chucksteel Posted March 15, 2017 Share Posted March 15, 2017 You know It may be the occlusion boxes your trying to use that is causing the issue now that I think of it. Link to comment Share on other sites More sharing options...
Giggilyomeromicon Posted March 15, 2017 Author Share Posted March 15, 2017 Is it not possible to only keep the Precombined .nif files that contain your edits? That may drastically cut down on filesize, assuming it works. Also, what would the Occlusion Boxes be doing to mess with Precombination? I can try to go back and delete them tomorrow and see what happens. Link to comment Share on other sites More sharing options...
chucksteel Posted March 15, 2017 Share Posted March 15, 2017 Pre-Combined is the big issue, they get large fast but, Pre-Combined and Pre-Vis work together for fully optimized cells. Beantown adds 75 open world interiors so that means a minimum of 75 cells with new Pre-combined but it's more likely 100 or more cells that would need them. Pre-Vis works on a 3x3 grid and well I can't even calculate the number but it's in the several hundred edited cells. I'm not sure if Occlusion boxes were used much in FO4 (Haven't Checked) but, I have tried to use them in the past and with odd results. I'm really just making a guess as to the cause because I can't think of another reason your walls wouldn't show unless they were set to "Initially disabled" but, you can remove all Pre-Combined/Pre-Vis info in xEdit and they work so that's obviously not the issue. Edit: And then there is the mod compatibility problem. Generating Pre-Combined/Pre-Vis renders another mod that does the same INCOMPATIBLE because they are not mod specific. Think of them as LOD, If you generated LOD for the entire wasteland in FO3 those new files would take precedence if loaded last. Same goes for Pre-Combined/Pre-Vis. Mods that disable Pre-Combined loaded after a mod that Has New Pre-combined Breaks the mod with them and so on. It's all a HOT mess. Link to comment Share on other sites More sharing options...
Giggilyomeromicon Posted March 15, 2017 Author Share Posted March 15, 2017 Precombination creates a number of meshes for each cell, but not every mesh is going to contain modified data. When I've been looking at precombined meshes in the past only a single mesh has contained any new information, the rest are identical to vanilla. How large would the filesize be if you could only include modified meshes? Also, I'll definitely give removing the occlusion boxes a shot. Previs is much more accurate in most instances, so I'd prefer to use it over Occlusion Boxes. I'm also quite aware of the fact that Pregeneration has compatibility issues, but at the moment there don't seem to be many mods making world space edits in the areas which I'm interested in. If worst comes to worst, however, I've figured out how to get both Previs and Occlusion Boxes working simultaneously, so I can just go without Precombination and Previs if necessary. Link to comment Share on other sites More sharing options...
chucksteel Posted March 15, 2017 Share Posted March 15, 2017 I'd be more then happy to be proven wrong but I think "Your Trying to put the cart before the horse" both Pre-Combined and Pre-Vis work together it's not one or the other. Link to comment Share on other sites More sharing options...
Giggilyomeromicon Posted March 15, 2017 Author Share Posted March 15, 2017 I'd check it out and let you know, but, uh, I need to figure out whsee I'm going wrong with Precombination before I can test things out. However, earlier I did delete all of my Precombined meshes, except for the one containing my edits, and the Previs which I had generated still worked correctly, as far as I could tell, so there might be a chance that it'd work. Link to comment Share on other sites More sharing options...
Giggilyomeromicon Posted March 15, 2017 Author Share Posted March 15, 2017 (edited) Well, I deleted the Occlusion Planes and gave things another shot, but unfortunately that did not fix my problem. I have also noticed that adding any object to any layer also prevents them from spawning in game. Deleting my Creation Kit preferences doesn't seem to solve the issue, either. I remain baffled. E: oh my god, my .ini reset and removed archive invalidation. There goes however many hours I spent without bothering to check that. Edited March 16, 2017 by Giggilyomeromicon Link to comment Share on other sites More sharing options...
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