New Roads & Teraforming

Post » Wed Jun 20, 2012 8:14 pm

In future, once I've decided to found my own castle, chances are I'll have to modify some of the countryside where it'll be situated in order to build it as I want it, just like they do in real life, and indeed, just ass they would've for most of the towns and especially the cities in Tamriel. Raise a hill here, level some ground there, and so on. Is it possible to do this in the game? I'd also like to connect the castle to the main road system and add signs pointing to the castle. Is that possible too?
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Richard Thompson
 
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Post » Wed Jun 20, 2012 10:40 pm

You need the Landscape tool, which is opened by the H key with the CK render window active. I suggest you consider the tutorial on TES Alliance: http://tesalliance.org/forums/index.php?/topic/4663-ck-basics-lesson-3/ as it has pretty detailed information on using the Landscape tool.
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Wane Peters
 
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Post » Wed Jun 20, 2012 5:04 pm

He said ingame, which no. You can't alter terrain ingame. :(
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Josh Trembly
 
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Post » Thu Jun 21, 2012 1:19 am

You need the Landscape tool, which is opened by the H key with the CK render window active. I suggest you consider the tutorial on TES Alliance: http://tesalliance.org/forums/index.php?/topic/4663-ck-basics-lesson-3/ as it has pretty detailed information on using the Landscape tool.


Thanks for that. I've had a flick through the site and it does look promising once they've completed some of the lessons.

He said ingame, which no. You can't alter terrain ingame. :(

In a way I did in a way I didn't. It'd be great if you could automate workers to do it in-game, to actually see the work in progress. Actually it'd look amazing! But I don't mind at all doing it manually, just so long as it looks like it could've been done by NPCs once it's finished. No major (nor pointless) changes in landscape that would beyond the technology of the people living in Tamriel. Just enough of a change to enable me to get the buildings built and a road system made.
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Emily Jones
 
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Post » Wed Jun 20, 2012 11:10 pm

In a way I did in a way I didn't. It'd be great if you could automate workers to do it in-game, to actually see the work in progress. Actually it'd look amazing! But I don't mind at all doing it manually, just so long as it looks like it could've been done by NPCs once it's finished. No major (nor pointless) changes in landscape that would beyond the technology of the people living in Tamriel. Just enough of a change to enable me to get the buildings built and a road system made.
Oh well, I was going based off the fact that you said:

Is it possible to do this in the game?

Regardless, editing terrain INGAME is impossible. Even 'enabling' changes are impossible. If you edit it in a mod, it's either edited (mod active) or it's not (Mod not active). It would be really cool, but it just isn't supported.
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Izzy Coleman
 
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Post » Thu Jun 21, 2012 4:25 am

Regardless, editing terrain INGAME is impossible. Even 'enabling' changes are impossible. If you edit it in a mod, it's either edited (mod active) or it's not (Mod not active). It would be really cool, but it just isn't supported.
Hmmm... I haven't encountered limitations about the following, (either documented or reported), yet I know there would be some problem to work around, however the impossibility isn't so much that of an evidence : could a combination of moving statics, enable/disable exterior world objects, with some underlying mechanics, be implemented (via quest or "beacon" scripts, as well as a storyboard adapted to counter odd and contextual technical behaviors - like the PC must get out of some cell or go to an interior cell so as to begin some "building" quest enabling/disabling stuff in an exterior cell etc.) ?

BTW, I come from Oblivion (I haven't had the time to mod FO nor NV), so all that I'm writing here could sound "noobish"... Have Bethesda resolved the problem of moving statics or activators not rendering their collision data after having been moved via script? There are work-around with Oblivion (the engine treated the persistence of added objects differently given the distance from the center of the map), but they're not elegant. I wonder what's the state of this issue in Skyrim...
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Jesus Duran
 
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