moirai Posted October 17, 2011 Share Posted October 17, 2011 Hi, all. Hopefully someone here may be able to shed some light on this problem. The Point Lookout DLC adds two worldspaces. DLC4Bog and DLC4PointLookout. In DLC4PointLookout there is a large 'sea wall' that encloses the whole sea area. Normally, this is not really visible due to the default weather's fog settings. However, I've changed the weather to my own tastes and this 'sea wall' is now revealed and an ugly sight on the horizon. I've now removed the 'sea wall', by lowering it below the level of the water, but naturally need to regenerate the LOD terrain meshes to remove the distant version of the 'sea wall' as well. And here is my problem. GECK refuses to generate the LOD meshes for this particular worldspace. It appears to start the process, gets as far as the initial 'Decimating the mesh...' and that's it. Nothing happens after that. No progress from GECK or meshes created in the appropriate LOD mesh directory. Now it's also worth pointing out that this is the only worldspace I have a problem doing this with. In fact, GECK quite happily starts churning out LOD meshes for the Wasteland (which is four times the size of Point Lookout) within ten minutes of starting the process. Indeed, I can regenerate the entire LOD terrain map for the Point Lookout's 'DLC4Bog' worldspace in around 30 mins. Trying the same thing with DLC4PointLook achieves nothing, even after leaving it running over night. Nada. GECK is still running and using resources, so it hasn't crashed as such. However, it's almost as if there is something in the DLC4PointLookout worldspace that is causing it to stall or get stuck at the first hurdle and it never manages to get past that point. I've even tried regenerating the original DLC4PoitLookout terrain meshes (without my modified changes) using a clean Data directory, and also extracting all the Point Lookout resources into that directory, deleting the original .bsa archive and then removing the original LOD settings, meshes, etc. Still no go, and GECK just appears to wait at the same point of progress. I'd really appreciate it if someone could test this themselves, just to see whether they can even start to generate any LOD terrain meshes at all for DLC4PointLookout. Thanks! Link to comment Share on other sites More sharing options...
jhardingame Posted October 17, 2011 Share Posted October 17, 2011 2 weeks. Run it straight for 2 weeks, and if nothing generates, then you're having problems. And yeah, I'm being serious on that one. I've generated LOD terrain for a worldspace almost twice the size of Point Lookout (Alton, Illinois mod, which will hopefully come out soon), and that took about 2 and a half weeks. GECK is really all over the place with it's terrain generation though, so who knows how long it will really take, but don't expect it to be done in under a week of straight generating. Link to comment Share on other sites More sharing options...
moirai Posted October 17, 2011 Author Share Posted October 17, 2011 2 weeks. Run it straight for 2 weeks, and if nothing generates, then you're having problems. And yeah, I'm being serious on that one. I've generated LOD terrain for a worldspace almost twice the size of Point Lookout (Alton, Illinois mod, which will hopefully come out soon), and that took about 2 and a half weeks. GECK is really all over the place with it's terrain generation though, so who knows how long it will really take, but don't expect it to be done in under a week of straight generating. Thanks for the reply, jhardingame. However, I'm not concerned over the total time taken. It's the fact that there is no progress and that nothing mesh-wise is being created at all. As I said, on test regenerating the Wasteland LOD terrain mesh I see progress in GECK and terrain meshes beginning to be generated within ten minutes. With DLC4PointLookout, there is no progress in GECK and nothing mesh-wise is created in eight hours! Breaking it down further; the Wasteland worldspace is 1360 chunks in size. DLC4PointLookout is 321 chunks in size. So the Wasteland is just over four times the size of Point Lookout. I'm running another test right this moment. GECK has now been regenerating the Wasteland LOD terrain mesh for about 16 minutes and has already progressed to chunk 89/1360 and generated 85 LOD meshes. Doing the same with DLC4Pointlookout, GECK was still sitting on chunk 4/321 and had not created a single mesh after eight hours. Clearly there is something different going on here with the Point Lookout worldspace. That's what I'm trying to find out. Link to comment Share on other sites More sharing options...
dree74 Posted October 27, 2011 Share Posted October 27, 2011 have you checked the data\meshes\landscape\lod\DLC04PointLookout, and see if the .nif files are being generated? I was working on a 64 chunk worldspace and it always seems to be stopping at 4/64, but it keeps generating in the folder. Link to comment Share on other sites More sharing options...
moirai Posted October 28, 2011 Author Share Posted October 28, 2011 have you checked the data\meshes\landscape\lod\DLC04PointLookout, and see if the .nif files are being generated? I was working on a 64 chunk worldspace and it always seems to be stopping at 4/64, but it keeps generating in the folder. Yeah. That's what I meant by 'and nothing mesh-wise is created in eight hours!' Simply, no .nif's are written out at all. Regenerating the Wasteland terrain LOD results in .nif's being churned out within 5-10mins, so it's nothing to do with size as that's four times as big as PL. I don't see any issues in regenerating terrain LOD for other worldspaces either. Just Point Lookout. The Point Lookout worldspace seems to be a bit of an oddity on this score. Link to comment Share on other sites More sharing options...
root1 Posted February 25, 2020 Share Posted February 25, 2020 I know the topic is 9 years old but how do you delete that sea wall ? I am trying to do it right now in TTW with Geck but i have no success in this. Can you explain me how you did it? Link to comment Share on other sites More sharing options...
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