LithianLord Posted April 20, 2010 Share Posted April 20, 2010 Here is an easy question for you all to answer for me: When I use the GECK and make something in an outside section (say build an outpost) it looks perfect in the GECK. Now when I load it up in the game, everything from the original game will load over what I have built. So say I delete a tree and place a tent in that spot, the game loads both the tree and the tent. is there something I am doing wrong? I messed with load order and didn't seem to fix it and not sure exactly what in the GECK is doing this. I am modifying the sections without making duplicates, so I am at a loss. Any information is much appreciated. Link to comment Share on other sites More sharing options...
Agnot2006 Posted April 20, 2010 Share Posted April 20, 2010 Here is an easy question for you all to answer for me: When I use the GECK and make something in an outside section (say build an outpost) it looks perfect in the GECK. Now when I load it up in the game, everything from the original game will load over what I have built. So say I delete a tree and place a tent in that spot, the game loads both the tree and the tent. is there something I am doing wrong? I messed with load order and didn't seem to fix it and not sure exactly what in the GECK is doing this. I am modifying the sections without making duplicates, so I am at a loss. Any information is much appreciated. I had the same problem with Rubble in front of doors to houses I had created an interior for. The rubble still persisted until I changed the Mod into an ESM using F3Edit. Link to comment Share on other sites More sharing options...
pkleiss Posted April 20, 2010 Share Posted April 20, 2010 I had the same problem with Rubble in front of doors to houses I had created an interior for. The rubble still persisted until I changed the Mod into an ESM using F3Edit. @Agnot2006. You were lucky, but this is not a good technique. NEVER and I mean NEVER delete vanilla objects from the Geck in your mods. This will eventually lead to all sorts of really bad things. Some of these things include CTDs, record corruption, swapped form IDs (it was a rock, now its a bed, etc...). I have spent hours, no, days trying to correct problems for my fellow modder's mods that stemmed from deleting vanilla objects. If you want something out of the way, mark it as initially disabled instead.Here is an easy question for you all to answer for me: When I use the GECK and make something in an outside section (say build an outpost) it looks perfect in the GECK. Now when I load it up in the game, everything from the original game will load over what I have built. So say I delete a tree and place a tent in that spot, the game loads both the tree and the tent. is there something I am doing wrong? I messed with load order and didn't seem to fix it and not sure exactly what in the GECK is doing this. I am modifying the sections without making duplicates, so I am at a loss. Any information is much appreciated.@LithianLord - you have a combination of troubles, and I hope you have not deleted those trees yet. Aside from the aforementioned problem with deleting vanilla objects, you have an LOD issue. LOD = Level of Detail - this is used to render distant objects. Trees and building and other big/tall stuff have LOD data while rocks, generally, do not. When you are close to an object, like a tree, its model is rendered in the game with a great deal of detail, but at long distances, the LOD data is used instead, this helps to keep the amount of data that the game need to render objects down. LOD data is basically a less detailed version of the objects texture used for long range viewing. One major issue with LOD data is that even if you delete the tree (a no no) or even mark it as initially disabled (a yes yes) the LOD data will still be there. That means at close range you won't see the tree, but at longer distances, you will. There is o way to change the LOD Data unless you regenerate it for the entire wasteland which is a complicated and extremely time-consuming thing to do (like it can take days or processing with a slow computer or ~14 hours on a fast one). You best bet is to build around objects that LOD data and leave them be, unless you are certain you want to invest the time and effort to learn how and generate new LOD data - which will have to be included with any mod you release. Just my 2 cents...(well, this was worth at least a dime) Link to comment Share on other sites More sharing options...
LithianLord Posted April 20, 2010 Author Share Posted April 20, 2010 I had the same problem with Rubble in front of doors to houses I had created an interior for. The rubble still persisted until I changed the Mod into an ESM using F3Edit. @Agnot2006. You were lucky, but this is not a good technique. NEVER and I mean NEVER delete vanilla objects from the Geck in your mods. This will eventually lead to all sorts of really bad things. Some of these things include CTDs, record corruption, swapped form IDs (it was a rock, now its a bed, etc...). I have spent hours, no, days trying to correct problems for my fellow modder's mods that stemmed from deleting vanilla objects. If you want something out of the way, mark it as initially disabled instead.Here is an easy question for you all to answer for me: When I use the GECK and make something in an outside section (say build an outpost) it looks perfect in the GECK. Now when I load it up in the game, everything from the original game will load over what I have built. So say I delete a tree and place a tent in that spot, the game loads both the tree and the tent. is there something I am doing wrong? I messed with load order and didn't seem to fix it and not sure exactly what in the GECK is doing this. I am modifying the sections without making duplicates, so I am at a loss. Any information is much appreciated.@LithianLord - you have a combination of troubles, and I hope you have not deleted those trees yet. Aside from the aforementioned problem with deleting vanilla objects, you have an LOD issue. LOD = Level of Detail - this is used to render distant objects. Trees and building and other big/tall stuff have LOD data while rocks, generally, do not. When you are close to an object, like a tree, its model is rendered in the game with a great deal of detail, but at long distances, the LOD data is used instead, this helps to keep the amount of data that the game need to render objects down. LOD data is basically a less detailed version of the objects texture used for long range viewing. One major issue with LOD data is that even if you delete the tree (a no no) or even mark it as initially disabled (a yes yes) the LOD data will still be there. That means at close range you won't see the tree, but at longer distances, you will. There is o way to change the LOD Data unless you regenerate it for the entire wasteland which is a complicated and extremely time-consuming thing to do (like it can take days or processing with a slow computer or ~14 hours on a fast one). You best bet is to build around objects that LOD data and leave them be, unless you are certain you want to invest the time and effort to learn how and generate new LOD data - which will have to be included with any mod you release. Just my 2 cents...(well, this was worth at least a dime) I appreciate the information, definitely worth a dime. I guess I will make due for now and practice more before I even think about messing with LOD. Link to comment Share on other sites More sharing options...
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