Tamriel Worldspace Modding Project

Post » Fri Feb 18, 2011 11:56 pm

I have some very bad news. Somehow my esp got messed up and the latest backup I have is from more than two weeks ago. I lost days and days of CS work and I'm that close to tossing my PC out of the window.

But to turn something bad into something positive, this forces me to start from scratch on Senchal so I can make it more like a real Senchal instead of a relocated city of Haven.

Greets,

StarX


How is it messed up? Many ESP problems are fixable with TES4Edit and similar tools.
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Avril Churchill
 
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Post » Sat Feb 19, 2011 11:34 am

How is it messed up? Many ESP problems are fixable with TES4Edit and similar tools.


It's messed up pretty bad, all my edits to the Tamriel worldspace are gone. Not sure where I made the mistake, but I can't fix it with TES4Edit. But now that I can start fresh I do have some nice ideas and inspiration for Senchal after playing Assassin's Creed 2.
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matt white
 
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Post » Fri Feb 18, 2011 9:23 pm

It's messed up pretty bad, all my edits to the Tamriel worldspace are gone. Not sure where I made the mistake, but I can't fix it with TES4Edit. But now that I can start fresh I do have some nice ideas and inspiration for Senchal after playing Assassin's Creed 2.


Well when you're far enough along, give me some xyz coordinates for an x-marker in the docks where a player might expect to find themselves after getting off a boat, and I'll update the coordinates I put into BC for the old version of Senchal :)
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Kieren Thomson
 
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Post » Sat Feb 19, 2011 2:42 am

Well when you're far enough along, give me some xyz coordinates for an x-marker in the docks where a player might expect to find themselves after getting off a boat, and I'll update the coordinates I put into BC for the old version of Senchal :)


No problem, I actually reminded myself to do this while eating diner tonight. Weird... :P
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NO suckers In Here
 
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Post » Fri Feb 18, 2011 9:50 pm

I will check this later on today...will soon upload a new fixed version of the Hammerfell map anyway...

Apparently, whatever I did, I made it so that my ESP won't load without the "Hammerfell_HighRock.esp" file present (which would be fine except that currently there's a huge hole where part of my town will eventually be). This is my first time trying something like this, so it's quite possible I did something wrong. I went through my Details list but didn't see any changes for that cell or anything referring to the Hammerfell file. My last backup is several days old, so I'm probably better off just trying to get this fixed instead of reverting back. Let me know if you see anything wrong in the heightmap - I'll just work on interiors in the meantime.
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Claudia Cook
 
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Post » Sat Feb 19, 2011 11:25 am

Apparently, whatever I did, I made it so that my ESP won't load without the "Hammerfell_HighRock.esp" file present (which would be fine except that currently there's a huge hole where part of my town will eventually be). This is my first time trying something like this, so it's quite possible I did something wrong. I went through my Details list but didn't see any changes for that cell or anything referring to the Hammerfell file. My last backup is several days old, so I'm probably better off just trying to get this fixed instead of reverting back. Let me know if you see anything wrong in the heightmap - I'll just work on interiors in the meantime.



hey :-)

checked the location in the CS and ingame and it seems to be allright ...beside the earlier reported small landtears going all along the border ..

what I guess is that you forgot to espify or esmify the files at some stage....

if you use the heightmaps ( or any other esp) as a masterfile by esmifying it with wrye bash you always have to esmify it before working on your esp in the CS and you always have to espify it before

using it ingame !! Saving your esp without having your masterfile (heightmap) esmified will mess up your mod...


cheers

onra

ingame
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Facebook me
 
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Post » Fri Feb 18, 2011 9:07 pm

checked the location in the CS and ingame and it seems to be allright ...beside the earlier reported small landtears going all along the border .. what I guess is that you forgot to espify or esmify the files at some stage....if you use the heightmaps ( or any other esp) as a masterfile by esmifying it with wrye bash you always have to esmify it before working on your esp in the CS and you always have to espify it before using it ingame !! Saving your esp without having your masterfile (heightmap) esmified will mess up your mod...

That sounds like it, then. I esmified the heightmap, but never espified it back. So, just to be certain, you esmify it before opening your mod, do your stuff in CS, save your changes, then espify it again after saving the mod but before trying it in-game. Does that sound right?

EDIT: Also, will a future version fix the land tears you mentioned, or should I just fix the ones in my immediate area for the mod?
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Jack Bryan
 
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Post » Sat Feb 19, 2011 12:13 am

That sounds like it, then. I esmified the heightmap, but never espified it back. So, just to be certain, you esmify it before opening your mod, do your stuff in CS, save your changes, then espify it again after saving the mod but before trying it in-game. Does that sound right?

EDIT: Also, will a future version fix the land tears you mentioned, or should I just fix the ones in my immediate area for the mod?



yeah exactly always esmify your masterfiles before editing in the CS and always espify them before playing or testing ingame ....very good to handle with wrye bash as you have only to click on your own mod and choose esmifying/espifying all masterfiles...

I am currently working on the next version for the Hammerfell_HighRock heightmap....:-)

cheers
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Sophh
 
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Post » Sat Feb 19, 2011 7:43 am

first post has been updated ( updated wip projects and added links for some nice small compatible mods)

:foodndrink:

cheers
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Emerald Dreams
 
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Post » Fri Feb 18, 2011 10:16 pm

@StarX

"Senchal is an infamous city, found on the easternmost tip of Elsweyr's Quin'rawl Peninsula, that serves as the largest port in Tamriel. The city is an assortment of bazaars, taverns, merchant quarters and open-air markets ringed on three sides by crowded harbours." ... from the UESP Wiki, who got it from the Imperial Library.

Looking at the screenshots on TESA, it looked like you had only a harbour on one side. The implication of the quote is that there was one on the Topal Bay side of the pencsula, another on the ocean side, and presumably another at the tip. I haven't looked at the heightmap to see what the site is like, but this is your chance to fit the lore better the second time around, and the "largest port" part is an excuse to go totally grandiose with your plans!
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Laurenn Doylee
 
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Post » Sat Feb 19, 2011 8:50 am

@StarX

"Senchal is an infamous city, found on the easternmost tip of Elsweyr's Quin'rawl Peninsula, that serves as the largest port in Tamriel. The city is an assortment of bazaars, taverns, merchant quarters and open-air markets ringed on three sides by crowded harbours." ... from the UESP Wiki, who got it from the Imperial Library.

Looking at the screenshots on TESA, it looked like you had only a harbour on one side. The implication of the quote is that there was one on the Topal Bay side of the pencsula, another on the ocean side, and presumably another at the tip. I haven't looked at the heightmap to see what the site is like, but this is your chance to fit the lore better the second time around, and the "largest port" part is an excuse to go totally grandiose with your plans!


Well, this originally started out as Haven in Valenwood, but due to my misinterpretation of the gridmap I hit the spot of Senchal. And indeed, now that my previous esp went off into Oblivion, I can make it better fitting to lore. Three sides may be a bit to much ground to cover, as I really don't want to make it as big as the Imperial City and putting them to close together will have to much of an impact on FPS. Senchal will be big though: the main city will probably exscist of two or three different world spaces. Now that I'm rebuilding it looks I'll be able to make one big port (which could very well be two ports that blended together over time) and a smaller fishermen port.

Needless to say that the "new" Senchal will look very different from my former version. I have some very nice ideas that I will reveal later when I worked them out in more detail. I hope to show some screenshots soon.


Cheers!
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Kat Stewart
 
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Post » Sat Feb 19, 2011 1:23 am

I wonder how this rescaled map will affect the selection of mods that people use...

That Hammerfell project is likely to be the winner over any others, but then any future High Rock and Skyrim will have to be designed according to that mod rather than the Tamriel Heightmaps mod.

Is the Elsweyr mod naturally stretched-out to fit this mod's scale? Or is that what the patch is for?


I could kind of see the southern areas of Tamriel adhering to the Elsweyr mod and the Valenwood/Blackmarsh/Summerset Heightmaps, but the northern areas adhering to the Hammerfell and Tamriel Rebuilt projects.


That's gonna take some really mod-specific map work...

EDIT: Then again it does seem that the Hammerfell project is a separate worldspace. So at this point, Elsweyr might be the standard for everything else?
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james tait
 
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Post » Sat Feb 19, 2011 12:56 pm

I wonder how this rescaled map will affect the selection of mods that people use...

That Hammerfell project is likely to be the winner over any others, but then any future High Rock and Skyrim will have to be designed according to that mod rather than the Tamriel Heightmaps mod.

Is the Elsweyr mod naturally stretched-out to fit this mod's scale? Or is that what the patch is for?


I could kind of see the southern areas of Tamriel adhering to the Elsweyr mod and the Valenwood/Blackmarsh/Summerset Heightmaps, but the northern areas adhering to the Hammerfell and Tamriel Rebuilt projects.


That's gonna take some really mod-specific map work...

EDIT: Then again it does seem that the Hammerfell project is a separate worldspace. So at this point, Elsweyr might be the standard for everything else?


Because the Hammerfell project is in a separate worldspace, it should actually be possible to use that mod (once released) as well as any mods making use of Onra's heightmaps. They ought to be fully compatible - there would be two versions of Hammerfell.
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Alkira rose Nankivell
 
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Post » Sat Feb 19, 2011 5:25 am

Gotta question: how save is it to delete rocks and trees in the Senchal area? I know it's not recommended, but setting them as initialy disabled blocks my view in the CS and dropping them under the ground surface means that they're still there, which could add to performance problems in the game.

Cheers!
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Tyrel
 
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Post » Fri Feb 18, 2011 11:11 pm

Delete and later load in TES4Edit and run 'undelete and disable'?
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Jessie
 
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Post » Sat Feb 19, 2011 6:12 am

Delete and later load in TES4Edit and run 'undelete and disable'?


Oh, that's an awesome feature I wasn't aware of! This also works when the heightmap esp's are used as a master?
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Nice one
 
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Post » Fri Feb 18, 2011 8:46 pm

If you drop them to an altitude of -30 000 the game engine won't render them, or something like that. If I correctly understood the discussion in the UL threads some months ago. Better ask Vorians or Arthmoor about this, they're know the CS better than me.

Oh, washington gave the correct (and more understandable answer) before me. Good.
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Da Missz
 
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Post » Fri Feb 18, 2011 11:33 pm

Oh, that's an awesome feature I wasn't aware of! This also works when the heightmap esp's are used as a master?


The only problem I can think of would be problems with memory due to largeness of all the stuff that needs to be loaded. I wouldn't know much about it though, I haven't ever loaded any big worldspaces in TES4Edit.
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Alexander Horton
 
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Post » Sat Feb 19, 2011 1:31 am

The only problem I can think of would be problems with memory due to largeness of all the stuff that needs to be loaded. I wouldn't know much about it though, I haven't ever loaded any big worldspaces in TES4Edit.



absolutely no problem ....I am using Tes4Edit all the time for working on my heightmaps...indeed the heightmaps wouldn't exist without it

btw undelete and disable is highly recommended especially if different mods edit the same location

for example I am currently improving the southern part of Elsweyr for the next version of the Valenwood/Elweyr map, including roads from Corinthe to Senchal and Thorval...


cheers
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Cash n Class
 
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Post » Fri Feb 18, 2011 9:59 pm

absolutely no problem ....I am using Tes4Edit all the time for working on my heightmaps...indeed the heightmaps wouldn't exist without it

btw undelete and disable is highly recommended especially if different mods edit the same location

for example I am currently improving the southern part of Elsweyr for the next version of the Valenwood/Elweyr map, including roads from Corinthe to Senchal and Thorval...


cheers


Good to know!

I'm carefuly rebuilding Senchal from the ground up. I took the liberty to raise a portion of land from the sea as I really needed the space for Senchal and it's surroundings. The city will be big and so I will divide it into 4 different world spaces, which all have their own character:

-- Grand Bazaar: A district filled with bazaars, merchants, inns and taverns
-- The Heart of Senchal: Home a new guild, the city goverment and villa's from Senchal's upperclass
-- Black Keirgo: Thieves, beggars, moonsugar, dirty inns and gangs: Senchal's underbelly. Great place!
-- Scorch (name still open for suggestions!): mostly still in ruins after being cleansed with fire from the Knahaten Flu. But the quarter is slowly being reclaimed by the Senchalians.

The city will feature 3 ports: a small fishing port, a cargo port and one regular port.

The outskirts will feature a few farms and a fortress for Senchal's guards.

I'll try to stick to lore as close as possible and try to come up with some of my own to give the city some backbone. It will be a huge undertaking, but I'm really enjoying it so far. As soon as I have made decent progress I will post new pics and probably a WIP thread to ask for imput and testers.

Cheers,

StarX
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Sarah Unwin
 
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Post » Sat Feb 19, 2011 9:16 am

Good to know!

I'm carefuly rebuilding Senchal from the ground up. I took the liberty to raise a portion of land from the sea as I really needed the space for Senchal and it's surroundings. The city will be big and so I will divide it into 4 different world spaces, which all have their own character:

-- Grand Bazaar: A district filled with bazaars, merchants, inns and taverns
-- The Heart of Senchal: Home a new guild, the city goverment and villa's from Senchal's upperclass
-- Black Keirgo: Thieves, beggars, moonsugar, dirty inns and gangs: Senchal's underbelly. Great place!
-- Scorch (name still open for suggestions!): mostly still in ruins after being cleansed with fire from the Knahaten Flu. But the quarter is slowly being reclaimed by the Senchalians.

The city will feature 3 ports: a small fishing port, a cargo port and one regular port.

The outskirts will feature a few farms and a fortress for Senchal's guards.

I'll try to stick to lore as close as possible and try to come up with some of my own to give the city some backbone. It will be a huge undertaking, but I'm really enjoying it so far. As soon as I have made decent progress I will post new pics and probably a WIP thread to ask for imput and testers.

Cheers,

StarX




Sounds fantastic :-)


I am trying to provide the new version of the Valenwood/Elsweyr map as soon as possible...it will include roads from Corinthe to Senchal and Thorval, an improved Tenmar forrest and the river Onyx..I also will add creatures ...

cheers
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Cagla Cali
 
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Post » Fri Feb 18, 2011 9:20 pm

http://www.tesnexus.com/downloads/file.php?id=23177


... So, need I say more? ;P


Hehe, I'd really love to get into the Tamriel Worldspace modding scene, but I'm way too un-dedicated to things. Maybe someday though...
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Kelly Upshall
 
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Post » Fri Feb 18, 2011 11:10 pm

http://www.tesnexus.com/downloads/file.php?id=23177


... So, need I say more? ;P


Hehe, I'd really love to get into the Tamriel Worldspace modding scene, but I'm way too un-dedicated to things. Maybe someday though...



maybe start with some small things...maybe your own house, a farm/plantation, a bandit camp or a small village.....

cheers .:-)
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Roy Harris
 
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Post » Sat Feb 19, 2011 10:05 am

What's wrong with deleting tree's and such?
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Laura-Jayne Lee
 
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Post » Sat Feb 19, 2011 12:24 am

What's wrong with deleting tree's and such?

IIRC, when you delete a vanilla object and then another mod edits the same obejct (making it undeleted), then it would lead to CTDs on exit.
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Adriana Lenzo
 
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