Continued regions in worldspace?

Post » Sun Jan 24, 2010 2:06 am

Hey, this is a quick question about regions and worldspaces since I don't have the Construction Set on this computer. And it's driving me rather nuts.

I wonder, is it possible to continue adding more regions onto the map in a given worldspace? Also, could said regions extend past the (0,0) region?

If not, would it instead be possible to re-position each region farther from the (0,0) origin point, so more room could be made instead? (Like, adding (0,+1) to every region position, as to make room for a new vertical collumn of regions.)
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casey macmillan
 
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Post » Sat Jan 23, 2010 10:56 pm

Need some clarification. I know what regions are, but I don't know what the heck you're talking about. What is it you are calling "regions"?
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Sophie Morrell
 
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Post » Sat Jan 23, 2010 7:15 pm

Need some clarification. I know what regions are, but I don't know what the heck you're talking about. What is it you are calling "regions"?


Ah, sorry, I get confused with all the terms. It's been a couple of years since I did any Oblivion modding.

What I mean by regions is each section of the map; click on the worldspace Tamriel, then select one of the places. Open the place up, and you see all the land, trees, items and stuff. Like Wilderness (1,4), or Wilderness (54,23) and stuff.

They form a grid that makes up the entirety of Cyrodiil and the blank, unmade spaces outside. I want to figure out if the grid can be extended past its borders. As I understand, that Elsewyr mod adds the Elsewyr province in place of the massive wilderness already on the map. But for things like Skyrim or High Rock, those places go to coordinates lower than 0. There would have to be regions labeled as (-1,-23) and such.

I want to know if that would be possible.


If it isn't possible to create negative coordinates in that grid, would it be possible to move the coordinates of Cyrodiil in order to make room on the grid. Would that mess anything up?
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Naomi Lastname
 
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Post » Sat Jan 23, 2010 2:27 pm

Ah, sorry, I get confused with all the terms. It's been a couple of years since I did any Oblivion modding.

What I mean by regions is each section of the map; click on the worldspace Tamriel, then select one of the places. Open the place up, and you see all the land, trees, items and stuff. Like Wilderness (1,4), or Wilderness (54,23) and stuff.

They form a grid that makes up the entirety of Cyrodiil and the blank, unmade spaces outside. I want to figure out if the grid can be extended past its borders. As I understand, that Elsewyr mod adds the Elsewyr province in place of the massive wilderness already on the map. But for things like Skyrim or High Rock, those places go to coordinates lower than 0. There would have to be regions labeled as (-1,-23) and such.

I want to know if that would be possible.


If it isn't possible to create negative coordinates in that grid, would it be possible to move the coordinates of Cyrodiil in order to make room on the grid. Would that mess anything up?

Cells can have negative coordinates. The main thing preventing any sort of large addition to the map which is connected to the world is due to the work involved and the logistics of working on something large that is entirely .esp based (since a new .esm cannot in any way change a vanilla cell without screwing up the landscape.). These places could be added as a new worldspace, but that also comes with some problems and is still quite alot of work.
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Lance Vannortwick
 
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Post » Sat Jan 23, 2010 4:24 pm

Cells can have negative coordinates. The main thing preventing any sort of large addition to the map which is connected to the world is due to the work involved and the logistics of working on something large that is entirely .esp based (since a new .esm cannot in any way change a vanilla cell without screwing up the landscape.). These places could be added as a new worldspace, but that also comes with some problems and is still quite alot of work.


Ah, cells. That's the one.

Hm, I just read up on ESP patching. I wonder if the same process could be done for an ESM. Make something that directly patches the Oblivion.esm. While the official ESM wouldn't be distributed, the patch would allow people to use such an extended worldspace without screwups.

I'll need to do some more research, and this is all just for the sake of theory anyway. But it could blossom into something rather fun.
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Lew.p
 
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Post » Sun Jan 24, 2010 12:36 am

Ah, cells. That's the one.

Hm, I just read up on ESP patching. I wonder if the same process could be done for an ESM. Make something that directly patches the Oblivion.esm. While the official ESM wouldn't be distributed, the patch would allow people to use such an extended worldspace without screwups.

I'll need to do some more research, and this is all just for the sake of theory anyway. But it could blossom into something rather fun.


That is usually called an esp...lol. Esp patching is a workaround that makes esps behave like esms so another esp can be dependant on it and change stuff inside it. Since Oblivion.esm is an esm already there is no need for a special workaround.
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JLG
 
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Post » Sat Jan 23, 2010 1:27 pm

That is usually called an esp...lol. Esp patching is a workaround that makes esps behave like esms so another esp can be dependant on it and change stuff inside it. Since Oblivion.esm is an esm already there is no need for a special workaround.

Ah, I could effectively make a "Tamriel.esp" which functions like an ESM that expands the worldspaces in Oblivion.esm? And in-turn, other ESPs could modify "Tamriel.esp"? And it would be fairly easy for mod-users to use?
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Jessie Rae Brouillette
 
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Post » Sat Jan 23, 2010 3:50 pm

Ah, I could effectively make a "Tamriel.esp" which functions like an ESM that expands the worldspaces in Oblivion.esm? And in-turn, other ESPs could modify "Tamriel.esp"? And it would be fairly easy for mod-users to use?

Not easy, no.
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Lily Evans
 
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