pepperman35 Posted January 19, 2022 Share Posted January 19, 2022 Okay, I am nearing completion of my mod, Nuka World Command Post II, which takes place at DLC04NukaWorldWorkshop. I have made extensive edits to all the DLC04NukaWorldWorkshop, including landscape edits. I have created Main and Textures archive files and everything properly packages up. Now I need to perform the dreaded precombined maneuver to reconstitute precombines and previs data. To data, I have NOT been successful in performing this. Based on watching Red Rockets tutorial on said subject, I have outlined the procedure below, and would like sanity check to keep me from losing what’s left of mine. Go to DLC04NukaWorldWorkshop [Cell 5,7] Run WorldèPrecombined Geometry for Current Cell SAVE Repeat Steps 1 and 2 for DLC04NukaWorldWorkshop02 [Cell 5,8], DLC04NukaWorldWorkshop03[Cell 5,6], DLC04NukaWorldWorkshop04 [Cell 4,6], DLC04NukaWorldWorkshop05[Cell 4,7], DLC04NukaWorldWorkshop06[Cell 4,8], and DLC04NukaWorldWorkshop07 [Cell 6,8] Go to Cell 3,6 which is the center of a 3x3 block Run VisibilityèGenerate Visibility for All Loaded Cells SAVE Run VisibilityèGenerate Precombined Visibility for ALL Loaded Cells SAVE Go to Cell 3,9 which is the center of a 3x3 block Repeat step 4a-d Go to Cell 6,6 which is the center of a 3 x 3 block Repeat step 4a-d Go to Cell 6,9 which is the center of a 3 x 3 block Repeat step 4a-d Integrate the mod’s Main.ba2 archive. Open the mod’s Main.ba2 file Ensure the setting for the Archive tool are set to none for compression Drag the previs folder(i.e., the *.vsd files)into the Main archive Drag the precombine folder (i.e., the *.NIF files) into the Main archive Save the mod’s Main.ba2 file Zip the mod, install via mod manager of choice and test Link to comment Share on other sites More sharing options...
PJMail Posted January 20, 2022 Share Posted January 20, 2022 (edited) One small comment (experts can shoot me down), but if you are going to each cluster (3x3 Vis) center then why not just generate Visibility "for current loaded cell".I find doing it (for all loaded cells) does it for A LOT of unloaded clusters (as well as the Clusters you then repeat it on later).Your way does a lot of unnecessary clusters, as well as the ones you want multiple time. No harm in this, but more potential mod conflicts if you are replacing more Cell records than necessary. Edited January 20, 2022 by PJMail Link to comment Share on other sites More sharing options...
markusm1000 Posted January 20, 2022 Share Posted January 20, 2022 Go to Cell 3,6 which is the center of a 3x3 blockRun VisibilityèGenerate Visibility for All Loaded CellsSAVERun VisibilityèGenerate Precombined Visibility for ALL Loaded CellsSAVE Current Cell Use F4Edit to check you are in the right cluster. Integrate the mod’s Main.ba2 archive.Open the mod’s Main.ba2 fileEnsure the setting for the Archive tool are set to none for compressionDrag the previs folder(i.e., the *.vsd files)into the Main archiveDrag the precombine folder (i.e., the *.NIF files) into the Main archiveSave the mod’s Main.ba2 file Just use "Create Archive" in the Creation Kit Link to comment Share on other sites More sharing options...
pepperman35 Posted January 20, 2022 Author Share Posted January 20, 2022 Thanks, good info. To date, I have not been successful in doing it so all info is appreciated. Going to give it a try later after I get off work. Link to comment Share on other sites More sharing options...
PJMail Posted January 21, 2022 Share Posted January 21, 2022 (edited) When you say "not successful" do you mean the CK crashes or see a mess when in-game?If the former are you using the "CK patches" mod (I find this does fix a lot of my crash issues). Lots of saves is also a great suggestion from Markusm1000.- Memory can also be an issue for the CK so make sure you have nothing running in the background (especially browsers).- When generating Precombines (and especially Visibilty) WAIT after it appears the process is completed. When your Render window unlocks is when the process is REALLY finished.If it is just a mess in-game then is it occlusion (things appearing and dissappearing when you move your viewpoint), or precombines (missing meshes - missing floors etc)?If it's occlusion then temporarily turn off preculling with the console command "tpc" and see if your precombines are at least fine.If it is Precomines then - is it missing meshes, or worngly coloured ones? The later is probably due to the way you are specifying material swaps (a know issue with Precombines).If it is the former are you sure your Precombine generation pass completed? Is your Updated esp at the end of your load list (for testing)? Are the Precomine meshes in the ba2 or still loose (test with them loose initially)? Are you generating precomb/Visi with all your mod's meshes in Data/meshes/... (loose files) or in a Ba2? I have found the CK does NOT use the contents of the ba2 file (of the active mod) in certain processes (certainly Visibiity generation, maybe others) if that is an esp. Edited January 21, 2022 by PJMail Link to comment Share on other sites More sharing options...
JohnnyGunn Posted January 21, 2022 Share Posted January 21, 2022 What's important is HOW and what order you do each task... Ive been through every method and ended up doing a) all edited cells ONE BY ONE (never use "for all loaded" options. b) you do all the precombined geometry for each cell you have edited....and save when you've done them all. b) do the visibility again one cell at a time for the same cells you did precombines for and when done save. c) now you do the precombined visibility again for all the same cells and again one by one and save.. WARNING !!! when doing visibility and precombined visibility DO NOT use the PC for anything else or have something running in the background because it needs resources and will crash if interrupted meaning you have to start the process all over. NOTE: precombines take a few secs for each cell BUT the other two processes take a few mins for each cell so don't think your CK is frozen and do something hasty... BE VERY PATIENT... Link to comment Share on other sites More sharing options...
pepperman35 Posted January 21, 2022 Author Share Posted January 21, 2022 So tried this late last night but the results were less than stellar. Essentially, I had a huge black plane or near black plane in the center of the settlement that spanned across ALL cells. I could run through it but could not see through it. I have a couple of static collection IVO and wonder if they might be a contributing factor. Also, it was late when I tried it and possible that I missed a step. Will give it another go. copy all the input and thank you for yourt insight and experience. Patience padawon...got it. Link to comment Share on other sites More sharing options...
niston Posted January 22, 2022 Share Posted January 22, 2022 @pepperman35 similar to these? If so, I believe it is a bug in CK precombiner, to do with full precision meshes. Have not investigated any further, but I think you can load the affected NIFs in NifSkope and clear the Full Precision flags which, IIRC; are on the shader nodes. Perhaps make a copy of the NIFs because if you set the flag again, the mesh will disappear or become deformed. Link to comment Share on other sites More sharing options...
pepperman35 Posted January 22, 2022 Author Share Posted January 22, 2022 (edited) niston, yes, this is exactly what I am seeing, or something very close to this. Now the mission dollar question is how does one easily determine the affected NIFs, as there are a bunch of them. Update: Started the processes over [again..sigh]. Generated precombined geometry for each of the noted cells using Precombined Geometry for Current Cell for each of those cells. SAVED. Looked at it in game and the visual at this stage resembles those images niston posted. Edited January 22, 2022 by pepperman35 Link to comment Share on other sites More sharing options...
greekrage Posted January 26, 2022 Share Posted January 26, 2022 I use method as JohnnyGunn stated... Every cell (edited)one by one for each process...and saving after each process or even sooner depending on how many cells im doing ( i have mods that are 12-16 cells so i do it every 4 cells...) I wish someone would give us a 100% solid methodology .,..i still think im missing something... Link to comment Share on other sites More sharing options...
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