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The worldspace bug


ThomasKaira
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I really want to know more about this bug. Essentially, it means that you can only add a new independent worldspace to the game if the world is located at the 01 mod index, but I was hoping someone could explain it, and the workarounds/solutions a bit better than the Wiki (which has almost nothing to say about it).

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It's not a worldspace "bug" exactly, LOD only generates properly if the new worldspace is in the 00 or 01 index. This is quoted from Arthmoor he does an excellent job explaining, I even quote him in my worldbuilding class (WIPz):

The issue that's most relevant is the LOD landscape. A worldspace's LOD only functions if the mod can be certain to occupy the 00 or 01 index. This is virtually impossible given the number of mods out there, even if you make it an ESM.

So you're left with the other solution: injected worldspace IDs. You can accomplish this easily with TESGecko. It has a "move worldspaces" function which solves this problem neatly. Your mod can then occupy any index it wants to and your landscape LOD will work properly. It accomplishes this by assigning your worldspace an ID in the 00 index, which is called injection. Once you've done this, then you can use the CS to generate your landscape LOD meshes and texture files. They'll have the proper worldspace ID that way and you won't have to worry about it.

Give Gecko a download, it's the easy and really only decent solution I've come across. :yes:

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