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CK object deletion creates LOD issues, need help troubleshooting.


BadKappa

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Problem: Upon deleting the train car along with the two red crates it is carrying on the railroad bride between the settlements Graygarden and Oberland Station, walking in the now opened space causes graphical issues. Specifically, objects in the distance begin to disappear, at some points the entire worldspace can become invisible depending on where you're standing.

 

I've concluded it to be the cause of the objects I have deleted because after deleting other objects in the CK, and then walking through them, the same graphical issue occurs.

 

Question: Is there any way to prevent this issue? I can't find any tools on my own right now, nor any visible options to change anything about this.

 

Thanks for the help.

-Kappa

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You shouldn't need to mess with the LOD.

 

Just go to "World>Precombine Geometries for Current Cell" for each cell that is involved in your edit, and the use the "Visibility>Generate Precombine Visibility for All Loaded Cells".

 

This will fix your graphics errors.

 

Also... NEVER DELETE OBJECTS.

 

Right click on the object, and check the "Initially disabled", and "Hide from local map" boxes for each item you want to remove. This will prevent conflicts, and game instability.

 

If you have already deleted the objects, then open your mod in FO4Edit, right click on your mod and click on "apply filter for cleaning".

Next right click on your mod again, and click on "Undelete and Disable References". This will put the item back into the edited cell with the "Initially Disabled" box checked.

Do this before you generate new geometries and visibilities.

Edited by Trosski
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You shouldn't need to mess with the LOD.

 

Just go to "World>Precombine Geometries for Current Cell" for each cell that is involved in your edit, and the use the "Visibility>Generate Precombine Visibility for All Loaded Cells".

 

This will fix your graphics errors.

 

Also... NEVER DELETE OBJECTS.

 

Right click on the object, and check the "Initially disabled", and "Hide from local map" boxes for each item you want to remove. This will prevent conflicts, and game instability.

 

If you have already deleted the objects, then open your mod in FO4Edit, right click on your mod and click on "apply filter for cleaning".

Next right click on your mod again, and click on "Undelete and Disable References". This will put the item back into the edited cell with the "Initially Disabled" box checked.

Do this before you generate new geometries and visibilities.

Hey, sorry I didn't see this sooner, I'm getting the hang of these forums... anyways, I've got ONE. LAST. QUESTION. I swear! ---> When creating an archive, my mod size becomes upwards 9 mb! That's insanely big for the intent of my mod. Should I only be including the .vis files? What should I remove/keep when creating an archive for my mod?

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You must regerate LOD, precombined meshes and previs data in CK.

I appreciate the response, and I know you're a busy person, but could you elaborate? I managed to remove the objects, generate visibility, and pack the vis file with the create archive function. My problem is that the mod size becomes 9mb when I do that. I'm sure it will go only up with precombined meshes, etc.

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Hey, sorry I didn't see this sooner, I'm getting the hang of these forums... anyways, I've got ONE. LAST. QUESTION. I swear! ---> When creating an archive, my mod size becomes upwards 9 mb! That's insanely big for the intent of my mod. Should I only be including the .vis files? What should I remove/keep when creating an archive for my mod?

 

Your file size is going to be big because of all of the new combined meshes the process creates.

My mod for instance removes trash and tall plants from all of the settlement area, and is over 500MB.

This is just something that can't be avoided.

You need to include all of the files generated. Without the Precombine meshes that the visibilities reference you will get Graphics glitches, and other bugs.

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