Editing User:Thingy Person

Jump to: navigation, search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 1: Line 1:
 +
A Technical History of Beyond Skyrim (WIP)
  
 +
 +
This article outlines some technical aspects of Beyond Skyrim in order to preserve a correct history and debunk some myths.
 +
 +
 +
=== Heightmap ===
 +
Reasons for developing a common heightmap, the two worldspace bugs, BSTamriel.esm
 +
 +
Beyond Skyrim grew out of a [https://web.archive.org/web/20200213041000/https://forums.bethsoft.com/topic/1288452-other-province-mods/ forum thread] some weeks after Skyrim's release, urging beginning province mods to avoid some of the mistakes seen in the modding scene for Oblivion. One such alleged mistake was that province mod projects did not collaborate, using custom heightmaps that did not fit together, rendering the mods incompatible. When [https://www.nexusmods.com/oblivion/mods/27235 Tamriel Heightmaps], a common heightmap resource for Oblivion, eventually did appear, it was too late and too unattractive for existing mod teams to consider using it.
 +
 +
Although there is visible land beyond Skyrim's borders, it is only LOD, i.e. low-resolution versions of the land that is visible from a distance but cannot be interacted with; furthermore, it cuts out roughly half of the way into the neighboring provinces and is not accurate to the scale of Tamriel implied by Skyrim's landmass. And thus, the [https://web.archive.org/web/20200216210718/http://forums.bethsoft.com/topic/1343021-wip-all-tamriel-heightmap/ All-Tamriel Heightmap] project was started to create lore-friendly and correctly scaled heightmaps for the other provinces that are compatible with Skyrim and with each other. The heightmaps were modeled in [https://www.world-machine.com/ World Machine] and imported into Skyrim with [http://www.oceanlightwave.com/morrowind/TESAnnwyn.html TESAnnwyn]. The original plan was that the heightmaps would be placed into the vanilla worldspace, meaning one could travel out of Skyrim with no load screen. Several issues changed this plan.
 +
 +
* A [https://web.archive.org/web/20200217020241/http://forums.bethsoft.com/topic/1343021-wip-all-tamriel-heightmap/page-3#entry20612873 problem with LOD], caused by difficulties with creating a custom lodsettings/Tamriel.lod file and having it be loaded by the game, jeopardized the prospects of being able to display LOD beyond the limits specified for the vanilla worldspace. Since there were no such difficulties involved with a lodsettings file for a custom worldspace, it was eventually decided to put all the custom provinces into one custom worldspace, separate from the vanilla one.
 +
* [https://web.archive.org/web/20200216062509/http://forums.bethsoft.com/topic/1352988-fixing-the-64x64-cell-havok-bug-for-when-you-just-want-a-bigger-world/ The first "worldspace bug"], where collision issues occur for actors that are too far east and west of the world origin. Actors - such as NPCs, enemies, and a horse the player is riding - will appear to sink into and pop out of the ground repeatedly. The problem occurs in cells beyond 64 and -64 along the X axis; it does not affect cells far to the north or the south that are within this east-west limit. Because of this, one [https://web.archive.org/web/20200216133221/http://forums.bethsoft.com/topic/1256368-wip-high-rock/page-3 proposed solution] was to divide Tamriel into three world spaces, one of which would have included Morrowind and Black Marsh.
 +
** Then an [https://web.archive.org/web/20200217094317/http://forums.bethsoft.com/topic/1352988-fixing-the-64x64-cell-havok-bug-for-when-you-just-want-a-bigger-world/page-3?&&p=20419923 ini tweak] was found that works around the issue, along with a conjectured technical explanation. With this tweak, the plan for a unified heightmap was back on the table.
 +
 +
=== Master Limit ===
 +
DLCs as masters, SSE CK Fixes master limit remover
 +
 +
=== Legendary Edition ===
 +
Projects switching to SE, parallel versions of BSAssets, eventual deprecation of LE assets
 +
 +
=== SKSE ===
 +
SKSE as end user requirement: dependency of Bruma LE (and used SKSE script functions before removal in order to work on Xbox), former dependency of Atmora (DOBJ manipulation for combat music)
 +
 +
SKSE as developer tool: Fuz Ro D'oh, Beta Comments, Ingame Editor, etc.
 +
 +
=== Animations ===
 +
Improvements to ck-cmd and Skyrim Behavior Tool finally allowing for reliably creating custom behavior graphs

Please note that all contributions to Beyond Skyrim are considered to be released under the Creative Commons Attribution-ShareAlike (see Beyond Skyrim Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To edit this page, please answer the question that appears below (more info):

Cancel | Editing help (opens in new window)