Does the 'Move World Space' command need to be called by use

Post » Fri May 27, 2011 1:36 am

Hello

Something I have not been sure about.. Now that I have used the 'move worldspace' command on my world to get the Vwd objects to show right, is my .esp all good to go for other users? Or do they need to have Gecko and call it as well on their end?

I appreciate any info on this, I really dont know.
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carla
 
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Post » Fri May 27, 2011 9:02 am

Well, if you've used Gecko on the .ESP, then it should work no matter who you give it to - Gecko or not. What it *should* do is alter the .ESP itself, not create a file to tell the .ESP what to do under these circumstances (I don't even know if that's possible).
If you don't save or alter the .ESP though, they might need Gecko. It'd be a pretty stupid program if they did though (although it does lots and lots of useful stuff!) - I've never used it myself. I'm more inclined to say it'll alter your .ESP though, so you'll be fine.
Good thing I'm not a betting man, though...
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Gracie Dugdale
 
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Post » Fri May 27, 2011 1:12 pm

Well, if you've used Gecko on the .ESP, then it should work no matter who you give it to - Gecko or not. What it *should* do is alter the .ESP itself, not create a file to tell the .ESP what to do under these circumstances (I don't even know if that's possible).
If you don't save or alter the .ESP though, they might need Gecko. It'd be a pretty stupid program if they did though (although it does lots and lots of useful stuff!) - I've never used it myself. I'm more inclined to say it'll alter your .ESP though, so you'll be fine.
Good thing I'm not a betting man, though...


Thanks for the response.

I have only been assuming nothing would be needed apart from just my .esp.. But I have ended up with various 'index' files created by Gecko over time from doing a few move Worldspace commands here and there.. I have just gone ahead and deleted them though, and the Vwd still works fine.

Guess the only main reason I ask is that I was under the assumption the commands messes with the index load order for the Oblivion.esm.. but I am hoping that this information is still contained in the .esp ?

Again, just asking to be safe.. A pity it would be to release my mod and find out that 300 people had their gameplay experience diminished because the Vwd objects weren't showing up.
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Vincent Joe
 
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Post » Fri May 27, 2011 3:08 am

Sounds like a really complicated function! I think indexes are just so you can log changes, but I could be wrong.
I'd be happy to test it, and I've not got Gecko installed on this machine. Your call! :)
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Jennifer May
 
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Post » Fri May 27, 2011 9:34 am

It changes the mod index of the worldspace in the esp to 00 (same as Oblivion.esm). It doesn't change anything in Oblivion.esm itself. The user doesn't need to do anything.
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Tikarma Vodicka-McPherson
 
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Post » Fri May 27, 2011 4:54 am

Guess the only main reason I ask is that I was under the assumption the commands messes with the index load order for the Oblivion.esm.. but I am hoping that this information is still contained in the .esp ?

The gecko team could probably explain it better, but that is kinda what happens. Move worldspaces tricks the game to acknowledge that worldspace as being part of the 00 index instead of the 01 or higher index based on where it is loaded. This is all saved within the .esp. The reason why this is needed is because the index that the worldspace is registered to MUST be the same as what the LOD files were created for. Before moving worldspaces was worked out, LOD meshes for new worldspaces could not be linked up with that worldspace without requiring a specific loading position for that mod.
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Madison Poo
 
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Post » Fri May 27, 2011 3:12 am

Sounds like a really complicated function! I think indexes are just so you can log changes, but I could be wrong.
I'd be happy to test it, and I've not got Gecko installed on this machine. Your call! :)


I thank you for the offer :) Will be advertising for beta testers in the next few days on the mods forums for BladeSong, if your interested feel free to drop in there once the thread is up.


It changes the mod index of the worldspace in the esp to 00 (same as Oblivion.esm). It doesn't change anything in Oblivion.esm itself. The user doesn't need to do anything.


Perfect. :) Thanks Phitt. I really wasnt sure about the whole deal, and was concerned about not having something avaliable that was needed for users to properly play the mod.

The gecko team could probably explain it better, but that is kinda what happens. Move worldspaces tricks the game to acknowledge that worldspace as being part of the 00 index instead of the 01 or higher index based on where it is loaded. This is all saved within the .esp. The reason why this is needed is because the index that the worldspace is registered to MUST be the same as what the LOD files were created for. Before moving worldspaces was worked out, LOD meshes for new worldspaces could not be linked up with that worldspace without requiring a specific loading position for that mod.


Gotcha. I appreciate the info. Glad to see things were fixed, and at least it is reasonably doable now.

Thanks everyone for the responses. :tops:
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Alex Blacke
 
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