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Request for a proofread of a Settlement Mod Guide, please.


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now I'm really understand why the CK is pain in the A$$.

 

I've done step by step all that you say.

first "precombine geometry of current cell" for each modified cell.

second "generate precombined visibility for current cell" for each cell.

third "generate visibility for current cell" for each cell.

 

now I have files in:

Data/Vis/DLCCoast.esm/

Data/Meshes/PreCombined/DLCCoast.esm/

 

but it's not works for me. even more - many objects just disappeared but geometry for this objects is exists (in-game I bump into invisible wall where must be an object).

 

I deleted these files and tried again - same result. maybe .esp is corrupted but in CK all looks fine like it should be with my edits.

 

Is this edits necessary for .ini in my case?

[General]bUseCombinedObjects=0bPreCulledObjectsEnabled=0
Edited by ILLIANxTHERONE
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No, the .ini tweaks should not be required. We've bumped into this before. Do you have "no pre vis" selected in any of the cells? After you did those steps, did you then do generate visibilty loaded area and previsibility loaded area and test? This thing is a dirty snake to wrestle. Someone is going to beat it and actually remember the steps, and maybe write them down.

 

 

EDIT: I do not think your .esp is corrupted, and I think repeatedly deleting what you have done is just setting you back to square 1 every time. We need to get it working, with all the steps together, then we can remove steps 1 at a time until we have the minimum correct ones. Once we have the very minimun, it will be the right amount for speedy.

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"World LOD" or world "update distant LOD"?

 

 

EDIT: And are we answering questions here or asking them? Does anyone remember? Why wouldn't Bethesda document this or have the **** in order on the list so you would just click and it would have natural progression... Oh, right, never mind.

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Do you have "no pre vis" selected in any of the cells?

 

all edited cells has checked with "No Pre Vis" box (I don't made this earlier, now I done this).

loaded edited cells (28 total).

"precombine geometry for loaded area" -> save plugin.

"generate precombined visibility for all loaded cells" -> save plugin.

"generate visibility for all loaded cells"" -> save plugin.

 

now I don't has flickering objects and invisible/disappearead objects and all edited objects in right place. seems the geometry works fine. files in directory "Data/Vis/" & "Data/Meshes/PreCombined/" are exist.

but distant view has an old LOD like shown in screenshot:

 

Screen_Shot0.jpg

 

After you did those steps, did you then do generate visibilty loaded area and previsibility loaded area?

 

"generate visibilty loaded area" - you mean option "generate visibility for all loaded cells"?

I didn't run any test. this is black hole for me.

 

did I need generate LOD for my edited area/cells?

I completely don't know what my next step. and I can't find any tutorial for generating visibility. all that I'm found about custom world LOD etc. not for editing vanilla cells.

Edited by ILLIANxTHERONE
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You, my man, are writing the tutorial right now. HA!

 

I had a theory about getting the cells you wanted visibility done on all loaded, after doing them individually, then doing them all together as generate previs/visibility for loaded area. After That, save, do a test, if still not working as expected, make a backup of your .esp ( and all your additional files, (data/vis and /meshes/precombined) just in case) and hide them away in another directory (seems extreme) (I like parenthesis).

 

Then I would try update distant LOD and see what you find. If it doesn't work, try World LOD. If it corrupts your .esp, you have backups. If it works, we may have finally worked this out.

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I took a break for some time untill I get proper knoweledge about how to make work these f*cking LOD meshes because this $hit is freaking me out.

I've earned much experienced points but can't level up because my goal isn't reached - I have same old LOD instead of my.

 

no pre vis checked for all edited cells.

precombined geometry for each cell.

precombined geometry for loaded area.

generated precombined visibility for each cell.

generated precombined visibility for loaded area.

generated visibility for each cell.

generated visibility for loaded area.

generated world LOD.

defragmenting drive.

.....

no results - same old LOD.

I didn't done update distant LOD because CK eats all RAM and crash the application.

 

now I want focused on something more simple - will try to create new world space and check how LOD generation works with custom small area.

anyway thanks for all tips and suggestions. I'll keep search & waiting for new ones that may help me solve my problem.

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no. when I run "update distant LOD data" or "update object visibility data" CK starts eating RAM, gets to the limit then crashed.

Edited by ILLIANxTHERONE
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