World Enlarging Mod

Post » Tue Nov 16, 2010 9:22 am

Morrowind's overworld was smaller than Oblivion's but to spend five minutes here you'd think that that game was the Holy Grail.

Its called "blinded by nostalgia". A lot of people have a severe case of this.
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Soraya Davy
 
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Post » Tue Nov 16, 2010 11:15 am

I'm sure you can make the game world larger. I don't think it's needed though. Oblivion was a good size game world, I'm fine with that size for Skyrim.
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FirDaus LOVe farhana
 
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Post » Tue Nov 16, 2010 4:30 am

cant you just stretch the map and increase the texture resolution, move the city/dungeons and other world assets. add more trees/rocks fauna/flora. presto. you have a larger world space....wasn't there a mod that did this in ob?
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Paul Rice
 
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Post » Tue Nov 16, 2010 9:26 am

I suppose this project would require a program or even a Skyrim script which would put trees and buildings in the air and then make them fall to the ground, saving the position after adjusting the terrain and putting the object a little inside the floor, to fit properly. Then with that information you could make the terrain files automatically. Spawn points should also been implemented automatically, maybe surrounding every spawn point with equal ones, following some criteria when conflicting (like for example the dangerous spawn type prevails).
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!beef
 
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Post » Tue Nov 16, 2010 4:41 am

But then we are back to the same problem as before, the game having a world that is 44 times larger and therefore by your logic filled with 44 times as much procedurally generated stuff taking up 44 times as much space on a hard drive.

And as for Oblivion, the only thing that was generated like that was the actual landmass. They gave some vague specifications and then they 'eroded' the land until it got to something that they thought was workable. All of the objects were then lovingly crafted and inserted into the game by the team.

You know that procedural generation doesn't take any resource if not just a seed memorization? apart that the cell and the height data woudl be the only thing taking more resource space... at least I think ...
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Katy Hogben
 
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Post » Tue Nov 16, 2010 10:40 am

just make yourself smaller
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Emilie M
 
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Post » Tue Nov 16, 2010 5:53 am

just make yourself smaller



and all the actors,objects,clutter,etc. Hmmm that could actually work :D
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Robert
 
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Post » Tue Nov 16, 2010 10:44 am

You're correct. All Bethesda had to do was edit certain "environment" settings (I forget the real name for the tool) and then hit "generate" and it would automatically create most of the landscape.

The tool is called the Region Editor and was capable of procedurally generating textures, trees, rocks and plants per region according to adjustable settings. However most of the placed items would have to be adjusted by hand so technically most of the world is hand placed.

I believe most all of the land was created by hand, though. And everything else was hand-placed.


The Height Map editor is what produced the landscape but it too had to be fine tuned by hand. So in all truthfulness 99% of the entire world was touched by human hands between generation and final product.

OT: I'd much rather extend the game into the surrounding provinces using the vanilla scale, although we really need a seamless transition between world spaces.
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Blaine
 
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Post » Tue Nov 16, 2010 3:50 am

The tool is called the Region Editor and was capable of procedurally generating textures, trees, rocks and plants per region according to adjustable settings. However most of the placed items would have to be adjusted by hand so technically most of the world is hand placed.



The Height Map editor is what produced the landscape but it too had to be fine tuned by hand. So in all truthfulness 99% of the entire world was touched by human hands between generation and final product.

OT: I'd much rather extend the game into the surrounding provinces using the vanilla scale, although we really need a seamless transition between world spaces.


Yeah [censored] making Skyrim bigger, lets just go to Morrowind, Hammerfell, High Rock, and all sorts of neat places.
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Richard
 
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Post » Tue Nov 16, 2010 5:30 am

I remember someone doing this with Oblivion. I think the biggest problem would be that changing the world map so dramatically would make it incompatible with any other mod that adds something to the outdoors.

http://www.projectmanager.f2s.com/morrowind/Tamrielx2/index.html
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Sakura Haruno
 
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Post » Tue Nov 16, 2010 11:02 am

couldnt you just procedually generate the landscape, but just scale everything down/up to the scale that you increased it in the CS?
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Nikki Hype
 
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Post » Tue Nov 16, 2010 7:25 am

But then we are back to the same problem as before, the game having a world that is 44 times larger and therefore by your logic filled with 44 times as much procedurally generated stuff taking up 44 times as much space on a hard drive.

And as for Oblivion, the only thing that was generated like that was the actual landmass. They gave some vague specifications and then they 'eroded' the land until it got to something that they thought was workable. All of the objects were then lovingly crafted and inserted into the game by the team.

i dont think so, because there are not 44 as many NPCS/textures/items/scripts
its just recycling textures and heightmaps(?) to make the gameworld bigger
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Clea Jamerson
 
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Post » Tue Nov 16, 2010 6:38 am

Unique mods that add other provinces or part will be very welcome always.
Elsweyr the Deserts of Anequina for Oblivion, Tamriel Rebuilt Telvannis for Morrowind was so awesome, I will be very happy if Skyrim also has similar mods.
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Tania Bunic
 
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Post » Tue Nov 16, 2010 12:21 pm

http://www.projectmanager.f2s.com/morrowind/Tamrielx2/index.html


So basically all this mod do, is make you smaller? :rolleyes:

I think the guy making it forgot something essential. Only the landscape is supposed to be larger, not the actors and buildings. That defeats the whole purpose of all his coding. Might as well do player.setscale 0.5 :facepalm:
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Stryke Force
 
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Post » Tue Nov 16, 2010 3:06 am

Its called "blinded by nostalgia". A lot of people have a severe case of this.

This.
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Rachael
 
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Post » Tue Nov 16, 2010 3:57 pm

If this was possible I'll be sure to use it. However,won't this break compatability with other mods?
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Sheila Reyes
 
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Post » Tue Nov 16, 2010 12:54 pm

If it has the same size of OB but the travel difficulty that MW brought, then it will seem MUCH larger. The terrain seems difficult from some of the screenshots
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Eileen Müller
 
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Post » Tue Nov 16, 2010 2:19 pm

The tool is called the Region Editor and was capable of procedurally generating textures, trees, rocks and plants per region according to adjustable settings. However most of the placed items would have to be adjusted by hand so technically most of the world is hand placed.


You don't need to touch things by hand if you're skilled enough with the region editor. I've generated a lot of regions for MERP during the last 1,5 years (Rohan, Fangorn, Misty Mountains, Forlindon, ... ) and never needed to adjust objects by hand. All you have to do is to finetune the settings of the region generator long enough, but I admit it took me quite long to learn how to properly generate landscapes.

Everything that you see in these screenshots is generated and nothing touched by hand:

http://www.moddb.com/mods/merp-middle-earth-roleplaying-mod/images/fangorn7#imagebox
http://www.moddb.com/mods/merp-middle-earth-roleplaying-mod/images/the-gap-of-rohan#imagebox
http://www.moddb.com/mods/merp-middle-earth-roleplaying-mod/images/nw-eriador-by-noirdesir#imagebox
http://www.moddb.com/mods/merp-middle-earth-roleplaying-mod/images/wip-fangorn#imagebox
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Kortknee Bell
 
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Post » Tue Nov 16, 2010 3:26 pm

You don't need to touch things by hand if you're skilled enough with the region editor. I've generated a lot of regions for MERP during the last 1,5 years (Rohan, Fangorn, Misty Mountains, Forlindon, ... ) and never needed to adjust objects by hand. All you have to do is to finetune the settings of the region generator long enough, but I admit it took me quite long to learn how to properly generate landscapes.

Everything that you see in these screenshots is generated and nothing touched by hand:

http://www.moddb.com/mods/merp-middle-earth-roleplaying-mod/images/fangorn7#imagebox
http://www.moddb.com/mods/merp-middle-earth-roleplaying-mod/images/the-gap-of-rohan#imagebox
http://www.moddb.com/mods/merp-middle-earth-roleplaying-mod/images/nw-eriador-by-noirdesir#imagebox
http://www.moddb.com/mods/merp-middle-earth-roleplaying-mod/images/wip-fangorn#imagebox


If you made absolutly no adjustments to your environment then I'm very impressed. Have you shared what you've learned with the rest of the community?
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Monika Fiolek
 
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Post » Tue Nov 16, 2010 3:09 am

No adjustments in the regions themselves, although you need to blend different regions together by hand (or subregions if they become too big to get generated in one go).

I've never written something like a guide for it, probably because I've learned most of it by another MERP team member (Lumpypat) who is inactive at the moment. But I'm going to write something up if it is possible to generate landscapes for Skyrim too.

@Prometheus: of course I would enjoy an enlarged version of Skyrim (if it really has about the same size as Oblivion), but for me it isn't worth all the work to regenerate the regions, move the cities and so on. I'd really prefer (to play and to mod) another province of Tamriel or a total conversion ;)
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Khamaji Taylor
 
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Post » Tue Nov 16, 2010 6:13 am

Biased and unprofessional poll, didn't vote.

On topic: I've been contemplating this question myself quite a bit. Frankly it makes the most sense to step down the world size from Oblivion. Morrowind was fun, it seemed bigger than Oblivion, but the total land area was less. What I think made this so is that in Oblivion, the world was mostly empty. You didn't run into much traveling from place to place. Maybe a bandit or a wolf, nothing really significant though. I think another thing that made Oblivion seem so much smaller than Morrowind was the unrefined fast travel. You didn't need to explore most placed to travel to them, that's been fixed at least. On the other hand, fast traveling kind of takes away from the game as a whole, I liked how in Morrowind, if I wanted to go somewhere, I had to find a boat or silt strider or something. That gave me the sense that the world had substance. After implementing horses, I think they should take out the fast travel Idea altogether, but I digress.

Now I myself have wanted a bigger world to begin with, one that is full. I mean that in every sense of the word as well. I wanted an Imperial City with way more than only 200 people. I wanted an Imperial city with 200,000 - 500,000 people. Now realistically speaking computers can't handle that yet, but it's on my to-do list, someday. The biggest problem with making Skyrim bigger would be to put a cells per... area... cap in the construction kit. As for the approach they are taking with Skyrim I believe is currently the best approach. They have put a lot of thought into Skyrim I'm sure, and I think it would just be best if we let the game come out and give it a play-through. Whether or not it's big enough I think can be adequately determined after that.
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Philip Rua
 
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Post » Tue Nov 16, 2010 11:36 am

I don't understand why so many people relate a big game world with the quality of a game.
Oblivion was huge, it only seemed smaller than Morrowind because in Morrowind you walked really slow (actually thats more realistic but its boring).

And many unique places aren't possible with a big world (economically).
Quality over quantity!

It seemed smaller because you could walk in a straight line everywere in OB.
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Neko Jenny
 
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Post » Tue Nov 16, 2010 2:36 pm

Dear Mastius,

F YOUR SIGG :obliviongate: .

Love MK-Omega

aye Morrowind's walk speed was slow, but I always ran around with High speed and athletics, still took a hotwhile to get across the map :D especially with the BIG MOUNTAIN IN THE CENTER. it was one massive barrier that attributed to the scope, and if you used the Mods that give LOD and see how large Morrowind really is, you'd give it its due in size. Yeah Cyrodiil was "big" but all that size was dismissable in the same aspect that -everything- was few feet from each other, don't believe? load up your game and type Tmm 1 and see the truth. it was so cramped with uselessness, so now we have Skyrim reportedly the same size as Oblivion AND its mountains that serve as barriers, do you feel things will be anyless cramped now?

Oblivions size and crampness

Morrowinds Natural Barrier x10

do you like the picture now? not that im saying everything needs to be epics apart and take 4 days by Carrige and 2 by Boat, but whats adding up with what we -know- (which is very little) the outlook can recieve a bit of criticism
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Neko Jenny
 
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Post » Tue Nov 16, 2010 2:11 am

Remove fast travel = HOLY SHi#%!! Huge world!!
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Rinceoir
 
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Post » Tue Nov 16, 2010 3:02 am

Let me just jump in and say; In TES:IV, Fo3, or NV this would be impossible. But we know little to nothing about the new engine or its tools, so the answer, is that your question cannot be answered.
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Jade
 
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