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Updating and adding content to an existing Mod


Aragorn58

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I'm trying to add some content to my Forgotten Island mod, and am running into some difficulties. I am trying to add a quest that starts after all others have been completed. All that works fine but what I'm attempting to do is add some more buildings and NPCs to the existing landscape,so it appears that the island has been repopulated after the threat in the first quest has been eliminated. I have placed some buildings and a few other objects into the landscape that are enabled via a quest script using "X" markers as the Enable Parent. While testing I set the correct stage of the quest through the console and the items that have been placed appear as designed. If I set the stage while in Tamriel then coc to the island all the objects appear also. My issue is that when I enter an interior cell on the island such as a cave, when I exit the cave back to the island, all the LOD for the objects disappears.

 

I have regenerated the LOD with the changes and once the new objects are in place the LOD works fine from anywhere on the island, it is only when I exit an interior cell a distance away from the new "village" that the LOD does not work. I even tried checking some of the farmhouses as "never fades" in the CK and they still disappear.

 

I'm at a loss. I don't understand why the LOD does not load correctly. I have only placed a few things onto the island for testing before going through completely and wasting my time with something that will not work. I have generated LOD for several small worldspaces for myself and also a few other mod authors without issues, so I don't believe the issue is with the LODs themselves.

 

Any suggestion would be appreciated.

 

http://i87.photobucket.com/albums/k143/johng58/1_zpswz2qo5nd.jpg

http://i87.photobucket.com/albums/k143/johng58/2_zpsst7qyhfg.jpg

http://i87.photobucket.com/albums/k143/johng58/3_zpsnkjvwnwt.jpg

Edited by Aragorn58
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You may try and just checkmark the buildings and such as "Full LOD" that way the actual model loads up as if it were in the LOD.

 

Only issue would be if your worldspace shares a parent worldspace with anything vanilla (i.e. your worldspace has "Tamriel" or "Solitude" as the parent worldspace) then the stuff you mark as Full Lod will show up there as well :P

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You may try and just checkmark the buildings and such as "Full LOD" that way the actual model loads up as if it were in the LOD.

 

Only issue would be if your worldspace shares a parent worldspace with anything vanilla (i.e. your worldspace has "Tamriel" or "Solitude" as the parent worldspace) then the stuff you mark as Full Lod will show up there as well :tongue:

 

I have not tried that yet but will. Thanks for the response. They are already checked as never fades, as I had the same issue with the two farmhouses located in the distance and marking them as never fades solved it. The island shares nothing from Tamriel, it has no parent worldspace. I'm beginning to think it has something to do with them not being "permanent" structures but added by a quest using an "X" marker as the enable parent which is an Alias attached to a quest. I'm not quite sure if the houses added by Hearthfires have LOD or not. They may have been strategically placed so the player would not notice. Lakeview Manor is next to a mountain and surrounded by trees. Not sure about the other two as I have not acquired them yet.

 

I will try your suggestion and if that does not work, I will remove the quest that the are attached to so they are permanent and see if that makes them behave. If it does than I will have to think of another way to do what I'm attempting.

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don't go top the hassle of removing the quest, just turn the Initially disabled flag off on the X Marker and COC from the main menu, pop into the cave and back out and you should know for sure. I don't think that LOD really CAN update itself, it's kind of a pre-gennerated thing. Did you try and build the LOD with the objects enabled already? Maybe the system can shut LOD off with objects disabling but it wouldn't be able to generate LOD for something that was disabled when the LOD was built. Just a theory.

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don't go top the hassle of removing the quest, just turn the Initially disabled flag off on the X Marker and COC from the main menu, pop into the cave and back out and you should know for sure. I don't think that LOD really CAN update itself, it's kind of a pre-gennerated thing. Did you try and build the LOD with the objects enabled already? Maybe the system can shut LOD off with objects disabling but it wouldn't be able to generate LOD for something that was disabled when the LOD was built. Just a theory.

Just an update.

 

From Zilav

LOD is not generated for dynamically disabled/enabled objects because it is static and can't be changed on the fly.

Which is what I was attempting. I'll have to scrap this idea and move on to something else.

 

Thanks for your input.

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