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My Nemesis – Precombines


pepperman35

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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.

 

 

 

  1. Go to DLC04NukaWorldWorkshop [Cell 5,7]

  1. Run WorldèPrecombined Geometry for Current Cell
    1. SAVE

 

  1. 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]

  1. Go to Cell 3,6 which is the center of a 3x3 block
    1. Run VisibilityèGenerate Visibility for All Loaded Cells
    2. SAVE
    3. Run VisibilityèGenerate Precombined Visibility for ALL Loaded Cells
    4. SAVE

 

  1. Go to Cell 3,9 which is the center of a 3x3 block
    1. Repeat step 4a-d

 

  1. Go to Cell 6,6 which is the center of a 3 x 3 block
    1. Repeat step 4a-d

 

  1. Go to Cell 6,9 which is the center of a 3 x 3 block
    1. Repeat step 4a-d

 

  1. Integrate the mod’s Main.ba2 archive.
    1. Open the mod’s Main.ba2 file
    2. Ensure the setting for the Archive tool are set to none for compression
    3. Drag the previs folder(i.e., the *.vsd files)into the Main archive
    4. Drag the precombine folder (i.e., the *.NIF files) into the Main archive
    5. Save the mod’s Main.ba2 file

 

  1. Zip the mod, install via mod manager of choice and test

 

 

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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 by PJMail
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  • 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

 

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 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

 

Just use "Create Archive" in the Creation Kit

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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 by PJMail
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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...

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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.

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@pepperman35 similar to these?

 

 

 

IoYhdrh.png

 

llaf62C.png

 

QQ6fRv4.png

 

47MgIiy.png

 

 

 

 

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.

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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 by pepperman35
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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...

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