icecreamassassin Posted February 6, 2015 Share Posted February 6, 2015 Ok... so I'm really perturbed. Interior cells have a recommended maximum size of 157mb, and through all my searching I have never found any references to issues for exceeding this recommended maximum. In fact I have been 3-4 times over that total for awhile in one of my cells and had really no issues to speak of, in CK or in game. But the last couple days I have been building a rather large addition to my displays and the memory has bloated to 889mb (566% of maximum) and the CK has been freezing up when changing interior cells and sometimes when using the F5 refresh function. Can anyone confirm is this is the cause? anyone have any definitive info on this? thanks Link to comment Share on other sites More sharing options...
Anikma Posted February 9, 2015 Share Posted February 9, 2015 That is probably the most likely cause. Consider splitting it up into multiple interiors. Link to comment Share on other sites More sharing options...
TheBawb Posted February 9, 2015 Share Posted February 9, 2015 Yeah, I had an issue with my player home like this. Ended up having to split it into 2 separate wings. I'd recommend going no higher than double the suggested mbs Link to comment Share on other sites More sharing options...
NexBeth Posted February 12, 2015 Share Posted February 12, 2015 How exactly do you find out what the mb usage for a cell is?? I have two interior cells I'm working with for the same esp and the 2nd one is giving me strange behavior (like items I've placed disappearing. This has happened a few times to the same items.) Link to comment Share on other sites More sharing options...
Boombro Posted February 12, 2015 Share Posted February 12, 2015 How exactly do you find out what the mb usage for a cell is?? I have two interior cells I'm working with for the same esp and the 2nd one is giving me strange behavior (like items I've placed disappearing. This has happened a few times to the same items.)On the render window tab. Link to comment Share on other sites More sharing options...
Boombro Posted February 12, 2015 Share Posted February 12, 2015 You will need to split up the cell, to ease your work and ensure the game stability. The gallery is a hard mod to work with and you should try to make it easier on yourself dude. Link to comment Share on other sites More sharing options...
NexBeth Posted February 12, 2015 Share Posted February 12, 2015 Duh....that was an easy find. Thanks Faithful Poster! I checked and I am still way under the limit....so I have figure out why those particular items disappear. Link to comment Share on other sites More sharing options...
icecreamassassin Posted February 24, 2015 Author Share Posted February 24, 2015 Well, the meshes and textures need to be placed loose in the mesh and texture folders, if it's not from the vanilla BSAs, otherwise they show up as exclamation marks. Are your items vanishing in game or from the CK or both? is it showing as an exclamation mark? Data limitation is not your issue here. My issue actually ended up being corrupted CK files, which I ran a validation for and fixed it and my cell loading problems stopped. I did end up splitting the main cell up though and it does help with in game load time considerably. Link to comment Share on other sites More sharing options...
Di0nysys Posted February 24, 2015 Share Posted February 24, 2015 I've tried making interior cells bigger than the vanilla dungeons, what usually winds up happening is the level gets convoluted onto itself. Stuff supposed to be placed at the end of the level get placed at the beginning, major FPS issues, etc. I'd make it a few rooms each and section my dungeon into multiple cells. Link to comment Share on other sites More sharing options...
icecreamassassin Posted February 24, 2015 Author Share Posted February 24, 2015 That also doesn't sound related to max cell size because it's not a hard limit just a recommended stopping point. Stuff shouldn't be randomly relocating within the cell like that. That sounds like an issue with the ck itself Link to comment Share on other sites More sharing options...
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