wysiwyg Posted March 14, 2018 Share Posted March 14, 2018 Ok, I thought it was impossible to cut holes in the landscape to put things half underground until I found Hopesmarch Pentacostal Church in the Glowing Sea. It's mostly buried so you have to go through holes in the roof. This is below the terrain so I was wondering how that's done in the Creation Kit. Basically, a mod author managed to regenerate the geometry in such a way that the terrain cuts through the church so there's an invisible barrier at ground level blocking the interior. I couldn't do this intentionally and can't figure it out in the CK. A while back I wondered if it was possible to create an object which would create a void/hole so you could actually put things below ground level without building up the ground everywhere instead. Apparently it is possible but probably only in the CK. However, I don't even see how to do that. I deleted the church to show what I mean. The landscape collision geometry is shown with the yellow triangles and there's a big hole where the church goes. Link to comment Share on other sites More sharing options...
Simpson3k Posted March 14, 2018 Share Posted March 14, 2018 Isnt it just a hole in the ground with the textures of the church´s interior walls. I mean take the stone quarry, paint the stone walls like some house walls put a gigantic roof ontop and you have a big version of your church. Link to comment Share on other sites More sharing options...
wysiwyg Posted March 14, 2018 Author Share Posted March 14, 2018 Maybe that's the case. I can't look at Thicket Excavations without the creation kit crashing before I can check to see if it was done the same way; i.e. carving out a hole in the terrain. I'd still like to know how to do that in the creation kit, have an idea how it could be invalidated, and ideally how to fix it. That's assuming I can get the CK to not crash constantly :-( Maybe FO4Edit can be used to fix it or delete the change if I could tell what it is. For now I just used TCL to turn off collision and get below the new "ground" into the church so I can kill all of the ghouls and move on. :-) Link to comment Share on other sites More sharing options...
Simpson3k Posted March 14, 2018 Share Posted March 14, 2018 I have no real idea about the creation kid but i know other game editors and usually for big areas you need a damn lot of system memory or the editor using your harddrive´s swap memory and that can cause your system to freeze at every action you do because it takes ages to process the changes in the cached data.. Well and the entire exterior map of Fallout 4 is a pretty big location. The game always only loads a small part of it for the player to "explore" but how does the creation kit handles it? Link to comment Share on other sites More sharing options...
chucksteel Posted March 14, 2018 Share Posted March 14, 2018 The game always only loads a small part of it for the player to "explore" but how does the creation kit handles it? By default the Ckit loads a 5x5 grid of cells so 25 cells at a time. This can be a lot for some PC's including mine so I tend to change the "grids to load" to load a 3x3 grid of cells so only 9 cells at a time but you need a 5x5 for landscape editing and generating Pre-combined Meshes. As for the buried buildings they are not made with a hole cut in the landscape, the landscape is pushed down and out of the way so the interior can be placed lower. Then it's covered with other rubble and objects. (this is a simplistic explanation) This is how even Metro entrances that are lower the street the level work. Link to comment Share on other sites More sharing options...
speedynl Posted March 14, 2018 Share Posted March 14, 2018 wana do some testing, pick any wilderness cell, use landscape editing, pick lower ground, now dig a hole big or small, drop a building in it, make sure you have a ditch that connect your doorway to the surfece, now cover up the house with crap, enable the mod go check it Link to comment Share on other sites More sharing options...
chucksteel Posted March 14, 2018 Share Posted March 14, 2018 If it's an open world cell like the one in the OP you may run into some LOD issues but you'll be able to walk right through that. I ran into this when opening up the Bailies crossing metro in FO3 but, I haven't had a reason to try to generate LOD in FO4 yet so can't exactly say how it works. Link to comment Share on other sites More sharing options...
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