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So... all the extra Tamriel land...

Posted: Wed Feb 08, 2012 6:57 pm
by Death From Above
I assume people in here have all known about all that extra land representing most of Tamriel out there for weeks right?

So, can we access this with the Creation Kit and work upon it?

If the answer is yes... then Bethesda just ruined my life. Good bye friends, family. I have a lot of writing to do.

Re: So... all the extra Tamriel land...

Posted: Wed Feb 08, 2012 7:49 pm
by Utrechter
I have not yet started with the CK, but I suppose it should be possible. :)

Re: So... all the extra Tamriel land...

Posted: Wed Feb 08, 2012 9:58 pm
by Godkiller
I've worked with the Construction Set for Oblivion, and if it's anything like the Creation Kit, it should be just as easy as adding a door that brings the player outside those pesky "You cannot go that way. Turn back." boundaries. Once I get my hands on a computer that can run Skyrim, I'll surely make a mod to take the player to Morrowind, my favorite of the provinces of Tamriel.

Re: So... all the extra Tamriel land...

Posted: Wed Feb 08, 2012 10:29 pm
by GuySan
If you could do that, that would be great!

Re: So... all the extra Tamriel land...

Posted: Wed Feb 08, 2012 10:36 pm
by Deandra
Godkiller wrote:I've worked with the Construction Set for Oblivion, and if it's anything like the Creation Kit, it should be just as easy as adding a door that brings the player outside those pesky "You cannot go that way. Turn back." boundaries. Once I get my hands on a computer that can run Skyrim, I'll surely make a mod to take the player to Morrowind, my favorite of the provinces of Tamriel.
IMO a much cleaner solution is to modify the .ini setting to stop enforcing boundaries. That said, if you want to build your mod out past impassable mountains, I bet your mod users would appreciate it if you add a new location to the horse cart menu (or do it Oblivion-style and use teleporting boats).

Re: So... all the extra Tamriel land...

Posted: Wed Feb 08, 2012 10:40 pm
by Death From Above
Godkiller wrote:I've worked with the Construction Set for Oblivion, and if it's anything like the Creation Kit, it should be just as easy as adding a door that brings the player outside those pesky "You cannot go that way. Turn back." boundaries. Once I get my hands on a computer that can run Skyrim, I'll surely make a mod to take the player to Morrowind, my favorite of the provinces of Tamriel.
I am hoping it is either this relatively simple (it's really not much different than how the carts work in Skyrim already), or either there is some sort of variable attached to the current world map that defines where the "edge" is that you can just adjust.

I don't have a ton of experience with modding, but looking over the Creation Kit Specific wiki it seems like either using the existing land should be possible, or you are able to just build new land masses without as much hassle as it once was. So either is promising, but I'm just waiting for some confirmation from someone more familiar with using the tools than me, before I go whole hog on writing out some story.

Of course there's always the endless texturing of those added landscapes to do and whatnot, but I will do it... slowly... if it is doable. I figure I should be done some time around the turn of the 22nd century. :D

Re: So... all the extra Tamriel land...

Posted: Thu Feb 09, 2012 10:56 pm
by VirtualWeasel
From what I know, the extra land is simply just LOD files.
For instance, with Oblivion, you could travel across the border and go on until a certain point. What lied past this point was not solid, and wasn't even really there...

Re: So... all the extra Tamriel land...

Posted: Fri Feb 10, 2012 2:31 am
by Death From Above
That's a shame if true, though since apparently you can just create extra worldspaces... I'm not sure it actually matters. Though of course having to make those spaces will be very, very time consuming. It would be much handier to have pre-made mountains and whatnot to work on. And I have no idea how making the minimap/quest markers work properly would be done.

I am working out a lot of story stuff before I dive into the Kit full bore, so I'll have real goals to work towards when I am using it anyway. Hopefully by the time I am done fiddling with that and figuring out where I want to go, there will be more "for Dummies" guides out there that make just what can and cannot be done clear.

Re: So... all the extra Tamriel land...

Posted: Fri Feb 10, 2012 5:50 am
by Death From Above
VirtualWeasel wrote:From what I know, the extra land is simply just LOD files.
For instance, with Oblivion, you could travel across the border and go on until a certain point. What lied past this point was not solid, and wasn't even really there...
I've done some more reading, and although you are right that currently you can't walk on this space, if you look in the Creation Kit wiki at something called "Navmesh" and the tutorial that goes with it, seems like we can indeed turn those areas into walkable space by adding a Navmesh to used cells as needed. (I cannot post a direct link but just search for Navmesh on the Creation Kit wiki.) There is a tutorial I was reading as well that is specifically about building a new dungeon, and linking it to the outside world. They use the Wilderness cell just east of Whiterun to do it. The Wilderness cells appear to be all that land outside of Skyrim we can see but has no current use.

So that is indeed exciting. Assuming I am reading it right. Again I am no pro, but that is how it looks to me.

Re: So... all the extra Tamriel land...

Posted: Fri Feb 10, 2012 10:36 am
by Thrymjabjorn
Death From Above wrote: I've done some more reading, and although you are right that currently you can't walk on this space, if you look in the Creation Kit wiki at something called "Navmesh" and the tutorial that goes with it, seems like we can indeed turn those areas into walkable space by adding a Navmesh to used cells as needed. (I cannot post a direct link but just search for Navmesh on the Creation Kit wiki.) There is a tutorial I was reading as well that is specifically about building a new dungeon, and linking it to the outside world. They use the Wilderness cell just east of Whiterun to do it. The Wilderness cells appear to be all that land outside of Skyrim we can see but has no current use.

So that is indeed exciting. Assuming I am reading it right. Again I am no pro, but that is how it looks to me.
I'm no expert at meshes, but I think that navmesh is just used so the NPCs knows where they can or can't walk. They shouldn't affect the player. What needs to be done is adding a collision layer to the LOD-meshes so the game knows that the mesh is solid. You also need to change the textures for a more high-res version. Or maybe its easier to somehow replace the LOD-meshes entirely with regular landmass-meshes? I'm just guessing, though.