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WaryDeliverer

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WaryDeliverer

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About this mod

This mod introduces a new open source world space. It is the result of hours of trial and error in a beginner's attempt to create a semi-playable to playable world that encompasses both Great Britain and Ireland, stretching all the way up to the Shetland Islands. They may or may not have made it in.

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Britannia

This concept came to me when I had an idea for a mod far beyond the scope of my abilities, no matter how much I wish otherwise. I'm a writer, not a game developer. For the last few years I have been deeply interested in Arthurian legends and wanted to create an open world RPG completely built around it in the same vein as Enderal (Legendary Edition Mod) or Beyond Skyrim (Developer Site). That, of course, is a pipe dream. Truth is I have the ideas, but I don't have the skill or know how. The concept is there, the vision is there,  even a good portion of the characters are there, but at the end of the day I'm not that talented and to get this world space into even this playable of a state was an absolute fluke I probably couldn't replicate if I tried. I marvel at experienced mod authors and their capabilities. Teach me.

I used L3DT Terrain Generator because it was the generator that was easiest to find guides on. I used OpenTopography, I believe, to find the heightmap, and I went to work. Days of failed experiments and disappointing research later - it's seemingly impossible to get a playable world out of something so big - I tried some obscure, unorthodox method that was kind of a mock-up of reverse engineering. Don't ask me how I managed it, I wrote down the steps I took somewhere but can't find them and probably couldn't duplicate the result again besides. Anyway I put the result through TESAnnwyn and what came out on testing was, sure enough, a semi-playable rendition of 'Brittania'. Semi-playable in that I could go for more than two minutes without needing to use the 'tcl' console command to get up a slope and perceived that, with a little tweaking and refining, even those obstacles might be overcome. Passes, roadways up the hills, actual world objects like rocks added in, etc. That, however, is a stage I haven't gotten to.

Which brings me to why I'm posting this now.

As established, I am by no means a skilled modder. I barely know what I'm doing. What you'll find here is a world space fresh off of TESAnnwyn. Nothing has been added to it or done to it. It is barren and untouched, no LOD or anything, but it's there and it's semi-playable. Before I started fiddling with it, attempting to soften vertices and such, I wanted to post it here for three reasons:

  • In the hopes a mod author far more talented and experienced than I am will take an interest in it and take on the challenge of converting it into something truly special, functional, and spectacular. I'd be the first one to download if that were the case, but if anyone wanted to take over this one or help me with it I wouldn't complain.
  • So I have another way to recover this if, in my quest to make it a workable world space, I screw it up. I'm 99% certain I inevitably will. I will of course backup the plugin as is, but this will be added insurance. Also reason 1.
  • If I lose this plugin at this stage, there'll be no getting it back. I can't even find the guide I used to help make it in the first place anymore. I suspect it got taken down and it was old and possibly outdated as was. Even if I found it again, and found the steps I wrote down on how I got it to this stage besides, as previously established, my odds of duplicating the feat are slim to none.


SIZE:

For reference, the Tamriel worldspace in Creation Kit shows coordinates from -57, -43 to 61,50. In comparison the cells in my worldspace are listed from coordinate -128,-128 to 127,127. I can't math, so no clue how many cells that actually is altogether. I'm pretty sure, though, that If I'm ever going to paint it with landscape textures, it'll take more people working on it than just me. Depends on how high I can go with Ugrids in the Creation Kit and how many cells are contained in that Ugrid. Any information on that is more than welcome.


SOME HISTORY:


During my little sojourn into this madness, I tried to break this world down into smaller chunks. I tried to take just the Orkney Isles and see how that went, then just a single island in the Orkney Isles to see if that lowered the scale of the data set retrieved from Open Topography from ninety-something-or-other to a scale nearer Skyrim's, but I couldn't. I watched a YouTube video on how to do it and got the gist, but it was a tutorial for Unreal Engine, not Skyrim Creation Kit. The world space he converted worked fine and downloaded for him at a far lower scale, but I can't figure out for the life of me how he managed that. It seems OpenTopography only downloads it's data sets at one size, or I'm just clueless. Entirely possible.

That said, I still found my way to this stage of it, so that's something at least. I'm glad it turned out as functional as it did, but when all is said and done, converting it properly would indeed render it pretty well unplayable. I tried doing it the right way and shrinking the scale of the Player Character down to the lowest it could be without vanishing, but as you can imagine, basing a whole mod off that concept would probably be impossible.

My conclusion is that turning a world space this size into something playable, while maybe not impossible, is pretty close to it. I hope that someone takes an interest and finishes what I started better than I can hope to. I'll keep working on it, of course, and if I ever manage to make something of it myself I'll update with those improvements (Figuring out LOD has me lost), but until then I hope those who do take an interest in it and download it can make it something amazing.

You can access the world space with the following console command: cow Brittania 25,25
If that doesn't work, try this: cow BrittaniaSE 25,25

That coordinate is one of the better ones to start off at. It lands you somewhere semi-flat and relatively expansive before you get to the cliffs and the mountains. An alternate is 20,30 which is arguably better, or 25,50, but feel free to experiment. Explore to your heart's content. The commands 'tcl' and 'player.setav speedmult x' (x being the variable you want, default being 100), will be your best friends. Also 'tfc'.


REGARDING MEDIA - PICTURES AND VIDEO:

If anyone takes a video capture of their own exploration let me know and I'll link it/add it to media. The pictures are somewhat misleading as not everything is rendered in, probably a byproduct of no LOD, so a video capture of someone's exploration would probably suit it a lot more. Currently I have no YouTube channel so I'm unable to take a video myself.

Whoever wants to help with this project, add onto it themselves, or just use the resource and perfect it on their own, you're free to. As established, this is completely open source.


CHANGELOGS

v1.0 - Initial upload. Fresh off TESAnnwyn. No LOD, no textures, just the world space. New World Resource more than anything, so no guarantees there will be changes in future, though I'll certainly be trying.

v1.1 - Added two new main fails, both supposedly containing LOD for the world. Let me know which one works. For me the lodsettings folder alone worked. For others you might need the meshes and textures folders too, but if not then all the better. Whether using just the lodsettings folder will work for more elaborate LODs later on, I have no clue. If both work, I'll be pleasantly surprised and experiment further with just using a lodsettings folder.

- Removed redundant .tes file.

- *Note: I have yet to be able to get a workable world map going on my end. It should show up, but in my case it's covered in clouds, fog, and large patches of blue (not water) that are actually land. If it works for you on your end, let me know and post a picture with explanation so I can try and figure out where I'm going wrong and how it's supposed to look.