Original posted February 26 2015
This is a hard subject to write a guide on that is not just listing the different settings. Region generation is complex and a lot of it feels like just going with your gut feeling but there is order to the madness.
I go through what all settings do and give some tips on how to figure out what settings to use. I’ll make a third part on the subject of region generation later on, where I show some of the Hoddminir regions.
Content in this guide:
- Links to other guides
- How to create the region
- Region Settings
- How to calculate which settings to use
- Different approaches
- Testing your settings
Other guides on Region generation:
How to create a region
- To open the Region editor, go to World, Regions
- Choose your worldspace in the drop down menu
- Right click in the Region Name list, choose New Region
- In the General tab, you can change the name and color of the region
- The next tab is Objects, first you have to click the “Enable this type of data” box to be able to add objects and make changes.
- To add textures or objects you drag them from the Object Window list to the Generated Objects window.
You can preview an object from the object window by selecting it, right clicking and select preview. Textures you can view by double clicking on them, then you can also see if there are any grasses that will be placed with that texture.There are different levels that an object/texture can have, the first level is called a parent, dragging new objects/textures to the parent will create a second level, called child. Children levels can also have more levels under them. When a parent is generated children will be generated close to it.
7. Select your object, now you can change the settings for that object/texture. Some of these settings have different function depending if it’s an object or a texture as well as the level, parent or child.
Region Settings
General Tab
Edge fall-off, game units
Objects Tab
Priority and Override
Radius, game units
A radius of 512 will make a grid (4096/(512*2))^2=16 blocks, and a radius of 256 gives 64 blocks. The radius value divides the cell in to a grid of blocks with the sizes of double the radius setting of the object. Think of a block with the object in the center and the borders of the block one radius away from the center (but in a square). The density setting then determines the chance that an object will be generated in each block.
Density, values 0-100
Clustering, values 0-100
Min Slope and Max Slope, 0-90
This can for example be very useful when you want trees to grow on flat terrain but not up steep hills.
Min Height and Max Height, game units
I use the min max height to combine what would be an above-water and a below-water region into one region. It’s a very useful setting to get a variation in your region depending on the altitude.Most often when something doesn’t generate it’s because I forgot to change the min height. For your worldspace, check the sea level under World and Worldspace.
Radius wrt Parent, game units
I use 512, 1024 or 2048 in my regions. Remember that a cell is 4096 units wide, so 2048 is ½, 1024 is ¼ and 512 is ? of a cell to give you something to compare to. In the image below I used a small radius on the children to show how the Radius wrt Parent works, it is not a suggestion for an actual region.
Is a Tree
Is a Huge Rook
Objects (More) Tab
Angle Variation, degrees
Sink, game units
Always good to use on trees, bushes and rocks so the underside doesn’t show if the terrain is not perfectly flat.
Sink Variance, game units
Size Variance, percent
Conform to Slope
Paint Vertices
How to calculate which settings to use
A setting of radius 20 and density 0.1 will give around 10 generated objects. But if we also only let the object be generated on the slope of 0-10°, and you have about 10% of your cell at those angles, you will get 1 object generated (10% of 10) per cell. Figuring out the amount of different slopes for a region is mostly guess work, but it is good to keep in mind when setting up the region.
Some other useful information
- Trees don’t rotate when generated, regardless of settings, use placeholders when generating and then use search and replace once generated. This only apply to animated trees.
Update: Verteiron has made a script for TES5Edit that will randomly rotate trees after region generation. I have not tried this get, have a look here if you are interested. - Models that are open at one side, like Skyrim’s cliffs, can’t really be generated in a good way.
- One of the troubles you can run in to if you try to generate on the same cells you generated on before is that the CK refuses to generate objects “due to bounds”.
- Use a spread sheet to keep track of your settings, it is much easier then to see what settings might need changing after you made test generations.
- What cell is where?
The region generator will show a black grid on white to represent the cells of a world space. For a small space its easy to know what cell is where, but I have a large world with 16384 cells in it and it is hard to know where I’m in the Region generation grid. I have a map made with a cell grid on that I always have open whenever I set up regions. - Adding many parents can become hard after a while when the object window get full. It’s easy that the newly added object becomes a child instead of a parent as intended. Try dragging the object to the corner on the scroll bar, on the down arrow (for me this works).
Objects as children to textures
Textures as children of objects
Different approaches
Low density/small radius vs High density/large radius
Testing your region settings
Here is what you do:
- Change region settings, save
- Take a copy of your esp
- Generate the test region, save
- Check the generated cells to see how the settings work
- Load up the copy, go to 1. and repeat
Remember to continue working with a clean (non generated) file once the region setting is perfect.
- When you find the cell you want, click with the left mouse button, this will place a red cross, repeat in the next cell and you will get a line between the crosses. when you have encircled an area, right click and select done, and the red line will connect with the beginning. The region will now become colored.
- To generate the region you just drew, right click on the region, select generate and wait for it to finish. It’s a good idea to save before taking a look at the generated cells.










































