for players will be posted here as often as possible and that should keep people up to date. For anyone wanting to actively mod Mesogea, the forum will be useful. As usual there isnt likely to be much interest in the early stages. I saw comments about how sad to see Mesogea disappear, so people are interested, even if they dont want to join a team. Gradually people will come and go, do a bit each time and the mod will progress steadily. I have now backed all the files up and will do so continously so any HD failure will not cause much if any delay etc.
If that isnt what you mean, sorry. Yes it would be easier to post the links to TES4Qlod, etc, good suggestion and I will get that done as soon as possible. I run it regularly and its absolutely easy to use, though the CS is needed with the fully merged files for the distant land basic meshes per quad.
So its all ahead on both cylinders. I am well ahead on modding this again and enjoying it. I dont dwell much on the technicals such as which program provides a more polished shine as the mod is in such an early stage that as usual by the time it reaches playable fruition other programs will have emerged that leave the current ones standing, or make them obsolete and will cope with the mod so much easier.
Onwards then. It would be really helpful Psymon, you seem to have a lot of experience of Tes4edit, if you can give me an idea of what to do to clean the mod. Im a bit stuck there. I can get the mod loaded but not sure where to go next with TES4Edit.