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BenRierimanu

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Posts posted by BenRierimanu

  1.  

    Thats interesting about issues with narrow gaps - is this a generic fault in the previs system or just a bug in 'our' version of the CK?

    I don't remember seeing any such problems in the base game's Previs (though I may just have ignored it as 'yet another game bug')

    I think it's a vanilla bug, you can see the gap bug in many places around the commonwealth (like Diamond City ext, behind the columns)

     

    In my experience when dealing with these narrow gaps, I think it's floating point related calculation errors. Known issue with the CK, and I'm trying to patch them as I see them. (The refs usually just need a subtle nudge to work around it.)

  2. tl:dr: Apologies for Necroing this thread. I'll try to keep it short and/or use Spoiler tags to hide the tedious bits.

     

    What I wanted to do: Use command line tool to generate precombined Meshes and visibility for multiple mods that edit the same exterior cells (see mod list at bottom)

     

    What I Got: 1. Use command line tool to generate precombined Meshes and visibility for an individual mod +DLC+UFo4P (See method 1 Spoiler)

    2. A Modified RRTV/Trosski method to get what I wanted (See Method 2 spoiler)

     

    CK Preparation and SPECS:

    I have applied the Serge Hex fix and/or am using CK Fixes 1.6.3 (I have tried CMD line with both fixes applied then each on their own with similar results).

    Windows 10

    Intel i9-9900KF

    64GB DDR4 3600OC

    GTX 1080 8GB

     

    Results Summary:

    Using BenReirimanu's / Serge's method of command line precombines I have not been successful at generating a "Merged" style of Previs that works in game and successfully merges all the edited statics from several mods that edit the same exterior cell. However, using the commmand line I have successfully made single mod precombines. The only method thus far that I have had luck with is using an altered RRTV/Trosski method to add all the mods (see modlist spoiler below) to one precombine. I assume it's my methodology or that the Command line has some inherent limitations that the CK GUI does not when it comes to adding multiple mod edits to an exterior cell to previsibines esp.

     

    METHOD 1 BenReirimanu/Serge CMD Line

     

     

    1a. The method I used was to first sort my load order so that I had the most compatibility between the mods (ensuring all masters are flagged with ESM in xEdit)

    1b. I used the "01_CopyCELLsIntoAutoPreCalc.pas" in sequence from top of load order to bottom of load order on every mod that edits conflicting cells (this ensures the last loaded mod overwrites the changes from the first)

    1c. I then run "Apply Material Swap.pas" to add the Mat swap fix

    1d. Load the plugin in CK and save to generate time stamps.

    1e. Run the command line -GeneratePrecombined:<espname.esp> clean all

    1f. Run subsequent -CompresPSG and _BuildCDX

    1g. package meshes folder into <espname.esp> - Main.ba2

    1h. Run xEdit script "MergeCombinedObjects.pas"

    1i. Run -GeneratePreVisData:<espname.esp> clean all

    1j. Run xEdit script "MergePreVis.pas"

    1k. Package vis folder into - Main.ba2

    1l. Clean Plugin in xedit and 'Remove identical to master refs' then Save plugin in CK

     

     

     

    Results: Merged Patch style Previs generation has culling issues 'blinking world objects' in every exterior cell where two or more different mods edit those cell (interior cells seem unaffected probably because no conflicts).

     

     

    METHOD 2 RRTV /Trosski (adjusted)

     

     

     

    2a. Load all the mods I want to combine in xedit and flag them with ESM (in this instance I did all DLC + UFO4P + 6 other exterior space mods including BT Interiors)

    2b. Load all the mods into CK with no active file and save a new plugin.

    2c. 'Generate Precombined Geometry for Current cell' on every exterior cell in the game that got edited by the mods and the 3x3 cells surrounding the RVIS cell for those cells (For instance if BTInteriors edits cell -4,4 and so does zxcMicroAdditions i generate for -4,4, -3,4, -2,4, -4,3, -3,3, -2,3, -4,2, -3,2 and -2,2 to ensure that surrounding the cells are incorporating changes from vanilla or PRP/BostonFPS ect.)

    (Picture below shows the RVIS cells in Blue with White letters and the edited cells are 3x3 around those)

    PREVIS.jpg

    2d. Save file and check for XPRI/XCRI errors in xEdit if there are i recheck that ESM flags are still present then regen again.

    2e. Load esp in CK GUI then on each of the RVIS cells I "Generate visibility for current cell" save then "Generate Precombined Visibility for Current Cell" save again. (This only builds the Precombined Visibility for the 3x3 cells surrounding the RVIS cell and works independent of the UGRIDs setting which means I don't have any uncontrolled Visibility edits in the plugin.

    2f. create archive in CK or with Archive2.exe (depends on my mood) save plugin and load into game.

     

     

     

     

     

     

     

    RESULTS: This method is tedious and takes an entire day if you are doing a lot of cells, however in game it loads all the mods edits and rebuilds the previs/precombines in one file.

     

    Mods I used to build precombines (some are merges of other mods) and my load order for those mods - All have been cleaned in xEdit and some have repaired navmeshes (they was deleted)

     

     

    BTInteriors_Project.esp

    zxcMicroAdditions.esp
    Mechanist Lair Overhaul.esp
    ImmersiveCommonwealthLocationsAIO.esp (all of the Immersive mods from MoreLikeVicky merged)
    PrydwenOverhaul2.esp
    Concord Revised.esp
    SalemEXPANDED.esp
    BetterMikaMerged - NoAirport.esp (Most of the Better series by Mika999 with repaired navmeshes)
    ConcordEXPANDED.esp (Repaired Navmeshes)
    VaultTecConcord.esp
    BetterDrumlinDiner.esp
    FortHagenSatelliteArrayEXPANDED.esp
    CombinedWorldSpacesPrevisibinesPatch_Manual.esp (My Patch done with CK GUI)

     

     

    Did you ever get clean builds working?

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