BlahBlahDEEBlahBlah Posted October 17, 2016 Author Share Posted October 17, 2016 Are we even still using workshopinitialization? I mean, I personally, am not. i think dropping that got rid of that annoying 0% bug that was the plague. So it's not really a royal "We", more of a "the rest of you fine educated people".I've done this with "workshopinitialization" by duplicating and renaming.is there no needs to this? what its actually do?Yes, some of us still use it. It does not cause the 0% bug, as far as I know, seeing that neither I nor my users have seen it (or, at least, they've not reported it)....then again, Tarsis and M0ds have much larger user bases. Link to comment Share on other sites More sharing options...
speedynl Posted October 17, 2016 Share Posted October 17, 2016 never change the priority the number is always correct, as for the workshop quest it tells the game wat wb are in game, but the stock vannila use it to, so no need to use it, the vanilla works for all official(custom) settlements, lil side note i never use it and all works always fine, and don't worry for taking or time, setting up a settlement the fist time can be a pain in the ass, we all had to learn it to Link to comment Share on other sites More sharing options...
i11iya Posted October 17, 2016 Share Posted October 17, 2016 (edited) i don't see a map marker, also did you give the cell(s) the settlement is in, the name of your location ?also your world location marker ref point to a xmarker, but i should point to your mapmarkerI've done this because that guy: https://youtube.com/watch?v=X1xiN7krLck=11m1s he linked it to "centermarker".now like you said i linked it to "mapmarker".what difference? Edited October 17, 2016 by ILLIANxTHERONE Link to comment Share on other sites More sharing options...
speedynl Posted October 17, 2016 Share Posted October 17, 2016 well i don't know the real difrent(i'm just a n00b), but the standard is you point it to your mapmarker(most vanilla do this to, although not all)) then you link the map to a xmarker, that marker tells you where you land when fast travel Link to comment Share on other sites More sharing options...
tarsis31 Posted October 17, 2016 Share Posted October 17, 2016 Never worry about our time! Most of us wouldn't be here if some other kind soul hadn't spent a moment or two answering a question. There aren't any dumb questions, if you don't understand something, let's have it! If it gets out here for me, speedy, m0ds, Blah, greek, and I suppose a couple dozen more by now, it may broaden our knowledge base. That's always a good thing! PS If we didn't have time, we wouldn't answer till we did :pirate: Link to comment Share on other sites More sharing options...
i11iya Posted October 17, 2016 Share Posted October 17, 2016 (edited) well said!you guys are great that helping people by answering the questions. really Thank You! one more question please, it's not about settlement it's about LOD.upd:is it possible to generate LOD for specific cells not to entire worldspace? Edited October 17, 2016 by ILLIANxTHERONE Link to comment Share on other sites More sharing options...
speedynl Posted October 17, 2016 Share Posted October 17, 2016 can't help you with lod, don't know s#*! about that Link to comment Share on other sites More sharing options...
tarsis31 Posted October 17, 2016 Share Posted October 17, 2016 Can you rephrase the question Illian? Are you meaning object culling? Where things flicker on and off annoyingly whenever you move around? If that is what you mean you want Generate visibility of current cell, or generate precombined visibility of current cell? Which, if I remember, you had to do precombine geometry of current cell first. Also, you'll want to tag the "no pre vis" setting in all of the flashy cells your location hits (unless interior, then that's the opposite thing you want). I think. That stuff has change many times just in the short time I've been doing this. If that is not what you mean, then I need clarification. EDIT: Now hold on before you go poking anything. Are you building a whole new cell or editing an existing cell as well, that may be important. Link to comment Share on other sites More sharing options...
i11iya Posted October 18, 2016 Share Posted October 18, 2016 (edited) Can you rephrase the question Illian? Are you meaning object culling? Where things flicker on and off annoyingly whenever you move around? If that is what you mean you want Generate visibility of current cell, or generate precombined visibility of current cell? Which, if I remember, you had to do precombine geometry of current cell first. Also, you'll want to tag the "no pre vis" setting in all of the flashy cells your location hits (unless interior, then that's the opposite thing you want). I think. That stuff has change many times just in the short time I've been doing this. If that is not what you mean, then I need clarification. EDIT: Now hold on before you go poking anything. Are you building a whole new cell or editing an existing cell as well, that may be important. I edited several cells in worldspace DLCCoast.esm. cells thats out of border: these cells has some environment with buildings and trees made by Bethesda's folks. I moved that stuff deeper into the map to clear area for future building creation.in-game when I looked from distance at cells edited by me I see old LOD with building and trees maded by developers but not my changes.this guy said that it's not good to regenerate LOD for existing worldspace and better do this for newly created custom worldspace (from 40sec): Far Harbor is about 36x36 cells what about >1296 cellsI looked at this tutorial:http://tesalliance.org/forums/index.php?/tutorials/article/157-sky-how-to-generate-level-of-detail-lod-for-a-custom-world-space/and regenerate meshes for distance terrain/water, trees, static objects and textures. it took for me about a hour or two.but then in-game I has a flickering around objects when I move like you say.now I deleted those meshes from Data/Terrain and need to start from begining. then I "generate visibility for all loaded cells" and "generate precombined visibility for all loaded cells" but don't saw any changes. thats how it looks from distant view: and thats how it looks from close view and I want to see it like this from distant view: I want to proper showing of my cell's edits by distant view in-game.now I completely don't know how to do this. Edited October 18, 2016 by ILLIANxTHERONE Link to comment Share on other sites More sharing options...
tarsis31 Posted October 18, 2016 Share Posted October 18, 2016 Ok, did you do a "precombine geometry of current cell" in each cell first (I mean, if it is 9 cells, do all 9, then move on to next step), before you tried doing the "generate precombined visibility for current cell" in each cell (9 times or whatever), then finally doing "generate visibility for current cell" in each cell (again, 9 times or whatever)? If not, could you do it in that exact order and tell me if that worked like you were expecting? Link to comment Share on other sites More sharing options...
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