Very Large Worldspaces: how may I edit a 16x16 quads world?

Post » Thu Jun 21, 2012 10:22 pm

It's clear enough that Bethsy's CK aint a valid option to build large worldspaces, now.

So I went all the way through the many alternative options to make up a heightmap, convert it to .esp, make LOD material and testing the plug-in. And I made it!!! A 16384x16384 pixels heightmap, which means about 28.8 km's per side, which means over 800 squared km's.....over 4 times Skyrim's worldspace!!!!!!!!!!!

Ok, enough of excitement. That is just a test world to see whether it's possible to actually develop and bring to life such a wide land, and it is (LODs included).

But now I have quite a problem.

CK cant handle anything larger than a fingernail without crashing, and it happens to crash even with smaller worldspaces. Editing a 16x16 quads worldspace with CK is not possible no matter what.
You can, actually, load such wide worldspaces if you dont pick them as "active" files. So yes, the file is loaded, but you cant directly modify it and then save it as a whole file.

So I came up with the simplest idea: editing the worldspace and then saving all the changes as a separated .esp! I tried placing a chair in the middle of nowhere, wrote down the cell coordinates and then saved it in a new .esp.
The result was that, by loading both the original test worldspace and the "chair" plug-in, the actual terrain wasnt there anymore and only the LOD terrain was visible. The chair was there where it was meant to be, however.

So here my question: how may I successfully edit my very large worldspace so that I have something more thrilling than just some bare terrain to play with?
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Matt Gammond
 
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Post » Thu Jun 21, 2012 11:35 pm

I wouldn't be surprised if it's memory issues that are holding you back, as the Creation Kit is pretty resource intensive. And I wouldn't expect an X64 Creation Kit anytime soon.
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Lexy Corpsey
 
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Post » Thu Jun 21, 2012 11:21 pm

I doubt it's a memory problem, as I can load the .esp file in CK without any problem, if it's not the active file.
I have 12GB of RAM, and with both Skyrim.esm and test.esp loaded, I'm still around 4.3GB used....

The problem is when I load up the test.esp file as the active file to edit: it reaches 50% of test.esp and then CK stops....it freezes, we could say. I can still terminate the process and restart CK successfully, but not load the .esp as the active file....

Any other idea? =|

Making a secondary plug-in that contains all the items of the actual worldspace is not a problem for me, I'm ok with that. If only it would work properly.
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Eoh
 
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Post » Fri Jun 22, 2012 2:33 am

You would have to make it an esm and edit it through an esp using version control.
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JD FROM HELL
 
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Post » Thu Jun 21, 2012 10:45 am

What He meant is that the CK is a x86 program and as such generally can not use more then 2 gigs of memory or it will crash, and it does not matter one little bit how much memory your system has or if your running on an x64 or x86 OS -> the CK itself is limited to these constraints.

It is possible to patch the LAA flag for the CK but in my tests all this did was make the CK so unstable that it was not even able to open itself before crashing, though your mileage may vary.

----

Best Method of editing an over sized WorldSpace is to convert it into a Master and Edit it through Plugins -> then Merge those changes into the Master every once in a while.

Not sure why your having issues doing this I personally am not having any issues working with my worldspace as a Master and a plugin that alters it.
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anna ley
 
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Post » Thu Jun 21, 2012 11:46 am

What He meant is that the CK is a x86 program and as such generally can not use more then 2 gigs of memory or it will crash, and it does not matter one little bit how much memory your system has or if your running on an x64 or x86 OS -> the CK itself is limited to these constraints.

It is possible to patch the LAA flag for the CK but in my tests all this did was make the CK so unstable that it was not even able to open itself before crashing, though your mileage may vary.

----

Best Method of editing an over sized WorldSpace is to convert it into a Master and Edit it through Plugins -> then Merge those changes into the Master every once in a while.

Not sure why your having issues doing this I personally am not having any issues working with my worldspace as a Master and a plugin that alters it.

I know what he meant. That's why I replied that I can easily open both Skyrim.esm AND my 16x16 quads plug-in IF the plug-in is not selected as the "active file". I can even explore the worldspace and modify the terrain or add items, but then, as you might know, I have to save those modifications to a new esp file.

So my question was about modifying, saving AND making the added esp to work properly.
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Zach Hunter
 
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Post » Thu Jun 21, 2012 1:26 pm

You would have to make it an esm and edit it through an esp using version control.

I beg you, could you write down a quick guide about the "version control" thing? =p

I can change the plug-in to .esm with TES4Gecko, but.....I remember Skyrim crashing when you try to load a ESM....! =\
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Philip Lyon
 
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Post » Thu Jun 21, 2012 2:57 pm

Type 'version control' in the search box and hit enter. There's plenty of information on this forum.
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Inol Wakhid
 
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Post » Thu Jun 21, 2012 11:24 am

It is possible to patch the LAA flag for the CK but in my tests all this did was make the CK so unstable that it was not even able to open itself before crashing, though your mileage may vary.
No need. The CK already ships with the LAA flag enabled, verified with CFF Explorer.
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Makenna Nomad
 
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