World Spaces and Height Maps

So the first thing to do when starting a new mod with new locations and world spaces is to start creating those new locations. At least, that is what I’ve gathered so far in my research. For a decent mod, you’ll of course want to have a proper navmesh, and the only way to do that is to have an ESM file containing your spaces. It’s easier to create the basics of what you need and navmesh it, convert it to ESM, and then clutter and create your scripted scenes in an esp file companion.

So that’s what I’ve started with. For my mod, I’m creating a new world space. Two, actually, and both are islands.

The quickest and easiest method for terrain generation of any sort is to create a “height map.” If you’ve been to school, you probably know what one is. In the odd occurrence where you haven’t, a height map is an image of an area or locale with gradients in hue or shade depicting whether something is higher or lower in relation to other spots on the map.

To create and convert a height map into a form you can use in Skyirm, I highly recommend the tutorial from the good people at Hoddminir. It’s what I’ve been using to generate the height map for my island world. A long time ago, I used to create world spaces for Oblivion using a height map. This is actually a lot more easy.

You may have to fiddle around with the settings to get exactly what you want, and I had difficulty when the tutorial spoke of adjusting the height map for import into TESAnnwyn. I created several versions of my height map until I came out with something I was satisfied with. My advice, when lowering the brightness on your TIF file, is to take the eyedropper tool and click on the lightest part of your map, and then adjust the brightness until it falls within the acceptable range that Skyrim can handle. It will tell you in the color panel what gray % your highest area will be. Be warned, however, that at 76% it will generate as the highest possible mountain and if you don’t have a smooth enough gradient, it WILL create rips in the space-time continuum, as below:

hilarious

If you have a small island, like mine, what I would do (and actually had to, with this height map) was reduce the contrast until the landmass fell between 92% at the highest and 97% just before water level. It created a pretty good world.

bviere

Imagf1

 

I tried it with 95% to 98% and got a much smaller island.

smallerisland

Helpful Tip: If you preview your new world space in the Creation Kit, as I did, you may notice that it will only render a few amount of cells at a time. Provided that you aren’t running anything else, and that your world space is barren like the ones above, you can click File> Preferences > Misc Tab and change the “Grids to Load” from 5 to any number between that and 20. You may want to stick with 11 or 13 if your computer is lower end, but I have had success using 20 grids before. Don’t use this on larger, populated world spaces like Tamriel unless you’re absolutely sure you want to crash.

Now, LOD generation is provng to be much more difficult. My first attempt at setting up for LOD via the first method described in the tutorial was… interesting. I loaded it up in Skyrim, and coc’d my way into the world space, and found myself surrounded by water on all sides.

Oops.

Apparently, by following the tutorial, it somehow raised the water level… to… some really… really… epic depths. I had to toggle god mode on, take the water walking boots off, and swim down for three minutes straight before I hit the top of the mountain on my island. For a while I thought there wasn’t going to be a bottom.

It turns out I had forgotten to add the – before 14000.0000 for the default water height and LOD water height. I adjusted that to the right value.

TESV 2013-05-31 23-31-24-39

 

Flipping eggs.

Oh well, at least I’m ready for the next step: Creating LOD.

Using the CK, I loaded up the esp file and went to World> World Lod and started generating. Of course, it has crashed at least once and I am wondering if it plans on crashing again. Either way, this process is taking far too long for my taste. I think, for future world spaces I may use, I’ll probably populate it before generating the LOD.

bizzareworld

 

What the ever loving….

….

 

Okay, yeah, that looks like a Salvadore Dali.

I have no idea how this happened.

map

Well, at least the map is working. Sort of.

Back to the drawing board.

Things that Frustrate me about Tamrielic Lore

As much as I love the world of Tamriel, I think the creators do the potential of it a strong injustice with the way they’ve handled it in the past several years. Badly written novels aside, I think the world should be expanded, and fans should have a direct bearing on the lore. I don’t mean just toss whatever crap people feel like tossing in, but I think certain extremely well made mods should be appointed canon, and also, fan art and fan stories. Hell, I know of half a dozen fans who are talented writers that would kill for a chance to write a novel that would get published.

It would solve a lot of problems. Such as irritating things that we never find out what exactly happened after certain big events- big point Morrowind, second point, what happened to all the people you meet in Oblivion, third point what exactly happened to Nerevar?

Multiple explanations for everything, if we get any at all.

Today’s topic is the frustration of the Tamrielic lore. As Elder Scrolls Online is still months away from release with its infusion of new lore to the already vast world, it could be a complete game changer for the series with its look into the history of Tamriel, so at this point in time, I’m only going to refer to the already released aspects of Tamriel.

It’s frustrating, I say, because of the complete lack of clarity on some subjects, and the tendency to rewrite already established lore just to fit something new in. When it isn’t even necessary. Karliah was a good example of a grand rewriting of Barenziah’s story just to fit her in. There had already been plot holes and openings to allow Karliah without also completely- and to put it bluntly- screwing up the Nightingale/Jagar Tharn and Barenziah’s relationship and the whole back story to Elder Scrolls: Arena. The sex of the child who is supposed to be Karliah’s parent, isn’t even the same from The Real Barenziah, which was originally male. We never did find out what happen to the child in any of Barenziah’s biographies originally, there was no reason at all to rewrite it so completely. The blanks were already there; they could have just filled it in.

In addition, between games you never really totally find out what happened to the characters you befriend or otherwise unless the game devs specifically put in references, and that’s what it tends to be; rather vague references if we get any at all. I absolutely loved having Sinderion and Neloth appear in Skyrim in their various forms, but Neloth doesn’t really speak specifically about the Nerevarine and Sinderion is dead so he can’t tell you anything about the Oblivion crisis. Instead, we get a few books about vague general things about what had happened (which we already knew) and some new things about how the other continents handled it, like the Argonians ejecting the Oblivion forces from Black Marsh by sheer numbers.

But you never hear anything about the Hero of Kvatch. Who got a freaking statue in Bruma for their efforts in the Crisis. In fact, you don’t even hear if they went to another country like the Nerevarine who supposedly went to Akavir. The whole deal with Sheogorath couldn’t have been permanent, and I’m not entirely convinced the Sheogorath you meet in Skyrim is the Hero of Kvatch as others say. It’s possible, but again! There’s that vagueness. I’d rather know if Jyggalag had been split into his two selves when the curse broke at the end of Shivering Isles or not! I mean, I love the open worlds to adventure in, but there comes a point where they’re sacrificing coherency for no good reason. Throw us a goddamn bone here. I’d happily create a mod about Jyggalag if they’d just give us the hooks we need to take off with it! BUT IT DOESN’T HAPPEN.

That reminds me. Oblivion and Morrowind had a period of about six years in game time between them, and the only mentions of the goings on in Morrowind is about “That whole Tribunal nightmare.” Come on! There needs to be more about that than a few random rumors. How about a few enclaves of religious fugitives? Fugitive priests? A better explanation of what’s going on? The Dunmer of Cheydinhal and their vague references are not enough! The whole damn province should be in an uproar and it should have a blatant effect on Cyrodiil. The re-establishment of the Good Daedra couldn’t have been easy or overnight.

And now, let’s talk about the Warp in the West a little bit. The gap between Daggerfall and Morrowind is a bit longer than Morrowind to Oblivion, but we get a whole book about it. At the end of Daggerfall, you have a choice of who to give the Mantella Crux to. There’s about seven or eight choices. You get to pick only one. The in-game book? Every single person who could get it, all got it at the same time. Okay, that’s pretty not-vague, but it’s also really strange without a decent explanation, like the intervention of an Elder Scroll that manipulated time for some reason, because I’m pretty sure the Mantella can’t do that kind of thing on its own, even as powerful as it is.

If you’ve noticed I haven’t mentioned the novels yet or that there may be some explanations in there, it’s because I don’t really consider them a reliable contribution to the lore and are… sort of poorly researched. And not very well written, may I add. I’ve read a countless number of books in my life and have written a few, and the novels… really didn’t do it for me. The characters were lack-luster, the plot confusing, the author had a poor grasp of the mechanics behind the lore- I don’t think he played any of the games and got to know the world like we do-, and the bad grammar and shoddy editing really took away. That’s another thing- a good book should at least attempt to explain enough of the world to the reader so that they shouldn’t have to know the other installments in the lore. Other major series does this in varying degrees in their novels, even ones that seem almost universal- from Star Trek, to DnD, to Xanth. I lent the book to my mother, who has a discerning taste in fantasy literature, and asked her what she thought of it. Her review was even less stellar than mine, citing almost the same problems I had and then came up with several more for someone who just happens to stumble across the book in a bookstore and didn’t know the lore like I do- and even knowing the lore, it was confusing..

What I think Bethesda should do is expand the novel lore, bring in more authors, open up the opportunity to the fan base to submit manuscripts, and set some damn standards. Ask what the fans want in the way of filling in the gaps in the games. I don’t know, maybe just more interaction with the community at large and let many more people into the world. Tamriel could really be a force to reckon with if they’d just open it up in the same manner as Dungeons and Dragons, who have thousands of books out. Well. Maybe not literally, but I haven’t counted recently. It’s been more than 10 years since I’ve looked at D&D.

And no, quest line mods don’t really count. For as awesome as they are, we know they aren’t really canon. That’s probably the most frustrating of all. Community mods can never be considered canon. Yeah, well, think what you like, I’ll always consider Ruin-Tail an essential part of Oblivion.

No, wait, I take that back. The most frustrating of all is when the undefined, vagueness of the lore sets the fans against each other over extremely wide interpretations. That’s probably the worst part of it. People I’d like to otherwise know better getting nasty because people see the other potentials. I realize this is endemic to the fantasy genre of games, for cripessake Final Fantasy VII still has that ridiculous triangle debate still going on. But it would be nice to be able to agree on something, like, say, the friggin’ height of the Dwemer. Which is regular elven height, by the way, and thank you very much. There’s two camps in that debate; the ones that have scoured the lore and the ones that only read the Elder Scrolls Wikia.

Anyway, I’m done. I had to share that because I’m getting brain-sore trying to think my way through this stuff for the Project, while plotting out something unique and interesting, and still trying to make it lore friendly.

The Kenzeft Project

I figure it’s probably a good time to introduce the Kenzeft project. I call it that because I don’t quite have a final name for it, but it’s a culmination of several ideas I’ve had and wanted to implement in Oblivion, but never found the time due to college or other real life stuff. Skyrim has made it easier to create dynamic, interesting NPCs, and so I moved my ideas to Skyrim.

My original inspiration came from wanting to bring a new level of live to an NPC in Oblivion, sort of like Ruin-Tail’s Tale but on a higher level, where the character will interact with not just a personal questline, but also offer opinions and experiences on current quests. I have plans to include commentary on all the major quest lines and most of the base Skyrim quests. Right now, I’m flipflopping on whether or not I should make the mod dependent on Dawnguard or Dragonborn, or just have patches for them.

Well, starting from that, the ideas mounted up and the Kenzeft is a pretty large project already. Several new NPCs, a major questline, several smaller questlines, new locations, a new home for the player, and a few marriageable NPCs.

Of course, I’m trying to keep it all very lore-friendly, and I’ve been doing a lot of research into the lore, like just how old is the College of Winterhold? The answer was “Nobody really knows, but there’s some allusions Serana makes that gives it a sort-of ballpark figure.” It certainly pre-dates the First Allessian Empire and the Uprising since Serana also seems to pre-date it, as she seems surprised that there’s an empire at all.

My thought is, how the heck do I get a voice cast for all these NPCs? I mean, I could probably do one, maybe two, but I’m not a very good actor in the first place and my microphone is of the less-than-stellar quality. I have another person willing to do another several voices. That leaves about a dozen different roles to fill.

Now, as to what the Kenzeft Project is about… well, I sort of want to keep the specifics a secret just yet. But let’s just say that Divayth Fyr and Yagrum Bagarn play a somewhat minor role in it. And let me tell you, It’s been incredibly frustrating trying to find out if Divayth Fyr and Yagrum Bagarn survived the Red Year. If you’re even somewhat familiar with the lore you’ll probably understand why it’s frustrating. Sure, Marcurio in Skyrim mentions that they found “the last living Dwemer in Morrowind.” But it’s still kind of vague. That’s actually all I have to go on, and it seems to imply they are still alive for one reason or another, so that is how I’m going to proceed. It sort of makes sense in a way, if Divayth Fyr is about 4000 years old and an incredibly powerful wizard-lord of Telvanni, his town could very well have been spared much of the desolation. Either that, or he had prior warning, as mentioned elsewhere in the lore some few were warned, and moved his tower as Neloth did. In that case, Yagrum being alive is still a good bet.

All in all, I’m very excited about the project. Have a teaser screen cap of one of the new locations.

kenzeft