Okay, I've had a chance to take a look at the RAW file, and I'm very impressed with your Hoddminir landscape. I also saw your issue with worldspaces, the limits of 4098x4098, and it got me thinking.
I played Elder Scrolls Online, and you know, when going to different cities, once you finish that city or go out the other instance, you get to the next world map, and I wondered... What if I'm looking at this massive world the wrong way, not at a massive 14000x14000 some-odd worldspace, but rather 14 interconnected 4096x4096 worldspaces, all bottnecked into specific world areas that can be accessed through gates, mountain passes, caves, manned border fortresses, and the like. I think that if you went back to your Hoddminir map, you could probably create several smaller, interconnected landscapes.
While you can't explore the ENTIRETY of Hoddminir, you should still be able to explore a good portion of it.
This is the nicest thing i've seen on nexus in a LONG time,could be the biggest thing that ever happen to modding.
Tree quick questions :
1.Are you going to release a version where the landmass will receive all the modders resources you created?An estimated date? 2.Is there and updated .esp map markers for the HoddminirBase.ESM(do i need to download anything else?) because sexymapmarker2.esp wants Hoddminir001.esm as a master 3.Can you tell me a good locations for building a base(using 3 settlements mods) preferably a flat area?
Due to the fact that any worldspace larger than 4096 x 4096 will have a bug that I mention in the information I have not continued with this large worldspace. In the team we decided to change to several island wolrdspaces instead. It was a hard decision, I still miss the feeling of this massive world.
Hell there Do You Know If Its A Way To Just Use The 0ne Cell When Building A World Because I Get Confused With How Many Cells Appear At A Time And Also How Do You Know The Exact Part Of The World space Your Working On Because It Is To Many Cells
I have two questons: First, How large is the world compared to skyrim? Second, How do you rename the worldsace, Im trying to replace the name Seyland with some thing a little more..... well a little more me. Im not dissing the name im just trying to make a total conversion mod
I wanted to ask you a quick question, If someone might know about this i would be very appreciated.
does someone know if in a custom worldspace.. is it possible to create lods for different rock textures? i am using different colors, like brown, sand and normal rock, they are all different nif files of course. if you know about this please let me know, if you dont.. know worries All the best
yeah how would i cut down this map size to the max limit? i utterly suck at making land. i am good at building s#*! over the land but not making the land part.
because this is the mod i am working on now..named Draconis Birthright http://www.nexusmods.com/skyrim/mods/48666/? if there was a way i could ask your permission to use a workable world space for this mod i would be very greatful
I'm not even going to try to say anything. There are no words capable of describing the sheer awesomeness of this project. Here is a chart of how famous you'll be compared to the one on second place: (I.) where the line is you. I would gladly help with geographical planning (mark out cities, forests, roads, landmarks, etc.) and basic population (placing solid objects and building the foundations), if you need it. If I'm not mistaken you'll need a whole lot of help to pull this off.
Could you give me a map of Hoddminir with the map of Skyrim as a comparison? I want to know how big it is so I can mark out some main roads and cities.
80 comments
I played Elder Scrolls Online, and you know, when going to different cities, once you finish that city or go out the other instance, you get to the next world map, and I wondered... What if I'm looking at this massive world the wrong way, not at a massive 14000x14000 some-odd worldspace, but rather 14 interconnected 4096x4096 worldspaces, all bottnecked into specific world areas that can be accessed through gates, mountain passes, caves, manned border fortresses, and the like. I think that if you went back to your Hoddminir map, you could probably create several smaller, interconnected landscapes.
While you can't explore the ENTIRETY of Hoddminir, you should still be able to explore a good portion of it.
Just a thought
Tree quick questions :
1.Are you going to release a version where the landmass will receive all the modders resources you created?An estimated date?
2.Is there and updated .esp map markers for the HoddminirBase.ESM(do i need to download anything else?) because sexymapmarker2.esp wants Hoddminir001.esm as a master
3.Can you tell me a good locations for building a base(using 3 settlements mods) preferably a flat area?
Good luck with this project!
Due to the fact that any worldspace larger than 4096 x 4096 will have a bug that I mention in the information I have not continued with this large worldspace. In the team we decided to change to several island wolrdspaces instead. It was a hard decision, I still miss the feeling of this massive world.
First, How large is the world compared to skyrim?
Second, How do you rename the worldsace, Im trying to replace the name Seyland with some thing a little more..... well a little more me. Im not dissing the name im just trying to make a total conversion mod
I wanted to ask you a quick question, If someone might know about this i would be very appreciated.
does someone know if in a custom worldspace.. is it possible to create lods for different rock textures? i am using different colors, like brown, sand and normal rock, they are all different nif files of course. if you know about this please let me know, if you dont.. know worries
All the best
Ian
if there was a way i could ask your permission to use a workable world space for this mod i would be very greatful
Give me a heads-up if you need me. Email: [email protected]