Be3lzeBot Posted June 18, 2018 Share Posted June 18, 2018 Is it really impossible to create LOD for interiors?I have a handful of interiors that need some LOD here and there, and I have no idea what to do. I just assumed it would be possible to create LOD for interiors as well, when I created them. D'oh!I'm currently using Fog to hide the clipping, ...but that's not really optimal, especially since "Fog-removers" seem to be popular with players.Any advice/tips/tricks? Link to comment Share on other sites More sharing options...
MissingMeshTV Posted June 18, 2018 Share Posted June 18, 2018 You don’t generate LOD for interiors the same way you would for exterior worldspace cells, but it’s certainly possible to show LOD for interiors. There are several cells in the vanilla game that do this. The Boston Public Library and the Prydwen Command Deck come to mind. I did this for my Atom Cats Crib player home mod. It’s not hard, but does take a bit of trial and error to get things right...at least it did for me. You can look at Lighting and Interior Data tabs in Cell window for either of those to see how to set it up. Essentially, you need to click the Show Sky box under Lighting, and make a selection for the LOD to show under the Exterior LOD Worldspace pull down menu. The big thing is that you need to set the proper coordinates for the worldspace under the Offset coordinates entry, right next to the Exterior LOD Worldspace pull down. This corresponds to the position data of the worldspace location of the LOD you want to show. This is the trickiest part of the process to get right. Lastly, you need to create an LOD Clip Volume and place it around the entire area of your cell. This prevents the LOD from being generated in your cell bounds, which is definitely not something you want. The LOD Clip Volume is generated with the last button on the right side (last button before the Time of Day slider) of the top button menu bar. Like I said, see how the vanilla cells I mentioned are set up for this and it should get you on the right path. Link to comment Share on other sites More sharing options...
Be3lzeBot Posted June 18, 2018 Author Share Posted June 18, 2018 Thanks for this very useful reply. Not sure how, but it seems to work. Never messed with any of this stuff before, ever.I still don't understand the coordinates part, but it looks 100 times better (After I remembered to do the last part in your post; create an LOD Clip Volume). Thank you, thank you, thank you! Link to comment Share on other sites More sharing options...
werr92 Posted June 18, 2018 Share Posted June 18, 2018 Just a small additional piece of info. In order for your coordinates to work correctly, there should be a North Marker in the mentioned cell. Otherwise, you will set coordinates, but the position of cell's pivot point and azimuth orientation will actually stay at 0. In other words, you'll see the difference in cell positioning across LOD background with other numbers only if you place a North Marker in cell. Link to comment Share on other sites More sharing options...
MissingMeshTV Posted June 18, 2018 Share Posted June 18, 2018 Thanks for the info werr92. The north marker is always one of the first things I put into a new cell so your positioning is accurate on the map and compass. Had no idea it was tied to the coordinates. Makes sense though. Link to comment Share on other sites More sharing options...
drmabuse1981 Posted June 19, 2018 Share Posted June 19, 2018 (edited) Finding the right LOD coordinates is a time consuming and painful job tbh, but as RedRocketTV said you need to place the NorthMarker (which should point into the right direction) and the LODClipVolume before you go to the LOD coordinates. Changing the LOD coordinates sometimes requires hitting F5 to refresh the renderwindow. You can also take a look at my Riverside Apartment mod, which has a working interior LOD near Diamond City, and probarly copy the coordinates. Edited June 19, 2018 by drmwayne Link to comment Share on other sites More sharing options...
Be3lzeBot Posted June 22, 2018 Author Share Posted June 22, 2018 Thanks for the help!Yes, those coordinates does seem a bit overwhelming at first... I played around with the settings.My interiors are underground. I am able to achieve what I need, by rightclicking my cell/s in cellview -> Edit -> in the "Lighting" tab, ticking "Show Sky" and setting Region to "DefaultInteriorRegion". That's it.I'm sure this does something horrible and wrong to my mod.... :D Link to comment Share on other sites More sharing options...
Qrsr Posted August 11, 2024 Share Posted August 11, 2024 Does anyone know of a fast way to get the Offset coordiantes? Its a pain in everything hole at once. The Creation Kit render window is also just updating very strange and not everytime after hitting F5. Alright after some trial and error i found a very simple solution. Like the people above already said, open the cell interior menu Common Data: Choose Show Sky, Use Sky Lighting, Distant LOD Only Common Data: Choose Region Add a North Marker next to the entrance of your cell of interest which must be set to real exterior LOD Interior Data Set Worldspace in Exterior LOD Worldspace Start playing around with the cell Offset, at 100, 1000, 10000 or more depending on distance The Game Cam in the lower left tab of the Creation Kit can really help finding the right coordiantes Its just about plus and minus. Once done, add the LOD Clip Volume: Alignt it, if the cursor vanished push "2" and restart aligning it. Pretty simple lol but still time consuming as hell ... For aligning this might be handy: https://fallout.fandom.com/wiki/User_blog:FDekker/Maps_with_grids Link to comment Share on other sites More sharing options...
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