Copying A Cell

Post » Tue Jun 19, 2012 4:41 am

I'm wanting to create a rather complex cave and I think it would be best to use a cave that gamesas has created as a starting point and change it around to fit my needs..

The cave is the Eldergleam cave.

I've tried everything I can think of to get every little detail loaded into my mod but stuff like the very bottom floor just won't copy causing me to fall through the floor where the walkway is.

Is there an easy way to completely copy a cave and paste it into my mod?

Thanks for any help!

Brew
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KiiSsez jdgaf Benzler
 
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Post » Tue Jun 19, 2012 12:06 am

Right click the cell's name and click duplicate cell. That should do it, I think.
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XPidgex Jefferson
 
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Post » Mon Jun 18, 2012 1:53 pm

just a reminder, when you duplicate the cell using the method that Shasow said, the cell window will refresh and the original cell will still be selected Make sure you double-click and load up the cell with the ID [cellName]**COPY** (or similar to that wording).

otherwise you'll end up doing all your modifications to the original and then you have to abandon the mod and start all over again.
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Steve Smith
 
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Post » Mon Jun 18, 2012 5:49 pm

Funny how I want to do the same thing with that cave. It is nice place indeed.
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Robert Jackson
 
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Post » Tue Jun 19, 2012 12:54 am

Right click the cell's name and click duplicate cell. That should do it, I think.

Thanks for the reply.

The problem is that eldergleam is not listed with the other cells in "Interiors" in the "World Spaces" drop down. These other selections are groups of cells to create a "World"....I think they call it.

I would need to coply many cells to get the whole cave.

B
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jason worrell
 
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Post » Mon Jun 18, 2012 9:31 pm

If it's a worldspace, you can duplicate it in the world space window.
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Dragonz Dancer
 
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Post » Mon Jun 18, 2012 10:19 pm

If it's a worldspace, you can duplicate it in the world space window.

Actually there is a listing under "Location" in the Object Window. However, this includes everything, including the exterior.

The problem is that it is all under the World Space dropdown it lists many cells under the heading of "EldergleamSanctuaryWorld".

I can find no way to copy these cells and paste them into my mod.

If there were a "Select All" and Paste it would make what I need to do very easy :)

B
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Claudia Cook
 
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Post » Tue Jun 19, 2012 2:05 am

World -> Worldspaces.

Right click EldergleamSanctuaryWorld and click Duplicate.
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Anna Watts
 
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Post » Mon Jun 18, 2012 5:36 pm

World -> Worldspaces. Right click EldergleamSanctuaryWorld and click Duplicate.

Thanks again for your help

I tried that but it doesn't copy all of the cells, only the "Wilderness" cells get copied. Even if it were to work as I wanted it to I have no idea on how to then turn that into an esp file.

At this point I am of the mind that what I want to do can not be done within the Creation Kit.

I'm just totally at a loss on how to do this.

B
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elliot mudd
 
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Post » Mon Jun 18, 2012 5:47 pm

Thanks again for your help

I tried that but it doesn't copy all of the cells, only the "Wilderness" cells get copied. Even if it were to work as I wanted it to I have no idea on how to then turn that into an esp file.

At this point I am of the mind that what I want to do can not be done within the Creation Kit.

I'm just totally at a loss on how to do this.

B
Cell names aren't copied. Duplicate the world like I mentioned, then in the coords box go to cell 29, -6. All the stuff is there :)
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Oscar Vazquez
 
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Post » Mon Jun 18, 2012 1:56 pm

WelshGuy

I copied the world space and changed the name to Dragonborn'sAntre (my mods eventual name).

I couldn't find a coordinate box in the world space box so I figured that Eldergleam was probably under Tamriel in the cell view box and input the coordinate box and pressed "GO". I ended up with pretty much what I had before. All the information was there, however, I can not select everything in the render window.

So I used the dropdown box and found "EldergleamSanctuaryCOPY0000" (it didn't change the name as I did in the world box.

What I did was, in the render box, I scrolled out as far as I could go in order to show all of the cell. I then dragged across and selected everything, but it doesn't really select everything. It selects only the main assets such as the rocks, water falls, npc and clutter. But not the background that is beneath all this. I then used EDIT > COPY RENDER and then I loaded the mod (DragonbornsAntre) under Interiors and used EDIT > PASTE RENDER. I still ended up without the full space in my mod.

Also, when I copied the EldergleamSanctuaryWorld, under World > World Spaces, and changed the name, it did not save after restarting the CK and was gone after I restarted for some reason.

Don't give up on me ok? I'm having a blast with this. It hasn't been since Castle Wolfenstein since I've modded (Blitzkrieg Ardennes and Prison Break...based on Hogan's Heroes). The Creation Kits is much more powerful and for an old fogey like myself it's taking big learning curve. gamesas really outdid themselves with this.

There must be a way to copy ALL of the data for the cells (not exterior) and paste them into an esp file. But I run into road blocks at every turn.

I still think it would be nice to have a "Select All" option then "Copy Render" and then "Paste Render" into my mod.

Or am I not using the correct method in copying the render?

Thanks again for your great help WelshGuy :smile:


Brew
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Alex [AK]
 
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Post » Mon Jun 18, 2012 5:53 pm

Alright, you duplicated the worldspace, which like you stated will be called EldergleamSanctuaryCOPY0000 if you didn't rename it.

In the cell view window (the one that's by default under the render window), you'll see the dropdown for worldspaces. A worldspace can either be a child of another worldspace, or its own little world. So for example, the town worldspaces, such as RiftenWorld, are children of the Tamriel worldspace (i.e. they have Tamriel listed as their parent). So when you're in the RiftenWorld worldspace, the landscape and LOD will be the same as in the Tamriel worldspace, just objects in the Tamriel worldspace won't be loaded (this is why it's done for cities, to save performance). So say for example at the cell 3,-15 in the Tamriel worldspace there's a mound of dirt, in the RiftenWorld worldspace there will also be a mound of dirt in the 3,-15 cell. Just because cells aren't listed in the worldspace window doesn't mean they don't actually exist. Independent worldspaces (like Sovngarde) aren't children because they need their own landscape and weather.

EldergleamSanctuary is a child of the Tamriel worldspace, that is it has Tamriel set as its parent. Because of this, all the cave stuff is put in the cells around 29, -6, that is where the location is in the Tamriel worldspace. If you duplicate this worldspace, by default it will only show cells 0,0 as that's because it's where the default origin is. However the cells with stuff there does exist, it just isn't shown in the list.

So duplicate the EldergleamSanctuary worldspace, and change it from the "Tamriel" parent to "None" if you want to modify the landscape. Then close the World Spaces window and go to the cell view window. Select EldergleamSanctuaryCOPY0000 from the dropdown list. Then, in the coordinate box, put -29 in the X coordinate box and -6 in the Y. Hit go. You'll then find all the stuff in those cells in your duplicated worldspace. If you like, you can give these cells a name for easy access.

Hope that helped.
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Jah Allen
 
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Post » Mon Jun 18, 2012 1:10 pm

Perhaps if I show you some screen shots of what I am saying;

Here's a screenie of the eldergleamworldcopy0000 with "everything" selected.

[img]http://www.pcgamingnetwork.com/tmp/skyrim/eldergleamsanctuaryworldcopy000.jpg[/img]

If you look close you can see that not everything is selected.

Here's what the outcome is in the cell DragonbornsAntre:

[img]http://www.pcgamingnetwork.com/tmp/skyrim/dragonbornsantre.jpg[/img]

See how the background and other information is not being pasted into the cell?

B
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Quick Draw III
 
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Post » Tue Jun 19, 2012 4:28 am

That's because there's no landscape in interiors. You'll need to directly modify the duplicated worldspace instead of making it an interior.
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kiss my weasel
 
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Post » Mon Jun 18, 2012 10:27 pm

That's because there's no landscape in interiors. You'll need to directly modify the duplicated worldspace instead of making it an interior.

I've thought of that and actually started doing it.

However, when I went to save what I've done I couldn't find a way to save it in such a way as to use it as a mod, something that can be placed somewhere in Tamriel and used.

It seems that there are two different interiors. One under the "Interior" drop down and the world spaces that make up the rest.

How would I save my changes to make them useful?
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sally R
 
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Post » Mon Jun 18, 2012 11:36 pm

interiors are the insides of building and dungeons

worldspaces "tamriel" is the outside wilderness
so if you want to expand that cave open the cave in interiors duplicate and then start working on it.

then press save to create a file
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Jose ordaz
 
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Post » Tue Jun 19, 2012 4:57 am

I've thought of that and actually started doing it.

However, when I went to save what I've done I couldn't find a way to save it in such a way as to use it as a mod, something that can be placed somewhere in Tamriel and used.

It seems that there are two different interiors. One under the "Interior" drop down and the world spaces that make up the rest.

How would I save my changes to make them useful?
You just save the ESP file. You can then use doors to link the worldspace to the Tamriel worldspace.

Interiors are a special type of worldspace, that's all. When a dungeon or area is too big or complex for an interior, you make a worldspace out of it.
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A Lo RIkIton'ton
 
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Post » Mon Jun 18, 2012 12:44 pm

interiors are the insides of building and dungeons

worldspaces "tamriel" is the outside wilderness
so if you want to expand that cave open the cave in interiors duplicate and then start working on it.

then press save to create a file

I would think that's how it should work. But this cave is not listed under "Interiors". It would have been a rather simple thing to do to dupe it and make my changes. But this cave is in the drop-down as a World Space instead, which threw a kink in what I am trying to do.
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jessica sonny
 
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Post » Mon Jun 18, 2012 11:06 pm

Not all caves and insides are listed as interiors. Most are. However if it's too complex/big then it will be a worldspace instead. Just edit your duplicated worldspace, it essentially behaves like an interior for all intents and purposes.
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Chloé
 
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Post » Mon Jun 18, 2012 8:42 pm

Not all caves and insides are listed as interiors. Most are. However if it's too complex/big then it will be a worldspace instead. Just edit your duplicated worldspace, it essentially behaves like an interior for all intents and purposes.

Thanks again for your great help WelshGuy

How do you save a world space that you've changed?

When I go to save it it saves as an esp file.

I'm uploading a video to show what I am saying. It will be a few more minutes.

B
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stacy hamilton
 
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Post » Mon Jun 18, 2012 3:31 pm

Thanks again for your great help WelshGuy

How do you save a world space that you've changed?

When I go to save it it saves as an esp file.

I'm uploading a video to show what I am saying. It will be a few more minutes.

B
ESP files are plugin files. You enable them in "Data files" in the Skyrim launcher.
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Mistress trades Melissa
 
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Post » Mon Jun 18, 2012 11:10 pm

So when I save it it automatically saves as an esp file. And an esp file can't hold enough of the information for this cave?

Because it still isn't transferring all the information to render the full cave.

I've created a Fraps video to show what I am talking about.

After you are in the cave you can jump down and look down and see where the temporary entrance is way down below. I had to turn off collision to get down there and look around. It's then that you can see how messed up it is.

So, it almost saved but just not all of the information for it.

As you can see I land high above the actual entrance. And there is the roof with the Spriggans and what-not. I then turn around to show the entrance down below and I turned off collision and roamed around to show how things aren't exactly right.

So, I am obviously missing something. I just don't know what.

Another problem is that the dragonbornsantreworld is not saved between sessions. So when I exit the CK it is no longer there and I have to duplicate the eldergleamsanctuaryworld over again (or do I start editing the esp file under "Interiors"?

Here is the video (637MB): http://www.pcgamingnetwork.com/tmp/skyrim/dragonbornsantre.avi

B
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El Khatiri
 
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Post » Mon Jun 18, 2012 9:10 pm

So when I save it it automatically saves as an esp file. And an esp file can't hold enough of the information for this cave?

The cave information is stored as records inside the .esp file. The .esp is essentially a collection of records that have been modified from the master records.
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Helen Quill
 
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Post » Mon Jun 18, 2012 12:56 pm

Here is what I did to copy a worldspace, and it worked fine,http://www.gamesas.com/topic/1347131-copying-worldspace-landscape-bug-simple-fix/I will start from scratch in case a step was missed (and do it as I type this), and if you get it to work then maybe the landscape issue I have can be fixed.

1. Go to Worldspaces Menu and select EldergleamSanctuaryWorld
2. Right click and select Duplicate
3. Now a new Worldspace called EldergleamSanctuaryWorldCOPY0000* has been made
4. Click on the name EldergleamSanctuaryWorldCOPY0000* and hit F2, this allows a rename of the duplicate
5. Rename it to DragonbornsAntreWorld and hit enter once, then read that it ensures you know you are changing the COPY, which is right... and hit enter again
6. Click on DragonbornsAntreWorld to ensure the big menu window is active and go to the name field: change that (maybe Dragonborn's Antre... this is what doors and such will show)
7. Go down to the menus at the bottom and under Encounter Zone and Location change them to NONE (I think this prevents double referencing by Papyrus scripts and such: could be wrong, best to get those with more knowledge than I to chime in here)
8. You can change music scheme there too... and lighting, but probably not.
9. Press OK to exit World Spaces menu (if you already left that menu before now... you might have to start over)
10. Save the file as a new .esp naming it what ever you want
10. Go to your Cell View panel and in World Space do not select Interiors, but instead find and select DragonbornsAntreWorld
12. Now view the new Interior cells listed as Wilderness in the EditorID, find any that have a Location name (under Location Column) as EldergleanSanctuaryLocation and right-click, then Edit
13. Change each EldergleanSanctuaryLocation to NONE (again, I think to prevent problems)
14. You can look for cells with items in them (like 29,-7) and rename them by clicking Wilderness and then F2 (like renaming 29,-6 to DragonbornsAntreEntrance because the door is there). Renaming is up to you because any door will say "Door to Dragonborn's Antre" because of the Worldspace name box
15. If you create doors out of DragonbornsAntreWorld to dungeons, bedrooms and such the new cells can be interiors that will be listed under the Interiors section, so they don't have to have Lanscape and Sky

If I follow all of those steps I find only one problem: the "lanscape" is in all the wrong places compared to the origional Eldergleam: they seem to be too high in this example. Otherwise the place is almost flawless (of course the door to Tamriel doesn't work because it doesn't copy the door in tamriel that links it: trying to exit the cell after loading in using the console command coc freezes Skyrim). If that step-by-step doesn't work... then maybe you have a bug or something in the CK.

I hope that helps... and I am not trying to be rude by outlining every step: it is better in my mind to work it though by every step than assume you are doing every step and find the one I didn't list is messing you up.
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JAY
 
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Post » Mon Jun 18, 2012 5:21 pm

Thank you for your response Anubis.

You provided a lot of information that I didn't try.

I'll try out what you've posted later today.

*fingers crossed*

Cheers!

B



Here is what I did to copy a worldspace, and it worked fine,http://www.gamesas.com/topic/1347131-copying-worldspace-landscape-bug-simple-fix/I will start from scratch in case a step was missed (and do it as I type this), and if you get it to work then maybe the landscape issue I have can be fixed.

1. Go to Worldspaces Menu and select EldergleamSanctuaryWorld
2. Right click and select Duplicate
3. Now a new Worldspace called EldergleamSanctuaryWorldCOPY0000* has been made
4. Click on the name EldergleamSanctuaryWorldCOPY0000* and hit F2, this allows a rename of the duplicate
5. Rename it to DragonbornsAntreWorld and hit enter once, then read that it ensures you know you are changing the COPY, which is right... and hit enter again
6. Click on DragonbornsAntreWorld to ensure the big menu window is active and go to the name field: change that (maybe Dragonborn's Antre... this is what doors and such will show)
7. Go down to the menus at the bottom and under Encounter Zone and Location change them to NONE (I think this prevents double referencing by Papyrus scripts and such: could be wrong, best to get those with more knowledge than I to chime in here)
8. You can change music scheme there too... and lighting, but probably not.
9. Press OK to exit World Spaces menu (if you already left that menu before now... you might have to start over)
10. Save the file as a new .esp naming it what ever you want
10. Go to your Cell View panel and in World Space do not select Interiors, but instead find and select DragonbornsAntreWorld
12. Now view the new Interior cells listed as Wilderness in the EditorID, find any that have a Location name (under Location Column) as EldergleanSanctuaryLocation and right-click, then Edit
13. Change each EldergleanSanctuaryLocation to NONE (again, I think to prevent problems)
14. You can look for cells with items in them (like 29,-7) and rename them by clicking Wilderness and then F2 (like renaming 29,-6 to DragonbornsAntreEntrance because the door is there). Renaming is up to you because any door will say "Door to Dragonborn's Antre" because of the Worldspace name box
15. If you create doors out of DragonbornsAntreWorld to dungeons, bedrooms and such the new cells can be interiors that will be listed under the Interiors section, so they don't have to have Lanscape and Sky

If I follow all of those steps I find only one problem: the "lanscape" is in all the wrong places compared to the origional Eldergleam: they seem to be too high in this example. Otherwise the place is almost flawless (of course the door to Tamriel doesn't work because it doesn't copy the door in tamriel that links it: trying to exit the cell after loading in using the console command coc freezes Skyrim). If that step-by-step doesn't work... then maybe you have a bug or something in the CK.

I hope that helps... and I am not trying to be rude by outlining every step: it is better in my mind to work it though by every step than assume you are doing every step and find the one I didn't list is messing you up.
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Paul Rice
 
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