Talk:Exterior Cells

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Duplication Bug?

I duplicated the Skuldafn World Space for my mod project, but when I enter the new worldspace, either in the CK or in-game, there are four or so cells where the Landscape is noticeably higher than the actual objects or water, and I can't find a way to simply lower it to the proper level. Is there some way to correct/prevent this? Here's what it looks like: --Kingston3K 21:24, 10 March 2012 (EST)

New exterior cells

I think it would be prudent for someone in the level design team to explain how new exterior locations can be created as it's the one thing that seemingly no-one in the community can answer or attempt. PG01 20:56, 2 April 2012 (EDT)

I don't know where you're getting the idea that nobody can figure it out, I've been working on a worldspace since the CK released (and even a bit before that as well). The easiest way to do so is via TESAnnwyn, which allows you to import a heightmap and go from there. I would recommend reading up on that.
--ElijahHouck 14:06, 3 April 2012 (EDT)
That's a workaround, it's not the same thing. Clearly the dev team didn't use TESAnnwyn, so there is a cleaner and more efficient method built into the kit itself. PG01 20:16, 3 April 2012 (EDT)
You'd be surprised. As it says on the Heightmap Editing page, the dev team created the heightmap in external tools then imported it into the game with the heightmap editor. Unfortunately for us, the heightmap import function is broken and crashes the CK. TESAnnwyn is one of the only options we have left.
--ElijahHouck 00:15, 4 April 2012 (EDT)
I am surprised. Well thanks, I have TESannwyn finally ( so I'll give it a go, though I'm only making a cave so I think I'd rather use sets than learn how to make heightmaps but I suppose I just use a black or very simple one. PG01 21:01, 4 April 2012 (EDT)