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Generating precombine/vis data which method is correct ?


greekrage

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After several trials and errors im still reluctant as to which method to use..

a) precombines for current cell one by one

b) precombined visibility for all loaded cells

c)visibility for all loaded cells

 

You should only ever do "current cell" for all three steps. And your order is fine, b and c are switchable.

 

Thank you..

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  • 1 year later...

i am learning still but trying to redo sanctuary bridge, ive watched trosskis tut 4 times already its great and ive been successful in using his methods on my first mod however this time its like i only get one shot at it after placing new bridge generating the pre/vis saving archiving loading in to game if im off or need to move it at all i go back to ck try and correct it save and try again but it never reflects my changes after the first time what am i doing wrong should i wait to generate it until after ive logged in and out of game to check ? very confusing any help would be appreciated

 

 

once i save it my changes in ck no longer reflect in game and its driving me nuts

Edited by SoulesFury
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1. You are likely breaking the precombine/vis data by making the adjustments. Make all adjustments first.

2. Make the precombine/vis data the last step in your process.

3. Testing in game (I typically just coc to the place of interest from the main menu and bypass loading any saved game).

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1. You are likely breaking the precombine/vis data by making the adjustments. Make all adjustments first.

2. Make the precombine/vis data the last step in your process.

3. Testing in game (I typically just coc to the place of interest from the main menu and bypass loading any saved game).

This...

 

Precombines are the very last thing we do...

 

Ive had to redo the whole process over 100s of times ....since its not a good idea to redo the cell you made edits to if its a multi-cell location.(you may have issues with other cells from visibility )

 

Process ive used for a while now ...

 

1) precombined geometry for each cell one at a time.......and try to end at a cell furthest away from another location i may have a conflict with.

Note : save every few cells

 

2) precomb/visibility again one cell at a time and follow the order i used for the first part of the process.

 

create archive ...and test..

 

NOTE:

 

while testing make sure to either rename the precombined and vis folders or empty the contents into dummy folders so that you are sure the game is loading the files from the archive and using those.

Also use a save PRIOR to the mod or visit to the location.

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1. You are likely breaking the precombine/vis data by making the adjustments. Make all adjustments first.

2. Make the precombine/vis data the last step in your process.

3. Testing in game (I typically just coc to the place of interest from the main menu and bypass loading any saved game).

This...

 

Precombines are the very last thing we do...

 

Ive had to redo the whole process over 100s of times ....since its not a good idea to redo the cell you made edits to if its a multi-cell location.(you may have issues with other cells from visibility )

 

Process ive used for a while now ...

 

1) precombined geometry for each cell one at a time.......and try to end at a cell furthest away from another location i may have a conflict with.

Note : save every few cells

 

2) precomb/visibility again one cell at a time and follow the order i used for the first part of the process.

 

create archive ...and test..

 

NOTE:

 

while testing make sure to either rename the precombined and vis folders or empty the contents into dummy folders so that you are sure the game is loading the files from the archive and using those.

Also use a save PRIOR to the mod or visit to the location.

 

wiil check it out...thanks

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