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[General] World Editor 1.31 Doodad limit

Discussion in 'World Editor Help Zone' started by FeelsGoodMan, May 25, 2019.

  1. FeelsGoodMan

    FeelsGoodMan

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    Hello

    Is there any way to bypass the doodad limit in the WE 1.31? I used WEX previously but I have upgraded my map to the most recent version as I want to develop in the updated world editor. I can't make WEX work with anything over 1.29 so that's why I'm asking this. I can stay within the doodad limit if I delete a lot of doodads and place them smarter, but it would be a lot more convenient for me to just bypass it and not have to think about it at all.
     
  2. Chaosium

    Chaosium

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    I can't think of any solution with the standard editor. If you're using the same doodads a lot, a workaround would be to create custom models and merge these into a single model (e.g. create a patch of trees instead of a single tree), so in the end they would count as a single doodad.
     
  3. FeelsGoodMan

    FeelsGoodMan

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    I did think about this to be honest, but I have no idea how to do that. My biggest problem is shrubs, mushrooms, river rushes and trees so yeah making a cluster/patch of those doodads would definitely solve my problem.
     
  4. GhostHunter123

    GhostHunter123

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  5. FeelsGoodMan

    FeelsGoodMan

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    I can't open maps made in 1.31 with this, or else it would have been a good suggestion :p