greekrage Posted November 23, 2016 Author Share Posted November 23, 2016 no it was WATER: Too many different water heights using planar reflections visible in the loaded area (More then 7). Need an artist to lower the number of unique water heights in the worldspace (Commonwealth) for the 5x5 surrounding cell FortHagenExt (-22, -2) (0000E458)! That location? is that it? FortHagenExt (-22, -2) (0000E458)a unnamed wilderness ( no location ) as for the DLC3 and gnatswarm etc...stuff NO it isnt supposed to be there and ive seen it in all my mods...i suspect its a DLC3 error that shows up when ever i use farharbor Link to comment Share on other sites More sharing options...
Purr4me Posted November 23, 2016 Share Posted November 23, 2016 Link to comment Share on other sites More sharing options...
greekrage Posted November 23, 2016 Author Share Posted November 23, 2016 i found that and selected all linked refs and moved it over 2 cells and changed it heading so it still passes next the forthagen main building but from north to south. and tested it...no change Link to comment Share on other sites More sharing options...
Purr4me Posted November 23, 2016 Share Posted November 23, 2016 your not responsible, you didn't make the game. So, don't feel bad. Link to comment Share on other sites More sharing options...
Purr4me Posted November 23, 2016 Share Posted November 23, 2016 what you have is a reaching problem, too much data is getting picked up when you enter that cell, not only horizontal but in all directions. Link to comment Share on other sites More sharing options...
greekrage Posted November 23, 2016 Author Share Posted November 23, 2016 Here are the cells and coord. http://prntscr.com/das8gs Link to comment Share on other sites More sharing options...
greekrage Posted November 23, 2016 Author Share Posted November 23, 2016 what you have is a reaching problem, too much data is getting picked up when you enter that cell, not only horizontal but in all directions.SO are you saying its overloaded or that the location plus my mod is overloaded Link to comment Share on other sites More sharing options...
Purr4me Posted November 23, 2016 Share Posted November 23, 2016 correct, but not a complete loss yet, there are some tricks we can do so not to damage the games functions. IF your willing?The map marker is a field, a barrier that acts as if it's a trigger and a collision marker, sort of a one way door..best I can describe it. That ship is swamping the direct center of entry becasue the map marker reaches down into it.So, we can do 2 things to test the FPS issue here.Lower the ship 1x it's size by dimensions --- Down with out disturbing any other objects. raise the map marker so the bottom of the Ball just touches the entry way / ground.what that "should do" is eliminate the swamping of the cell as it fires. You can't delete it. Link to comment Share on other sites More sharing options...
greekrage Posted November 23, 2016 Author Share Posted November 23, 2016 Same crap happening in my fort hope location thats at the top left corner of the map with ZERO visible triggers markers and it still happened.. Meanwhile i do another megamod in the heart of the city and have no such issue... (hangmans) . Thats why im sure its a visual bug/error or what ever you want to call it...like the LOD or possible textures im using . I uploaded a vid but for some reason you cant see the fps counter that clearly showed that where i was standing or walking was unreleted to FPS loss ,I would walking around in the problem areas looking down and have full frames and as soon as i looked forward...BOOM...form 70-80 frames to 25-30 Link to comment Share on other sites More sharing options...
greekrage Posted November 23, 2016 Author Share Posted November 23, 2016 correct, but not a complete loss yet, there are some tricks we can do so not to damage the games functions. IF your willing?The map marker is a field, a barrier that acts as if it's a trigger and a collision marker, sort of a one way door..best I can describe it. That ship is swamping the direct center of entry becasue the map marker reaches down into it.So, we can do 2 things to test the FPS issue here.Lower the ship 1x it's size by dimensions --- Down with out disturbing any other objects. raise the map marker so the bottom of the Ball just touches the entry way / ground.what that "should do" is eliminate the swamping of the cell as it fires. You can't delete it.Ok ill try that... btw thanks for your time i really appreciate it. Link to comment Share on other sites More sharing options...
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