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Cannot successfully create Previs on locations Vault95 and Vault81.


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  On 6/7/2024 at 7:54 AM, orangedeal said:

In the case of internal locations, I tried both ways - I didn't see any difference. But is "All Loaded Cells" any different if we have an internal location? After all, we still only have 1 cell. A few years ago I was trying to figure this out because I didn't know what to choose.

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Interiors are just one cell so you are correct, it doesn't matter.

 

  On 6/7/2024 at 7:54 AM, orangedeal said:

When changing the location in my plugin, only ESMs were loaded (no other plugins). At the time of testing, only one plugin was active. I tried to do everything to avoid conflicts.

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I was going by your statement "I disabled all other plugins" - as I have no idea what plugins affect what cells, in exteriors 9 cells in each cluster can effect every other cell in that cluster so when people think 'a mod does not touch their cell so is not relevant' they are invariably wrong. If it is all interiors then much simpler - All one cell, so no such issues.

 

  On 6/7/2024 at 7:54 AM, orangedeal said:

And this happens only when entering a location on an elevator. When I get to this location in a different way, everything works. I can also save the game after riding the elevator, then reload the game and load the save - everything works too. On external locations, I had no problems creating all this (once I figured out how to do it) on dozens of locations.

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You have a mystery there. I have not seen that happen exclusively when arriving by elevator (which is just fast travel). Normally I see it if previs is broken.

If you try console tpc command on exiting the elevator does it 'fix' things? (tpc disables/enables previs).

If you use tpc again does it say something like "occlusion enable" or "occlusion can't be enabled"?

The later tells you it is broken.

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  On 6/7/2024 at 8:07 AM, PJMail said:

by elevator (which is just fast travel)

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Yep, exactly the same, except the part where the player character, any companions and the elevator itself are all being rendered and animated while the cell loads but other than that exactly the same.

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  On 6/7/2024 at 8:07 AM, PJMail said:

You have a mystery there. I have not seen that happen exclusively when arriving by elevator (which is just fast travel).

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For example, the elevator ride from Vault81Entry to Vault81 takes 6 seconds if FPS is fully unlocked. If "Long Loading Times Fix" or "Load Accelerator" is enabled, then the trip (with loading) takes 20 seconds. I was under the impression that the game added a few seconds to the elevator ride. But even without these "mods" the situation with glitches is as I described.

 

  On 6/7/2024 at 8:07 AM, PJMail said:

If you try console tpc command on exiting the elevator does it 'fix' things? (tpc disables/enables previs).

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Yes, the game says "Pre-culling now disabled". The situation is corrected, but at the same time light sources (in all locations I changed absolutely all the light sources, and deleted most of them) that are not within view disappear, but there are no other visual glitches. When I enter tpc again, the lighting appears, glitches return, and the game writes "Pre-culling now enabled".

 

  On 6/9/2024 at 11:35 PM, niston said:

Do you guys use Buffout 4?

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No, I don't use this mod.

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If we wanted to try this is it something we could easily set up? If it is just an esp (that removes the lights) then you could probably zip it and upload it here for us to try. Not your previs patch - just your original lighting patch.

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  On 6/11/2024 at 2:27 PM, orangedeal said:

 I changed absolutely all the light sources, and deleted most of them) that are not within view disappear, but there are no other visual glitches. When I enter tpc again, the lighting appears, glitches return, and the game writes "Pre-culling now enabled".

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You didn't mention this before. How do these meshes differ from vanilla. I think finding out how the elevator connects to the cell so you can reconnect it to a clone instead is key to getting to the bottom of this.

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