Editing Arcane University:World space synchronization
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Once you are done with all rectangles, and you had "Create patch plugin" checked, then you have a bunch of different plugins that you will now have to merge together. If you didn't have "Create patch plugin" checked, then the destination .esm was edited directly and you will now probably want to extract those edits into a patch plugin after all. Save and close xEdit just in case so you can make a back-up of your destination esm. Put a fresh copy of your destination esm in your data folder, one free of any land copying. In xEdit, load only this fresh esm. Once loaded, right click it, select "Compare to..." and select your modified esm. This will make a new load order in xEdit where the modified esm appears to override the records of the fresh one. Right click anywhere and select "Apply filter"; in the pop-up, check "by Base record signature" and check "LAND". Also make sure "by conflict status overall" is still checked, and deselect the top three options. Also check "Flatten Blocks/Sub-Blocks" and "Flatten Cell Children" further below. Run the filter and wait a (long) while. After it's done, only the changed LAND records should still be visible in xEdit. In your modified esm, Alt+Click the expand icon next to the destination world space to instantly open all cells, select one LAND record, press Ctrl+A to select all other LAND records as well, right click and select "Copy as override into...". Make it a new plugin. This plugin now contains all the results of the process, and you can test it alongside the fresh esm. | Once you are done with all rectangles, and you had "Create patch plugin" checked, then you have a bunch of different plugins that you will now have to merge together. If you didn't have "Create patch plugin" checked, then the destination .esm was edited directly and you will now probably want to extract those edits into a patch plugin after all. Save and close xEdit just in case so you can make a back-up of your destination esm. Put a fresh copy of your destination esm in your data folder, one free of any land copying. In xEdit, load only this fresh esm. Once loaded, right click it, select "Compare to..." and select your modified esm. This will make a new load order in xEdit where the modified esm appears to override the records of the fresh one. Right click anywhere and select "Apply filter"; in the pop-up, check "by Base record signature" and check "LAND". Also make sure "by conflict status overall" is still checked, and deselect the top three options. Also check "Flatten Blocks/Sub-Blocks" and "Flatten Cell Children" further below. Run the filter and wait a (long) while. After it's done, only the changed LAND records should still be visible in xEdit. In your modified esm, Alt+Click the expand icon next to the destination world space to instantly open all cells, select one LAND record, press Ctrl+A to select all other LAND records as well, right click and select "Copy as override into...". Make it a new plugin. This plugin now contains all the results of the process, and you can test it alongside the fresh esm. | ||
− | N.B.: The "Worldspace copy landscape area to another worldspace" xEdit script only takes into account the plugin file (.esm or .esp) which the origin world space is from; it does not incorporate overrides to the landscape from subsequent plugins in the load order. If you have such edits, you will therefore have to merge them into master first. If you are copying from a vanilla world space (from Skyrim.esm) and need to incorporate edits, then lord help you, because xEdit will not let you modify Skyrim.esm. You will need to create a copy of Skyrim.esm and rename it to something else, for example Skyrim2.esm; launch xEdit with the launch parameters <code>-IKnowWhatImDoing</code> and <code>-AllowMasterFilesEdit</code>; change the file header of the editing plugin so that its master is Skyrim2. | + | N.B.: The "Worldspace copy landscape area to another worldspace" xEdit script only takes into account the plugin file (.esm or .esp) which the origin world space is from; it does not incorporate overrides to the landscape from subsequent plugins in the load order. If you have such edits, you will therefore have to merge them into master first. If you are copying from a vanilla world space (from Skyrim.esm) and need to incorporate edits, then lord help you, because xEdit will not let you modify Skyrim.esm. You will need to create a copy of Skyrim.esm and rename it to something else, for example Skyrim2.esm; launch xEdit with the launch parameters <code>-IKnowWhatImDoing</code> and <code>-AllowMasterFilesEdit</code>; change the file header of the editing plugin so that its master is Skyrim2.exe instead of Skyrim.exe; merge the edits (for instance, right click and "copy as override (with overwriting)", and if that causes issues, clicking and dragging from right to left, one record at a time); save and quit xEdit, and rename Skyrim2.esm back to Skyrim.esm, replacing the original. You can then run the "Worldspace copy landscape area to another worldspace" script. If you are copying from the Tamriel world space, then you have an additional problem in that its FOrmID is 0000003C and FormIDs lower than xx000800 are reserved by the game engine and thus also treated specially by xEdit, so you may have to "Change FormID" on the world space before merging in the edits, and change it back afterwards. |
=== References === | === References === | ||
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Alt+Click the expand icon next to the world space, select one reference, press Ctrl+Alt to select all references in the world space, and "Copy as override into" a new plugin. This may take a while. If you have more rectangles, then right click and Remove filter, and run the script again. This time, "copy as override" into the plugin you previously created for convenience's sake. | Alt+Click the expand icon next to the world space, select one reference, press Ctrl+Alt to select all references in the world space, and "Copy as override into" a new plugin. This may take a while. If you have more rectangles, then right click and Remove filter, and run the script again. This time, "copy as override" into the plugin you previously created for convenience's sake. | ||
− | '''This paragraph pertains to copying references for LOD only''' | + | '''This paragraph pertains to copying references for LOD only.''' Areas that are far enough away from the playable border to never be in the loaded area, may still be visible from a distance and thus will have to be copied over to be included in LOD that is generated for the destination world space. Here, you may like to exclude references that won't be visible in LOD. Once you have your .esp from the previous step, apply a Filter for Base record signature "Tree" (shrubs and other small flora will also be lumped in). Copy these as override from your previous .esp into a new one. Remove the filter. Then do another filter by running the below script by Zilav, which retains only references whose base object has LOD meshes configured (the built-in "visible when distant" filter options are not effective). Copy all remaining references from the same previous .esp into the same second .esp you created. You may now discard the first .esp and continue with the second one. |
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− | Areas that are far enough away from the playable border to never be in the loaded area, may still be visible from a distance and thus will have to be copied over to be included in LOD that is generated for the destination world space. Here, you may like to exclude references that won't be visible in LOD. Once you have your .esp from the previous step, apply a Filter for Base record signature "Tree" (shrubs and other small flora will also be lumped in). Copy these as override from your previous .esp into a new one. Remove the filter. Then do another filter by running the below script by Zilav, which retains only references whose base object has LOD meshes configured (the built-in "visible when distant" filter options are not effective). Copy all remaining references from the same previous .esp into the same second .esp you created. You may now discard the first .esp and continue with the second one. | ||
<nowiki>unit ApplyCustomScripted; | <nowiki>unit ApplyCustomScripted; | ||
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end.</nowiki> | end.</nowiki> | ||
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Once your patch .esp has all the needed references from all rectangles, save and close xEdit and make a backup. Load it again, apply a filter that only does "Flatten blocks/sub-blocks" and "flatten cell children", select all references in the plugin using the Alt+Click/Ctrl+Click method, right click, and "Change FormID". Select the current plugin. This will change all the overrides into new references, but it will take some time. | Once your patch .esp has all the needed references from all rectangles, save and close xEdit and make a backup. Load it again, apply a filter that only does "Flatten blocks/sub-blocks" and "flatten cell children", select all references in the plugin using the Alt+Click/Ctrl+Click method, right click, and "Change FormID". Select the current plugin. This will change all the overrides into new references, but it will take some time. | ||
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<nowiki>{ | <nowiki>{ | ||
− | + | Undelete and disable references, almost the copy of internal | |
+ | xEdit code. | ||
Does not require applied filter. | Does not require applied filter. | ||
} | } |