Tamriel Worldspace Modding Project

Post » Fri Feb 18, 2011 10:45 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?



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.


I heard my name, so here I am! Washington and iggey are correct. TES4Edit contains a feature (pretty much requested by Arthmoor and myself) which will automatically undelete every deleted object in a mod (whether originally from Oblivion.esm, or from some other master file), set it's Z coordinate to -30,000 and mark it disabled. Marking it disabled is all you actually need to stop the game loading it into memory and affecting FPS, but of course it's still visible in the CS, and makes modding difficult. To resolve this, I suggested to Elminster (creator of TES4Edit) that the object be dropped out of sight, and after some experimenting, I discovered that -30,000 is the lowest value the CS will allow before throwing up a warning message (at -30,001 or lower, you'll get a warning for each object, suggesting that it's misplaced. Harmless to the mod, but annoying to the modder).

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


J.O.D. is correct, if one mod deletes an object from a master file, and another mod loading afterwards edits that same object, the game will crash on exit, guaranteed. But if the object is instead disabled, then there are no problems.
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XPidgex Jefferson
 
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Post » Sat Feb 19, 2011 8:48 am

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.


Hm, with Wyre Bash, it'd be possible to overwrite said change, right?

Like, delete the object in one mod, then if the object is edited in a later mod, the object would follow the second?
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Marine Arrègle
 
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Post » Sat Feb 19, 2011 9:10 am

So if i just undelete and disable is everything ok??
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Maddy Paul
 
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Post » Sat Feb 19, 2011 3:31 am

Hm, with Wyre Bash, it'd be possible to overwrite said change, right?

Like, delete the object in one mod, then if the object is edited in a later mod, the object would follow the second?


No. The problem is that the object was deleted in the first place. To resolve, it needs to be undeleted in the mod which deleted it, so that it is never at any point deleted. Wrye Bash cannot do that, as Wrye Bash takes records from various mods and compiles them all together in a single ESP at the end of your load order, to ensure that the desired overriding records actually are the overriding records.

So if i just undelete and disable is everything ok??


Yes.
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Ella Loapaga
 
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Post » Sat Feb 19, 2011 3:50 am

TES4Edit contains a feature (pretty much requested by Arthmoor and myself) which will automatically undelete every deleted object in a mod (whether originally from Oblivion.esm, or from some other master file), set it's Z coordinate to -30,000 and mark it disabled.

Question about this part - does it only undelete the stuff missing from a master file? For instance, if I use this feature it will only undelete rocks and trees and such from Oblivion.esm or my esmified Hammerfell_HighRock heightmap, not the junk I drug into my mod cell to see what it looked like, right?
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Chris Guerin
 
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Post » Fri Feb 18, 2011 9:04 pm

Thanks for explaining about the way TES4EDIT can solve that problem, Vorians! That sure makes things a lot easier! :foodndrink:

Wanted to do some texture work today and so I created the final version of the Senchal Guard armor (which comes with a few variants).

Angry Senchal City Guard: http://www.invision.tesalliance.org/forums/index.php?/gallery/image/7074-senchal-city-guardjpg/

Cheerio!
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Assumptah George
 
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Post » Sat Feb 19, 2011 11:54 am

Question about this part - does it only undelete the stuff missing from a master file? For instance, if I use this feature it will only undelete rocks and trees and such from Oblivion.esm or my esmified Hammerfell_HighRock heightmap, not the junk I drug into my mod cell to see what it looked like, right?


I don't understand the question. The function undeletes and disables all objects which have been marked as deleted in your ESP. Only objects you delete which were originally from a master file should get marked as deleted in your ESP.
Objects which you created yourself and then deleted should not, as the CS should permanently remove these anyway. Are these what you refer to? If so, on rare occasions the CS enjoys one of it's jolly little quirks (what I like to call a "bug", but then I'm eccentric), and instead of permanently removing something unique to an ESP when you delete it, it keeps it stored in the ESP but marked as deleted. These would indeed also get undeleted, disabled, and dropped to -30,000 on the Z coordinate. Totally harmless, still, since it's disabled and out of sight unless you go looking for it.
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neen
 
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Post » Sat Feb 19, 2011 1:57 am

current progress status Tamriel heightmaps

currently working on Tamriel heightmaps Version 3.0

things are getting more detailed now ..so the new maps will come with harvestable plants, creatures, map marker and roads

here some first screenshots from the new Valenwood/Elsweyr map ..the Tenmar Forrtest is getting more detailed and new created roads will connect Corinthe with Senchal and Thorval :-)

http://www.tesnexus.com/downloads/images/27235-1-1273930683.jpg

http://www.tesnexus.com/downloads/images/27235-3-1273930684.jpg

http://www.tesnexus.com/downloads/images/27235-2-1273930684.jpg

http://www.tesnexus.com/downloads/images/27235-4-1273930684.jpg


have fun
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GabiiE Liiziiouz
 
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Post » Sat Feb 19, 2011 12:33 pm

wow great pics!!
@ starx: what sword is the guard using? i dont recognize it from anywhere
@onra: wow roads and monsters?! nice looking forward to v3!! i like the tenmar forest, imn gonna build a house mod there.
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Tikarma Vodicka-McPherson
 
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Post » Fri Feb 18, 2011 9:19 pm

@Onra: That looks great, man! Can't wait for the update! :)

@John: http://www.tesnexus.com/downloads/file.php?id=24778, they can be used as a modder's resource.
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Dan Scott
 
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Post » Sat Feb 19, 2011 1:36 am

The function undeletes and disables all objects which have been marked as deleted in your ESP. Only objects you delete which were originally from a master file should get marked as deleted in your ESP.Objects which you created yourself and then deleted should not, as the CS should permanently remove these anyway.

That's what I meant - sorry for not being clearer. I have the bad habit of dragging something into my render window just to see what it looks like, then deleting it when it's not what i want.

@Onra - these maps look fantastic! I can't wait to see what you're doing with the northern provinces, or what kind of awesome mods come out of this. Thanks to you, someday we'll have a fully fleshed out Tamriel to play around in. If you need unique monsters for Skyrim, let me know. The Ravensgate mod uses leveled versions of Snow Leopards, Snow Bears, Yetis, Reiklings, and Frost Giants. There's also a Frost Wyrm in there somewhere. They're not all ready for prime time yet, but should be soon.
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Cartoon
 
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Post » Sat Feb 19, 2011 12:21 pm

That's what I meant - sorry for not being clearer. I have the bad habit of dragging something into my render window just to see what it looks like, then deleting it when it's not what i want.


That's what the Preview Window is for! :D
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SexyPimpAss
 
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Post » Sat Feb 19, 2011 8:14 am

thx star, just downloaded :) pics are lookin great, btw
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Lewis Morel
 
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Post » Sat Feb 19, 2011 9:33 am

That's what the Preview Window is for! :D

Is there a way to change settings for the Preview Window? Mine looks really dark with a black & white "ground" under the object. It's really quite terrible.

Um... (staying on topic)... Did I mention I love these heightmaps? Undoubtedly one of the best resources to ever be released.
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Tamara Dost
 
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Post » Sat Feb 19, 2011 11:37 am

Is there a way to change settings for the Preview Window? Mine looks really dark with a black & white "ground" under the object. It's really quite terrible.

Um... (staying on topic)... Did I mention I love these heightmaps? Undoubtedly one of the best resources to ever be released.


Staying offtopic: Get http://www.tesnexus.com/downloads/file.php?id=18246, it'll resolve the issue with the stupid non-transparent "ground" blocking the view in the Preview Window. Also, if you have the "Brighten Lights" button unpressed, the Preview Window will be unlit just like the Render Window, but if you have "Brighten Lights" pressed, then the Preview Window will be lit up.


I have no clue where Tenmar Forest is, but it looks very impressive.
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Melissa De Thomasis
 
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Post » Sat Feb 19, 2011 1:25 am

Staying offtopic: Get http://www.tesnexus.com/downloads/file.php?id=18246, it'll resolve the issue with the stupid non-transparent "ground" blocking the view in the Preview Window.

Offtopic: That is an amazingly useful mod, and I probably never would've found it on my own. Thank you!

Ontopic: Tenmar Forest is located in the southern portion of Elsweyr. The entire province is pretty much surrounded by jungle and forest, with a large desert smack in the middle.
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Nikki Morse
 
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Post » Sat Feb 19, 2011 7:35 am

current progress status Tamriel heightmaps

currently working on Tamriel heightmaps Version 3.0

things are getting more detailed now ..so the new maps will come with harvestable plants, creatures, map marker and roads

here some first screenshots from the new Valenwood/Elsweyr map ..the Tenmar Forrtest is getting more detailed and new created roads will connect Corinthe with Senchal and Thorval :-)

http://www.tesnexus.com/downloads/images/27235-1-1273930683.jpg

http://www.tesnexus.com/downloads/images/27235-3-1273930684.jpg

http://www.tesnexus.com/downloads/images/27235-2-1273930684.jpg

http://www.tesnexus.com/downloads/images/27235-4-1273930684.jpg


have fun


That forest looks great!
Man, you are a mean modding machine. :tops:
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Cathrin Hummel
 
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Post » Sat Feb 19, 2011 12:26 am

@ Onra

Regarding Skyrim, I have a wealth of old resources on my hardrive, including two complete towns on my hardrive. In addition I have unique architecture sets, ground textures, trees, and a few other things. As team leader of the old Skyrim mod, I'd be happy to pass them on to you, assuming you put them to good use ;)
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Lalla Vu
 
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Post » Sat Feb 19, 2011 8:37 am

@ Onra

Regarding Skyrim, I have a wealth of old resources on my hardrive, including two complete towns on my hardrive. In addition I have unique architecture sets, ground textures, trees, and a few other things. As team leader of the old Skyrim mod, I'd be happy to pass them on to you, assuming you put them to good use ;)

Any chance I can get a look at those as well? Since it's right on the border, I want to give Ravenholme more of a Skyrim feel than Bruma has.
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Wayland Neace
 
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Post » Sat Feb 19, 2011 2:27 am

@ Onra

Regarding Skyrim, I have a wealth of old resources on my hardrive, including two complete towns on my hardrive. In addition I have unique architecture sets, ground textures, trees, and a few other things. As team leader of the old Skyrim mod, I'd be happy to pass them on to you, assuming you put them to good use ;)



thx a lot :-)

using your uniques stufft would be fantastic as we are slowly starting to get things more detailed

don't know but probably we could even transfer your cities into the tamriel ...are they in seperate worldspaces ?

regards

onra
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carley moss
 
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Post » Sat Feb 19, 2011 10:34 am

@ Omegacron: check 'Alasdair's' mods on texnexus. Many of our resources are already released on there. It will take me some time to get the other stuff together, though I'm happy to show it to you when it is. Also much of what is unreleased is not much different from Bruma, so again, tesnexus will be more useful to you.

thx a lot :-)

using your uniques stufft would be fantastic as we are slowly starting to get things more detailed

don't know but probably we could even transfer your cities into the tamriel ...are they in seperate worldspaces ?

regards

onra


Certainly, the most immediately useful thing I can think of is about 20 unique terrain textures that we have, and 2 new tree types, and some modular long hall pieces. Also, we have a whole new set of rocks and rune stones, in snowy and snowless variations, and another custom tileset. Those 2 however need to be converted to nif files.

Regarding cities, we had 3 completely detailed towns, complete with AI and maybe a few quests, about 10 homes each. Also we had the city of Riften partially developed, but I'm not sure that will be much use to you. The entire mod is built in a separate worldspace, towns included. Adding them to the mod is a matter of copy and paste into the tamriel world.

Edit: I just remembered we had a 3rd, very small tileset made by Darkness Eternal. It's very simple, and I'm not positive if its still on my HD, but I will find it if you want.
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Dustin Brown
 
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Post » Sat Feb 19, 2011 3:17 am

@ Omegacron: check 'Alasdair's' mods on texnexus. Many of our resources are already released on there. It will take me some time to get the other stuff together, though I'm happy to show it to you when it is. Also much of what is unreleased is not much different from Bruma, so again, tesnexus will be more useful to you.



Certainly, the most immediately useful thing I can think of is about 20 unique terrain textures that we have, and 2 new tree types, and some modular long hall pieces. Also, we have a whole new set of rocks and rune stones, in snowy and snowless variations, and another custom tileset. Those 2 however need to be converted to nif files.

Regarding cities, we had 3 completely detailed towns, complete with AI and maybe a few quests, about 10 homes each. Also we had the city of Riften partially developed, but I'm not sure that will be much use to you. The entire mod is built in a separate worldspace, towns included. Adding them to the mod is a matter of copy and paste into the tamriel world.

Edit: I just remembered we had a 3rd, very small tileset made by Darkness Eternal. It's very simple, and I'm not positive if its still on my HD, but I will find it if you want.




Sounds very good ! especially new textures and trees are always very useful to give a province a unique look :-)

btw no need to hurry as a good part of skyrim is still missing ( will come with the Morrowind map)

regards

onra
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Nice one
 
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Post » Sat Feb 19, 2011 9:16 am

Rebuilding Senchal from the ground up. There will be three quarters instead of four, Scorch (the burned down part) will be integrated into the other parts. It's so much larger in scale than my former version.

http://www.invision.tesalliance.org/forums/index.php?/gallery/image/7197-cs-shot-of-a-redesigned-senchal/

Alright, back to work! Cheers! :foodndrink:
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marina
 
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Post » Fri Feb 18, 2011 10:48 pm

is that all brand new architecture or retextured or vanilla star? looks amazing whatever it is!
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Javaun Thompson
 
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Post » Sat Feb 19, 2011 12:32 am

is that all brand new architecture or retextured or vanilla star? looks amazing whatever it is!


Thanks! Most of it is retextured with either vanilla or custom textures, but also some meshes from mr. Siika are used here and there. :)
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Cagla Cali
 
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