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Just a heads up about the Nakano location...


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LOL just LOL Bethesda....

 

Im working on that location and decided to overhaul the 2 buildings (house and boathouse )...

 

I redid the boathouse first but no matter what i did the old remained with the new (made a new scol with changes and retextures and swapped the old building which was also a scol )..

 

I went ingame and one is overlapping with the other and i thought..."oops better generate precombines and visibility to see the changes"..

 

So i did just that.... but it still wasnt working...

 

Long story short....

 

The idiot that made the original scol had also included something from that ruined pier shack 2 cells away !!!!(meaning i had to regenerate 3 fricking cells for one building :tongue: )

 

So as soon as i generated all 3 cells again... POOF!! the old scol was gone...

Edited by greekrage
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I was wondering how big a scol can be. That should do :laugh:

 

That makes me think of a theory, so I'll play devil's advocate, and I would say this could actually be a load trick.

I say so because I'm pretty sure that SCOLs are not included in the worldspace objects LOD, and there's nothing to block the player's view when approaching the house, so it is probably that Bethesda detected that the house was "pop-in" suddenly into view as it was loaded, so they used that piece of shack two cells prior to the house, to force the whole SCOL to load sooner, whilst the house is still hidden by the cliff.
Edited by DieFeM
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I was wondering how big a scol can be. That should do :laugh:

 

That makes me think of a theory, so I'll play devil's advocate, and I would say this could actually be a load trick.

I say so because I'm pretty sure that SCOLs are not included in the worldspace objects LOD, and there's nothing to block the player's view when approaching the house, so it is probably that Bethesda detected that the house was "pop-in" suddenly into view as it was loaded, so they used that piece of shack two cells prior to the house, to force the whole SCOL to load sooner, whilst the house is still hidden by the cliff.

 

I cant disagree because i cant possibly know what that dev was thinking...but wouldnt have been easier to just make the scol into a static and enable full LOD ?(like i just did )

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I cant disagree because i cant possibly know what that dev was thinking...but wouldnt have been easier to just make the scol into a static and enable full LOD ?(like i just did )

 

I guess they do this instead for performance, full LOD would make the SCOL be loaded all the time, while the player is in this worldspace, whilst this trick would load it just sooner enough to avoid pop-in.

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I was wondering how big a scol can be. That should do :laugh:

 

That makes me think of a theory, so I'll play devil's advocate, and I would say this could actually be a load trick.

I say so because I'm pretty sure that SCOLs are not included in the worldspace objects LOD, and there's nothing to block the player's view when approaching the house, so it is probably that Bethesda detected that the house was "pop-in" suddenly into view as it was loaded, so they used that piece of shack two cells prior to the house, to force the whole SCOL to load sooner, whilst the house is still hidden by the cliff.

 

 

 

I agree, they did it mostly likely for the house to be loaded by the time the player arrives at the area.

 

Thanks for posting about it though, I'm glad I didn't have to be the one who finds this out.. :smile:

 

 

 

FnepU93.png

 

 

Edited by LarannKiar
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