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Adding content to an existing Mod


Aragorn58

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EDIT: What I was attempting apparently can not be done because of the way LOD is generated

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From Zilav

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



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.

Here are a few screenshots of my issue.

 

Edited by Aragorn58
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Are you relying on CK generation or Oscape+TesLODgen?

I only use Oscape and TES5LODGen. The CK LOD generation is way to buggy. If you look at the images, I had a similar issue with the two farmhouses located further back on the island, but just checking them as never fades solved it. I tried doing the same with the two new houses but they still disappear. All the farmhouses are copies of vanilla structures so I did not alter the original pieces throughout all of Skyrim. The only thing different is that they are enabled via an "X" marker which is an Alias for the quest to repopulate the island.

 

I have yet to try and remove the quest that places them there just to see if the LOD works properly. It just may be that being they are not "permanent" structures and placed through a script could be the problem. If that is the case, than I will have to think of another way to do what I am attempting.

 

There are already some users of my mod and rather than having them remove the mod and redownload it and play through all the quests again I would like to just do an update.

 

I was starting another play through when I decided to add to my mod. I'm not sure if the houses placed by Hearthfires have LOD or if they were strategically placed so as it would not be something the player would notice. I know Lakeview Manor is placed next to a mountain and surrounded by trees. Not sure about the other two as I have not obtained them yet this time through.

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