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Skyrim Mod:Mod File Format/WRLD

< Mod / Skyrim: Skyrim Mod: File Formats: Mod File Format

WRLD records contain the data for a 'world', which can be all of Tamriel or a handful of cells.

In the WRLD GRUP, following each WRLD record is a nested GRUP which contains a single CELL record (presumably the starting location for the world) and a number of Exterior Cell Block groups (see the group table). Each Exterior Cell Block group contains Exterior Cell Sub-Block groups, each of which contain CELL records.

Record header flags:

0x80000 - Can't Wait
C Field Name Type/Size Info
+ EDID EditorID zstring The name of this worldspace used in the construction kit
* RNAM Large References struct (int16's are Cell Grid Coordinates, FormIDs are References that place a Base Object that is of Object Size 512 or greater. Such Reference transition from Full Model to LOD at uGrids=11 instead of 5, by default)
int16[2]
uint32 - count of pairs following:
formID
int16[2]
- MHDT Max Height Data ubyte[??] 8 bytes for Mix/Max X/Y Cell Grid Coordinates followed by an Ordered Array of 4 byte structs, containing 4x 1 Byte Integers, 1 struct per cell, listing the Max Heights per quad in each cell. 4 Bytes are 00s if the cell the entry relates does not actually exist.
- FULL Name lstring The name of this worldspace used in the game
- WCTR Fixed Dimension Center Cell int16[2] X, Y
- LTMP Lighting Template formID Interior Lighting LGTM
- XEZN Encounter Zone formID Encounter Zone ECZN
- XLCN Location formID Location LCTN
- CNAM Climate formID CLMT reference.
- NAM2 Water Type formID Water WATR
- NAM3 LOD Water Type formID LOD water-type, always a WATR form ID
- NAM4 LOD Water Height float LOD oceanwater-level (-14000.0 for Tamriel)
- DNAM Land Data float[2] Default land- and oceanwater-levels (-27000 & -14000.0 for Tamriel)
- MODL cloud model MODL Cloud Model - Includes optional field MODT
- MNAM Map size struct 16 or 28 byte structure
width uint32 The usable width of the map
height uint32 The usable height of the map
NW cell X int16
NW cell Y int16
SE cell X int16
SE cell Y int16
Min Height float Camera Data (default 50000), new as of Skyrim 1.8, purpose is not yet known.
Max Height float Camera Data (default 80000)
Initial Pitch float Camera Data (default 50)
+ NAMA unknown float Distant LOD Multiplier
- DATA flags uint8 Flags
0x01 - Small World
0x02 - Can't Fast Travel From Here
0x04
0x08 - No LOD Water
0x10 - No Landscape
0x20 - No Sky
0x40 - Fixed Dimensions
0x80 - No Grass
- NAM0 unknown int32[2] Coordinates for the bottom left corner of the worldspace (assumed from Oblivion)
- NAM9 unknown int32[2] Coordinates for the top right corner of the worldspace (assumed from Oblivion)
- WNAM Parent worldspace formID Form ID of the parent worldspace.
- PNAM unknown uint16 Use flags - Set if parts are inherited from parent worldspace WNAM
0x01 - Use Land Data (DNAM)
0x02 - Use LOD Data (NAM3, NAM4)
0x04 - Use Map Data (MNAM, MODL)
0x08 - Use Water Data (NAM2)
0x10 - unknown
0x20 - Use Climate Data (CNAM)
0x40 - Use Sky Cell
- ONAM unknown float[4] This field specifies where map markers will appear in relation to the parent
World Map Scale - -1=Hide Map Markers
Cell X Offset * 4096
Cell Y Offset * 4096
Cell Z Offset * 4096
- TNAM HD LOD Diffuse zstring The name of a texture file.
- UNAM HD LOD Normal zstring The name of the normals file matching the TNAM.
+ ZNAM music formID always a MUSC form ID
- XWEM zstring Water Environment Map
- OFST Offsets Array of 4 byte Integers Contains an ordered array of Relative Absolute file offsets to each Cell record under the Worldspace. 4 bytes are all 00 if the cell the entry in the array relates to, is not present in the plugin in question. When Present, the engine direct loads the Cell and its References from the Offset, instead of seeking down the Blocks/Sub-Blocks to find them. Is Not a Rule-Of-One Sub-Record, nor does it Merge at Runtime, it is a "Local" sub-record unique to each plugin/override.

It isn't entirely clear what effect the map size field has on the game. Many map sizes simply contain zero in these fields. The landscape can be larger than this size, although the outer areas of the landscape appear to be less well defined.