kylemarshiku Posted July 22, 2019 Share Posted July 22, 2019 (edited) Hey, so I'm experiencing an issue in my modded Fallout New Vegas, and I'm not quite sure what the cause is. I could go on about what my particular section, but the answer is that my game is hugely modded. I only have 95 plugins active, though they are big mods. I am using Interior Lighting Overhaul and some texture packs. Anyway, here is the issue: Whenever I enter an interior cell, only the room I am currently within loads. If there is an open doorway, the room beyond is an empty void. When I walk through the doorway, suddenly the new room snaps into view, but the room behind me is now an empty void. At any given time, I can only see the room I am in. Doors themselves sometimes show up, sometimes not. This happens with ANY cell. Has anyone encountered this issue? Does it have to do with archive invalidation? Or with INI files? Is there an entry that needs more memory or loading or something? INI files are confusing. But I just don't know where to look to solving this issue. EDIT: Upon further testing, I found this actually does not happen in every cell. I was just pretty unlucky at first. It happens to a lot of casinos, and even some DLC areas... Maybe it is something with ILO? Huh. Still, any help would be appreciated. Edited July 22, 2019 by MysteryMachineX Link to comment Share on other sites More sharing options...
dubiousintent Posted July 22, 2019 Share Posted July 22, 2019 You may need to experiment with changes to the "interior buffer size" setting. Start small, as the memory has to come from that used elsewhere. Please see the "Memory, Loading & Multi-threading" entry in the TweakGuides.com "Fallout 3 Tweak Guide". Edit: See also the "Issue - Interior cell portions not visible" entry in the wiki "Fallout NV Mod Conflict Troubleshooting" article. -Dubious- Link to comment Share on other sites More sharing options...
AusAllerWelt Posted July 23, 2019 Share Posted July 23, 2019 (edited) Sounds like something is messing with room bounds. They do exactly what you explained, hide every room in a cell except for the one the player is currently in. It ensures that in cells that contain a lot of objects not everything has to be loaded at once. These room bounds are connected by portals which makes it possible to see from one bound into another when looking through the portal. So more specifically the portals are not working in your case. It has to be a mod that edits interior cells. I'm not aware that ILO causes this though. Are you using any other mod that alters interiors? Edited July 23, 2019 by AusAllerWelt Link to comment Share on other sites More sharing options...
kylemarshiku Posted July 23, 2019 Author Share Posted July 23, 2019 Thank you for the responses. I'll get back to you when I get the time, dubiousintent, if that helps resolve it. But I wanted to at least respond to say thank you both for giving some light on the situation in the mean tiime, and to respond to AusAllerWelt's question. Some problematic cells that come to mind are Gomorrah, the Ultra-Luxe, and the OWB Sink. I don't have a single mod for all three. But I do have TTOV for Gomorrah, its corresponding mod for Ultra-Luxe, and TTW Interiors which affects the Sink. But that would imply... Would you say this is an error that might be found within the plugins making alterations to those interiors as opposed to the INI files or settings? Link to comment Share on other sites More sharing options...
dubiousintent Posted July 24, 2019 Share Posted July 24, 2019 AusAllerWelt is describing a potential underlying problem that is GECK related, which is something the mod creator has to resolve. Thus a plugin affecting the interiors might inflict those symptoms. (It's what underlies the "Mod Conflict" guide link I mentioned.) However, the unmodified base game doesn't have that issue (at least not in those specific locations that I have seen). I did encounter similar symptoms in one of the casinos (I forget which) without any interior mods installed that hasn't re-occurred for me since I increased the "interior buffer size" setting. YMMV. The INI setting changes are easier to test than altering your "load order". But both may be needed. -Dubious- Link to comment Share on other sites More sharing options...
zapa1973 Posted July 24, 2019 Share Posted July 24, 2019 (edited) this happens in some cells with portal and room markers Do you use any mod that adds interiors? Will it have something to do with duplicate interiors in geck? The cells where I saw this bug were in large cells that I duplicated to create new interiors. (for now I only saw it in "guardianpeak cave" it has lakelurks, "bison steve 01" and "FreesideAtomicWrangler2") obviously I remove all npc / creature or unique element y markers. in my case no mod, except yup edit some of these cells, except for some environmental settings, but with or without them, the error continues Edited July 24, 2019 by zapa1973 Link to comment Share on other sites More sharing options...
dubiousintent Posted July 25, 2019 Share Posted July 25, 2019 This is often a problem when you "copy cells" for interiors because the links between adjacent cells get broken. Please see "TIP - Enable MultiBounds" in the 'GECK: Common Problems' section of the wiki "Getting started creating mods using GECK" article. -Dubious- Link to comment Share on other sites More sharing options...
zapa1973 Posted July 25, 2019 Share Posted July 25, 2019 the interiors that I made do not give me any problem (until now), the problem is the interior defaults If I did something to modify the room / portal markers, shouldn't they leave any records I can see on fnvedit? Link to comment Share on other sites More sharing options...
zapa1973 Posted July 25, 2019 Share Posted July 25, 2019 (edited) I think I found the problem: it is my latest version of my mod that adds and modifies interiorsLuckily he kept several backups over time and grabbed the oldest one where the problem startedI was erasing things and tryingfor now:ruled out that they are lights or ambient thingsTHE PROBLEM IS SOME CELL DEFAULT EDITEDdelete all edited cells and now the walls of "guardian peak cave" and "atomic wrangler 2" can be seen as before. Now begins the arduous task of checking cells one by one: C Edited July 25, 2019 by zapa1973 Link to comment Share on other sites More sharing options...
kylemarshiku Posted July 25, 2019 Author Share Posted July 25, 2019 I cranked up those INI settings very high, one GB of RAM at a time. Went up to 4 GB as suggested. It never worked. Never noticed any difference. So... what can I actually do about this then? If portals are the issue, is that something that can be fixed in the plugins? A FNVEdit solution would be ideal. Like, is there a way to repair the portals in the GECK? I don't even know which plugin would be causing this. I tried turning off all ILO stuff, all TTWI stuff, but I just don't know what is causing this! Sorry, it is frustrating. Link to comment Share on other sites More sharing options...
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