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Vault 1080 failing to precombine geometry


SMB92

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I've been doing some heavy research and experiments into the whole precom/previs system and I am looking to write an article and guide on it. I've made great progress on the method to the madness, but I've run into some problems that I can't fully explain.

 

The first one, subject of the topic, is when I load up the Vault 1080 mod in CK and try to generate precom geometry for the all the loaded cells, it always crashes the CK. Looking at EditorWarnings, I can see it got to cell 25, 18 successfully but it fails sometime during that cell.

 

Now I know its a hard ask as there aren't a whole great deal of people with knowledge, but it is imperative I find the cause. If anyone could help me find the cause I'd be much obliged.

 

Also while I'm here, I've got another weird issue. I recently done the precull data for the Starlight Bright Again mod by greekrage, and he has uploaded it for users, it was all fine. However I find that one of the concrete walls with windows, which has proper collision, has occlusion bugs when looking through the window although there are multiple of this object in the same cell that are perfectly fine. I'm looking at whether a nearby chair next to the wall causes this as it happen to clip it (its up against it) but that doesn't make much sense.

 

Anyway any relevant info would be appreciated.

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I've been doing some heavy research and experiments into the whole precom/previs system and I am looking to write an article and guide on it. I've made great progress on the method to the madness, but I've run into some problems that I can't fully explain.

 

The first one, subject of the topic, is when I load up the Vault 1080 mod in CK and try to generate precom geometry for the all the loaded cells, it always crashes the CK. Looking at EditorWarnings, I can see it got to cell 25, 18 successfully but it fails sometime during that cell.

 

Now I know its a hard ask as there aren't a whole great deal of people with knowledge, but it is imperative I find the cause. If anyone could help me find the cause I'd be much obliged.

 

Also while I'm here, I've got another weird issue. I recently done the precull data for the Starlight Bright Again mod by greekrage, and he has uploaded it for users, it was all fine. However I find that one of the concrete walls with windows, which has proper collision, has occlusion bugs when looking through the window although there are multiple of this object in the same cell that are perfectly fine. I'm looking at whether a nearby chair next to the wall causes this as it happen to clip it (its up against it) but that doesn't make much sense.

 

Anyway any relevant info would be appreciated.

2 things.

 

  1. While the CK has been launched ? did or have you logged onto Bethesda's web site from within the CK?
  2. The chair is a box, visually appears to be up against the other, it is the box you can't see that's protruding thru the other.
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1. I didn't login to Beth from the CK, but I am logged in with the launcher. I don't have any other problems though?

 

2. Drama is there are other chairs up against the windows that don't seem to have this problem. I'll get you a pic of the location just to be sure.

 

Thanks for the reply BTW :smile:

 

EDIt - just to add,, regarding 1080 - it does generate a number of cells successfully before it gets to that cell and just crashes.

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1. I didn't login to Beth from the CK, but I am logged in with the launcher. I don't have any other problems though?

 

2. Drama is there are other chairs up against the windows that don't seem to have this problem. I'll get you a pic of the location just to be sure.

 

Thanks for the reply BTW :smile:

  1. Insufficient, you must log in with the CK before enabling an edit because it downloads decryption files for the editor.
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@SMB92,

that is an interesting question, and hopefully there's an answer for it.

I'm not too much help I'm afraid, though a few ideas did occur.

 

that does sound ominous for Vault 1080, as in,

"cell-reset bug" level of ominous.

this is of interest, as fixing that can make FO4's world map much larger.

conversely, if Vault 1080 has stability issues like that... it doesn't bode well for other projects

 

It can't be a hardware thing, could it? - your setup is "high end/cutting edge"...

it can't be a 'cannot share/write to game drive', if you don't have the game installed on the system harddrive.

how long had you been playing and how full was the cache? silent overflows while the game is running

can produce all kinds of wacky effects hehe.

 

Did you at any time load from a save which was reliant on a 'down-res' mod?

sometimes those lower resolution mods surreptitiously replace parts of the textures with low res files.

 

Turning to greek-rage's stuff,

Petard observed that exact same thing on a recent vid on Petard's youtube channel.

Petard has been reviewing a lot of GreekRage's stuff.

So, that makes at least 3 of us - we can't be seeing things hehehe.

Greekrage does awesome stuff, though I'm not quite sure what is causing the

framerate issues and the graphic artifacting.

I don't think it is necessarily something greekrage's doing even, it'll be something from a patch or how meshes are handled hehe.

 

I'm thinking it might be like the early Beantown Interiors or ploppable houses teething issues -

that, non-manifold meshes, or something as trivial as one penta-face instead tris n quads or something,

is causing a lot of headaches.

That may also be related to the 'cell reset' issue and how there are some things you can't delete etc...

 

Or, it could be the type of surface that the object has.

it might be treating it like a decal -

I had issues like that when tinkering with

the "working actual lava lava lamps" mod,

and in trying to get

Adam7 and .gif or .mov to play in-game on a face-group from a folder directory.

or, having objects image map change according to a layered .gif

(gif-swapping to save space for stuff like leibniz gasket diffraction patterns from specific nuka cola bottles) -

the game wouldn't treat the surface as a group,

so it was just blue or purple.

Or, until I "cut a hole" in the texture,

the TV would sit there with the animation playing,

but "underneath" the un-powered screen, or behind the "please stand by".

so it was playing BOTH at the same time, and causing it to flicker very rapidly.

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1. I didn't login to Beth from the CK, but I am logged in with the launcher. I don't have any other problems though?

 

2. Drama is there are other chairs up against the windows that don't seem to have this problem. I'll get you a pic of the location just to be sure.

 

Thanks for the reply BTW :smile:

  1. Insufficient, you must log in with the CK before enabling an edit because it downloads decryption files for the editor.

 

Wow didn't know that. Most of my works have been successful though. I'll get right onto that and see if it helps.

 

Here is a pic of the location. The selected wall is the one that has occlusion bugs when looking out of it, behind me there are more windows with seat, and more windows upstairs, and they are all fine in game.

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@montky - All of my technicals are down pat, it's a problem with an object in the mod for sure. Has to be. It could be a material thing, but I need to locate the offending file first. I'll try this login and see if an updated file makes it go through

 

Regarding greekrage's mod, he never included precull data for it. I went along and made it all, tested it all, so that users will never have issues with the mod (like the graphic issues you mentioned). He kindly uploaded it for the benefit of his users. Without this updated data, these kind of problems were to be expected as long as the game still pointed to the original previs/precom data. Regarding FPS drop, his main building ais a super detailed beast, at some points I can produce up to 20,000 draw calls nearby. Precul ldata notched that down in surrounding areas a bit, but staring right at it is still a problem.

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A bad thing here for anyone to do is to assume anything.

 

A point of interest is in 1 single object within an interior cell.

 

Knowing you can not have any other mods installed during any editing ? you don't do you?

 

Will draw upon things the original author did not have in the line of fire.

 

That author I know and have assisted as well.

 

I would need the link to the mod in question.

 

Just make sure, you do not have any other mods installed. you get one shot at fixing mods..1 at a time in this game.

 

IT shares everything it can find or adapt.

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When you get logged in and reload that plugin, click on the Booths, are these all the same item or separate items?

 

They might require slight movements away from the walls. How ever, when you do click on those "chairs" / booths / bench seats, look at their box's.

rote the editor windows an look down the sides next to the walls.

 

is there any space? or are they protruding through the walls ?

 

I would require geeks exact link to the exact download package.

 

but the shot looks clean enough as is and shows enough detail to tell me they are too close to the walls.

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I always work in CK without modded assets, only those included with the mod. I have commented out all my folders in data. I am also aware that custom meshes bake themselves into the precombined meshes, which would be a huge problem for a number of reasons.

 

CK still crashed after login so there wasn't any updates there that could've fixed this problem. The log is the same, crashes when generating in Cell 25, 18. Link to the log for convenience. My assuming it is an object is only a troubleshooting step, it never made it to the next cell (I know more were to come because it does at least 25 cells - whats loaded - at a time using that option, and it hadn't done that many yet).

 

Link to Starlight Bright Again. In the meantime I will try initially disabling the seat to see if it changes anything.

 

Edit - just spotted your second post there, I'll look at that now.

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