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Modding issues


cyronarxes

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I yet again require DIRE! assistance. I need help with the followin thing

 

1) how do you texture all of the cells. When i texture, i can only color one of the or a few other cells with the new texture but when i attempt to color other cells next to it, the new texture won't go on it.

 

2) How do you turn off the sounds from certain textures. when I deleted a oblivion gate, the sound remains because of the texture it was on.

 

3) How do you make objects like buildings viewable when distant. I thought it you did it by checking the viewable when distant box but the buildings still disapeared when i went far enough away.

 

These issues are major problems i face with the construction set. I read the wiki tutorial on the construcion set yet none of any solutions were given. I sincerely beg anyone for answers

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1) how do you texture all of the cells. When i texture, i can only color one of the or a few other cells with the new texture but when i attempt to color other cells next to it, the new texture won't go on it.

 

Maybe this has to do with the hand-changed option in the cell's editing menu? I think that if that's checked then you can only change the cell you're focused on.

 

3) How do you make objects like buildings viewable when distant. I thought it you did it by checking the viewable when distant box but the buildings still disapeared when i went far enough away.

 

You should try taking a look at buildings like the white gold tower and see what they did there.

 

Sorry, I have no answer for #2. Hope I helped :).

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1) how do you texture all of the cells. When i texture, i can only color one of the or a few other cells with the new texture but when i attempt to color other cells next to it, the new texture won't go on it.

 

Maybe this has to do with the hand-changed option in the cell's editing menu? I think that if that's checked then you can only change the cell you're focused on.

 

3) How do you make objects like buildings viewable when distant. I thought it you did it by checking the viewable when distant box but the buildings still disapeared when i went far enough away.

 

You should try taking a look at buildings like the white gold tower and see what they did there.

 

Sorry, I have no answer for #2. Hope I helped :).

I solved the first problem on my own. the second and 3rd still elude me. i did check the other buildings and all i saw was visible when distant checked. :(

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I yet again require DIRE! assistance. I need help with the followin thing

2) How do you turn off the sounds from certain textures. when I deleted a oblivion gate, the sound remains because of the texture it was on.

 

3) How do you make objects like buildings viewable when distant. I thought it you did it by checking the viewable when distant box but the buildings still disapeared when i went far enough away.

 

These issues are major problems i face with the construction set. I read the wiki tutorial on the construcion set yet none of any solutions were given. I sincerely beg anyone for answers

I don't think the sound is part of the texture, it would make more sense that the sound is placed in the world near the gate. If this isn't the case, could you give me a cell number to look at?

 

As for viewable when distant, it requires that box be checked, a model with a "****_far.nif", where the model for what you want visible replaces the "****", and you to regenerate LOD data for that worldspace (if this is Tamriel it will take several minutes since it had to do every cell). It also requires proper agreement between the Form ID offset (the 01 of 01****** of the form ID) of the loaded mod in game and when the LOD and LOD buildings was generated in the CS if the worldspace isn't standard.

http://cs.elderscrolls.com/constwiki/index...istant_Tutorial

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As for viewable when distant, it requires that box be checked, a model with a "****_far.nif", where the model for what you want visible replaces the "****", and you to regenerate LOD data for that worldspace (if this is Tamriel it will take several minutes since it had to do every cell). It also requires proper agreement between the Form ID offset (the 01 of 01****** of the form ID) of the loaded mod in game and when the LOD and LOD buildings was generated in the CS if the worldspace isn't standard.

http://cs.elderscrolls.com/constwiki/index...istant_Tutorial

Fair enough, the only issue is where to do this. Like where do i modify the near and distant nif files for the object?

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As for viewable when distant, it requires that box be checked, a model with a "****_far.nif", where the model for what you want visible replaces the "****", and you to regenerate LOD data for that worldspace (if this is Tamriel it will take several minutes since it had to do every cell). It also requires proper agreement between the Form ID offset (the 01 of 01****** of the form ID) of the loaded mod in game and when the LOD and LOD buildings was generated in the CS if the worldspace isn't standard.

http://cs.elderscrolls.com/constwiki/index...istant_Tutorial

Fair enough, the only issue is where to do this. Like where do i modify the near and distant nif files for the object?

If the building isn't that complicated, or you aren't too concerned about a performance hit, you can just make a copy of the normal .nif for the building, add "_far" to the filename and stick it back in the folder where the other is. If we're talking about a few dozen buildings, and there isn't a _far.nif for that building already in existance, you may have to either try and find someone with a 3d modeling program to make you a simplified model, or just forget about doing a VWD for that building.

 

I believe there is a mod "Everything Visible When Distant" which may have already produced a simplified version of the building.

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As for viewable when distant, it requires that box be checked, a model with a "****_far.nif", where the model for what you want visible replaces the "****", and you to regenerate LOD data for that worldspace (if this is Tamriel it will take several minutes since it had to do every cell). It also requires proper agreement between the Form ID offset (the 01 of 01****** of the form ID) of the loaded mod in game and when the LOD and LOD buildings was generated in the CS if the worldspace isn't standard.

http://cs.elderscrolls.com/constwiki/index...istant_Tutorial

Fair enough, the only issue is where to do this. Like where do i modify the near and distant nif files for the object?

If the building isn't that complicated, or you aren't too concerned about a performance hit, you can just make a copy of the normal .nif for the building, add "_far" to the filename and stick it back in the folder where the other is. If we're talking about a few dozen buildings, and there isn't a _far.nif for that building already in existance, you may have to either try and find someone with a 3d modeling program to make you a simplified model, or just forget about doing a VWD for that building.

 

I believe there is a mod "Everything Visible When Distant" which may have already produced a simplified version of the building.

I have this http://planetelderscrolls.gamespy.com/View...p;id=2420#Files

does this mean all i have to do is copy some nif files and put _far at the end :). i mean this mod makes ALL! objects viewable when distant.

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I have this http://planetelderscrolls.gamespy.com/View...p;id=2420#Files

does this mean all i have to do is copy some nif files and put _far at the end :). i mean this mod makes ALL! objects viewable when distant.

I'm not sure myself if they just made copies of every building file, added the _far at the end, then went around clicking the little check box on everything or if they actually went and made less detailed models to be used for far viewing. You can probably figure it out by opening a few of them in nifscope and comparing the _far with the regular. If they did the first one, then all that mod would do is save you the trouble of copying and renaming a file. You would still have to make everything right in your mod regardless... However if you're using a standard worldspace, you may have conflicts when it comes to updating the LOD data if you have both that mod, and your own installed.

 

Basically, VWD is controlled by a number of files independnt of the mod. By checking the box in the CS you make it so that when the LOD data is regenerated for that cell, it registers that static as part of the LOD data, and looks for a _far file to use to display that static. If the box isn't marked, the static's reference ID isn't registered, if the static doesn't have a _far nif there isn't any mesh being registered, if the LOD data isn't updated there is no new registry for the objects within that cell.

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I have this http://planetelderscrolls.gamespy.com/View...p;id=2420#Files

does this mean all i have to do is copy some nif files and put _far at the end :). i mean this mod makes ALL! objects viewable when distant.

I'm not sure myself if they just made copies of every building file, added the _far at the end, then went around clicking the little check box on everything or if they actually went and made less detailed models to be used for far viewing. You can probably figure it out by opening a few of them in nifscope and comparing the _far with the regular. If they did the first one, then all that mod would do is save you the trouble of copying and renaming a file. You would still have to make everything right in your mod regardless... However if you're using a standard worldspace, you may have conflicts when it comes to updating the LOD data if you have both that mod, and your own installed.

 

Basically, VWD is controlled by a number of files independnt of the mod. By checking the box in the CS you make it so that when the LOD data is regenerated for that cell, it registers that static as part of the LOD data, and looks for a _far file to use to display that static. If the box isn't marked, the static's reference ID isn't registered, if the static doesn't have a _far nif there isn't any mesh being registered, if the LOD data isn't updated there is no new registry for the objects within that cell.

So overall, what is the best way to get the distant iew to work. While i would disdain the fact that i may need a 3d modeler, im afraid that is what i must do. Any suggestions before i contact machinesinmotion?

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So overall, what is the best way to get the distant iew to work. While i would disdain the fact that i may need a 3d modeler, im afraid that is what i must do. Any suggestions before i contact machinesinmotion?

Before you do that... Try using just the same .nif for the static as the distant, depending on where this building is, and how complicated it is, it may not affect performance any. If it does, try removing the collision nodes on the _far version of the static. If that doesn't do it, explain what buildings you need, what usage they have (where they will be visible from), and I might even feel like taking a crack at it.

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