ChevyCam94 Posted March 13, 2017 Share Posted March 13, 2017 (edited) I'm completely new to this, so bare with me. All I did was move the VaultTec van from the street, into my driveway. That was the ONLY change I made to pre-war Sancturary. It worked. The van is in the right place, but now, the house walls are gone. Clipping still works as from the bathroom, you cant see the van, but from the living room you can. Is there a way to fix this? More importantly, what caused it? Also, is there a way to reset the cameras "rotational center" so that after moving to a new view, my new position is where the Shift-rotate moves around? It always seems that the point at which the camera moves around is nowhere near where I currently am, making for a HUGE headache trying to move around inside, say, a room in a house, without suddenly shifting to 500 feet way (by rotating around some point far in the distance. And no, I dont have anything selected. Edited March 13, 2017 by ChevyCam94 Link to comment Share on other sites More sharing options...
BlahBlahDEEBlahBlah Posted March 13, 2017 Share Posted March 13, 2017 Moving the van disabled pre-combine (and, this, précis) for the cell (which is why the east house there is the same, but the south-eat house is fine, they're different cells).Occlusion properties of the house remain, however, because it's still there...just can't see it. IIRC. Camera moves around the last thing that was selected (regardless if it's still selected or not). Other than reloading the cell or selecting something closer to where you want the camera rotation to be right then, I haven't been able to figure out the key to revert that either. I'd really like to know, myself. Link to comment Share on other sites More sharing options...
ChevyCam94 Posted March 13, 2017 Author Share Posted March 13, 2017 Hmmmm. How do I go about recombining the parts? Probably the wrong terminology, but you get the idea. Fix? Link to comment Share on other sites More sharing options...
greekrage Posted March 13, 2017 Share Posted March 13, 2017 (edited) you have to regenerate pre-combineds for that cell... Edited March 13, 2017 by greekrage Link to comment Share on other sites More sharing options...
VIitS Posted March 14, 2017 Share Posted March 14, 2017 Previs ("clipping") still working means it's not a result of precombineds being disabled*. The system Bethesda put in that disables precombineds (when it detects that your mod touches something that is part of one) will also disable previs. Also, I was just looking at those cells and the van isn't part of a precombiend mesh. You could try generating new precombineds, but I'll be surprised if it works (and will indicate that the CK is even buggier than I thought). To be able to help further I'd need to look at your plugin, so if you want to link it here (I usually use dropbox or google drive) I can hopefully tell you what went wrong/how to fix it. *at least, not due to moving an object that is part of a precombined mesh. If you use bUseCombinedObjects=0, you'll have disabled precombined meshes while still having previs. Link to comment Share on other sites More sharing options...
ChevyCam94 Posted March 16, 2017 Author Share Posted March 16, 2017 What option does that? I'm also having an infuriating issue with any mod making permanent changes to the main game (changes/bugs persist even after the mod is disabled/deleted), causing me to have to reinstall the whole game just to get a clean base install back. Link to comment Share on other sites More sharing options...
damanding Posted March 17, 2017 Share Posted March 17, 2017 (edited) I'm also having an infuriating issue with any mod making permanent changes to the main game (changes/bugs persist even after the mod is disabled/deleted), causing me to have to reinstall the whole game just to get a clean base install back.This is why you need to test mods on clean saves. Start a brand new game with NO mods installed, get through vault and exit. As soon as you're out of the vault create a save file. Rename it as something you'll easily recognize as your clean post vault save file, keep a backup of it elsewhere that stays clean. This works on most mods that don't affect quests or things that kick off before vault exit. Then when testing your mod, always re-load the clean save file to test with. If you keep testing in the same save game anything with persistence will be baked into the save game. Edited to add: If you're modifying pre-war sanctuary you may need to actually start with a totally new save game each time in order to see pre-war changes. Obviously a post-vault save won't work in all situations. Edited March 17, 2017 by damanding Link to comment Share on other sites More sharing options...
VIitS Posted March 17, 2017 Share Posted March 17, 2017 It's also good to test on an existing save, as many people using a mod (even one that specifically says it should only be used with a new save :rolleyes: ) will be using existing saves. My main test save has had so many things done to it, that if this were any of the previous Fallout games it would have fallen down twitching and died long, long ago. The things that save has been through... you don't want to know. Not if you want to be able to sleep at night. My point is, I do most of my mod testing on an existing save, with the only exception being when I'm trying to track down the source of a bug and I'm having difficulty replicating*. That said, whenever I'm reporting a bug with a mod, I do make sure to test and see if it happens in my fresh, just out of the vault save (and with varying amounts of mods active). Because I have had to deal with so many people certain that this mod or that one were the cause when it turned out to be a save, or a mod conflict, or any number of things, and the last thing I want to do is be That Guy . No one wants to be That Guy. *I probably should also test on a fresh save, but most of the things I've done so far wouldn't be affected 99 times out of 100 Link to comment Share on other sites More sharing options...
damanding Posted March 17, 2017 Share Posted March 17, 2017 The necessity of testing on a clean save does depend on what you're testing of course, but given the issues the original poster described, it sounds like a mod that definitely requires clean save testing. :D Link to comment Share on other sites More sharing options...
ChevyCam94 Posted March 18, 2017 Author Share Posted March 18, 2017 It appears that I figured out how to fix my issues. After modifying the map, and removing various things, I follow these steps: 1: NavMesh -> Check NavMeshes2: NavMesh -> Finalize Cell NavMeshes3: Save4: PROFIT! No more broken visibility, odd clipping, or broken textures at different viewing angles! WooHoo! Link to comment Share on other sites More sharing options...
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