So I figured it was time for a dedicated thread to this...
The goal of this method is to;
1. Preserve the 'open world' feeling of the TES games for players
2. Make modders lives a bit easier on world space transfers and avoid making 'bottleneck transfer' locations, as well as having LOD rendered across the world spaces.
The script
I say 'Script' but expect it will most likely need to be several scripts and/or quests to make this work correctly. For purposes of the original post here I will simply refer to it in the singular.
The Script would need to do the following;
1. Check the x coordinates of the PC - if it is in either cell -63/63, check to see if there is a world space to teleport to (See World Space Slicing below). If there is not, allow them to continue to -64/63 cells and the invisible borders (nothing happens)
2. If there is, get the y and z coordinates of the PC -- Then teleport the PC to the matching y/z coordinates at the -1/1 cell in the new world space
--- A. Get the weather of the current world space, set the weather in the new world space.
This, should work for NPC's and Critters as well (The weather bit only applies to the PC - stating the obvious)
World Space (Height Map) Slicing
Since the x-axis bug is very specific, this make this idea considerably easier that other implementations from other mod projects dealing with large unusually shaped world spaces. Why? Because we know the cutoff point before the havoc animations go ballistic is at -64 and 64.
So how does that make this easier for large world spaces that have to be cut up to avoid the x-axis bug? It's a straight line. When splitting up the large world spaces (Height Maps), create a 1 cell overlap between them; i.e. -64 & 64 in each world space are the same slice of land.
That single slice of land is 'no mans land', it'll be there just as a visual reference for PC's... and to be the trigger for the script.
Loading Screen
People have demonstrated they can change the loading screens... What I would suggest, if possible, is to change them from the full screen to a simple message box ("you have traveled far' or some such as the message). This would/should decrease the annoyance/immersion breaking aspect of a loading screen. Yes, a message box still breaks it, but not as much as a full screen black screen with some random Skyrim commentary/images.
Which way to handle the script
1. Create a teleport activator that is the entirety of the 'no mans land' cell along the x-axis
--- Problem - Bouncing back and forth between the 'teleport area' - If the script is set to a giant rectangle in the 'no mans land' slice of the world spaces, then hitting the teleport activator on accident may get irritating fast... especially if you're in a fight and bouncing around.
2. Attach the script to the PC directly
--- Frequency and method of checking the conditions that would fire of the teleport... and the same issue of bouncing back and forth between world spaces on accident/during a fight
In both cases, there would need to be a check (IsInCombat type of thing) that either prevents the teleport from firing off until combat is over (+ 15 seconds or so, that way the player can loot the body) or teleports the combatant with the PC so the fight can continue.
Also to consider; which method to best allow NPC/Critter teleportation? Which method is 'cleaner' to implement and doesn't svck up unnecessary system resources?
I think the 'giant teleporting rectangle of doom' is probably the easier and cleaner method, but the immediate question is will it work with the current navmesh bug? if not, then scripts attached to PC/NPC/Critter might need doing until/if it's fixed (correctly) by Bethesda.
So can someone with far more script-fu than I perhaps work out the script(s)/quest(s) we would need to attach this have this attach/fire off a PC/NPC/Critter?
Any other comments suggestions?
EDIT: Adding this section
Map Markers across world spaces
Unless it's changed/I'm mis-remembering, you will have to have a parent world space and your sliced up map will have to be children of it for map markers (or any really) to show up/work/fast travel to/from.
If I remember correctly though, you can have a 'blank' world space (i.e. name only) and attach your divided up world spaces to it, thus allowing map markers/quest markers/fast travel points/etc to function correctly.

