maxarturo Posted August 24, 2019 Share Posted August 24, 2019 (edited) Please read carefully my post before posting your answer, thank you !. This issue appear about five month ago, right after i finished optimizing this cell, but i thought that eventually i would solve this issue by myself...( during my vacations i read every single post that is out there, even in Japanese sites, but with no luck ) The issue i'm having is that this particular re-texture vanilla meshes they all disappear IN GAME, i re-texture the Blackreach Animated Mashrooms + Large Drip Anim. in four variations. (i'm also having this issue with one Movable Banner, but I'm not so worried about this one, i can just delete it ). The weird thing is that they only disappear in the cell that has Room Bounds & Portals, i have them also placed in an other cell that has Occlusion for optimization, and they have no problems, they appear no matter the distance you are in the cell. This issue has nothing to do with the meshes been outside the Room Bound, i have also placed in the same cell ( Room Bound ) some vanilla Blackreach Animated Mushrooms, and they always show up in game, PLUS the vanilla ones are way closer to the Room's Bound border, PLUS for testing, i placed one of mine in the center of the Room Bound ( a small Animated Mush ) and it still doesn't show up in game. * The Room Bound is huge, so this can be the cause. * I have re-texture more than 65% of the 36 cells i created ( statics, movable static, plants, FXs, activators, particles, actors... etc ), and only those meshes are having this issue. * The only solution i have found is to Link Ref in the Multibound Property Tab, each object to the Room Bound they are in, after this they all show up In Game, but I would still like to know why this is happening, and how to make them work as the vanilla are. - Two screenshots of CK & In Game with Room/Portals, same cell WITH THE PROBLEM : - Two Screenshots of a cell IN GAME with Occlusion for optimization instead of Rooms/Portals, NO ISSUES : Many... Many THANKS for taking the time to read all of this !!. Edited August 24, 2019 by maxarturo Link to comment Share on other sites More sharing options...
NexusComa Posted August 24, 2019 Share Posted August 24, 2019 Just a guess here ... If the room has a room bound you will have to make sure none of the object is stick outside that boundary.I'm assuming you know how to show the room bound to check this. As they are by default hidden objects. Link to comment Share on other sites More sharing options...
Di0nysys Posted August 24, 2019 Share Posted August 24, 2019  This issue appear about five month ago, right after i finished optimizing this cell, but i thought that eventually i would solve this issue by myself...( during my vacations i read every single post that is out there, even in Japanese sites, but with no luck ) The issue i'm having is that this particular re-texture vanilla meshes they all disappear IN GAME, i re-texture the Blackreach Animated Mashrooms + Large Drip Anim. in four variations. (i'm also having this issue with one Movable Banner, but I'm not so worried about this one, i can just delete it ). The weird thing is that they only disappear in the cell that has Room Bounds & Portals, i have them also placed in an other cell that has Occlusion for optimization, and they have no problems, they appear no matter the distance you are in the cell. This issue has nothing to do with the meshes been outside the Room Bound, i have also placed in the same cell ( Room Bound ) some vanilla Blackreach Animated Mushrooms, and they always show up in game, PLUS the vanilla ones are way closer to the Room's Bound border, PLUS for testing, i placed one of mine in the center of the Room Bound ( a small Animated Mush ) and it still doesn't show up in game. * The Room Bound is huge, so this can be the cause.* I have re-texture more than 65% of the 36 cells i created ( statics, movable static, plants, FXs, activators, particles, actors... ), and only those meshes are having this issue.* The only solution i have found is to Link Ref in the Multibound Property Tab, each object to the Room Bound they are in, after this they all show up In Game, but I would still like to know why this is happening, and how to make them work as the vanilla are. - Two screenshots of CK & In Game, same cell WITH THE PROBLEM : - Two Screenshots of a cell with Occlusion for optimization instead of Rooms/Portals, NO ISSUES : Many... Many THANKS for taking the time to read all of this !!. It's a vanilla bug that sometimes manifests when you have roombounds in your interior cell, and it will happen regardless of positioning of the object, for a lot of vanilla objects. For whatever reason, certain animated meshes like the animated mushrooms will refuse to render when you place them in an interior that has roombounds setup. To test if this is the case, make sure to try them in an external cell first. Link to comment Share on other sites More sharing options...
maxarturo Posted August 24, 2019 Author Share Posted August 24, 2019 (edited) Just a guess here ... If the room has a room bound you will have to make sure none of the object is stick outside that boundary.I'm assuming you know how to show the room bound to check this. As they are by default hidden objects. Â Thank you very much for the reply NexusComa.But if you had carefully read my post, i have already covered and ruled out that possibility ( i'm not a beginner but i'm highly experienced ). Edited August 24, 2019 by maxarturo Link to comment Share on other sites More sharing options...
maxarturo Posted August 24, 2019 Author Share Posted August 24, 2019 (edited)   This issue appear about five month ago, right after i finished optimizing this cell, but i thought that eventually i would solve this issue by myself...( during my vacations i read every single post that is out there, even in Japanese sites, but with no luck ) The issue i'm having is that this particular re-texture vanilla meshes they all disappear IN GAME, i re-texture the Blackreach Animated Mashrooms + Large Drip Anim. in four variations. (i'm also having this issue with one Movable Banner, but I'm not so worried about this one, i can just delete it ). The weird thing is that they only disappear in the cell that has Room Bounds & Portals, i have them also placed in an other cell that has Occlusion for optimization, and they have no problems, they appear no matter the distance you are in the cell. This issue has nothing to do with the meshes been outside the Room Bound, i have also placed in the same cell ( Room Bound ) some vanilla Blackreach Animated Mushrooms, and they always show up in game, PLUS the vanilla ones are way closer to the Room's Bound border, PLUS for testing, i placed one of mine in the center of the Room Bound ( a small Animated Mush ) and it still doesn't show up in game. * The Room Bound is huge, so this can be the cause.* I have re-texture more than 65% of the 36 cells i created ( statics, movable static, plants, FXs, activators, particles, actors... ), and only those meshes are having this issue.* The only solution i have found is to Link Ref in the Multibound Property Tab, each object to the Room Bound they are in, after this they all show up In Game, but I would still like to know why this is happening, and how to make them work as the vanilla are. - Two screenshots of CK & In Game, same cell WITH THE PROBLEM : - Two Screenshots of a cell with Occlusion for optimization instead of Rooms/Portals, NO ISSUES : Many... Many THANKS for taking the time to read all of this !!. It's a vanilla bug that sometimes manifests when you have roombounds in your interior cell, and it will happen regardless of positioning of the object, for a lot of vanilla objects. For whatever reason, certain animated meshes like the animated mushrooms will refuse to render when you place them in an interior that has roombounds setup. To test if this is the case, make sure to try them in an external cell first.    Thank Di0nysys for the reply. As shown in the screenshots, i had tested them intensively.And through this last five month i have experimented with any other possibility i could think of, until I ran out of ideas !... It could be that vanilla bug you mention and i had read in other posts, but there must be a way to handle it, except the solution i've come up with ( which works just fine ).A way to specifically target and cure that bug !. Edited August 24, 2019 by maxarturo Link to comment Share on other sites More sharing options...
NexusComa Posted August 25, 2019 Share Posted August 25, 2019 (edited) "Just a guess here" Possibly that item is set to be in one particular area .. How it it set up where it does work ... Don't be :nuke: to people trying to help you ... :dry: Edited August 25, 2019 by NexusComa Link to comment Share on other sites More sharing options...
maxarturo Posted August 25, 2019 Author Share Posted August 25, 2019 (edited) NexusComa. You probably got my post wrong, i didn't mean anything bad or i was been sarcastic, i just highlighted the fact that you answer me with something that i had already explained and had already covered. * Maybe the fact that i'm a straight shooter makes others misunderstand me. Nevertheless, i truly am thankful for everyone's and anyone's attempt to assist me in any way, either is a small or big contribution !. I'm far from ungrateful !. I think i know why this bug is happening and how to resolve it, but since my solution works more than fine, i'll get back to this after i finish my mod. Not worth wasting more time into this just for some mushrooms... i have already lost so much time trying to resolve all those Skyrim - CK bugs and bypass game engine - papyrus limitations just to achive what i had originally envisioned. Thank you very much again ! Truly !. Edited August 25, 2019 by maxarturo Link to comment Share on other sites More sharing options...
NexusComa Posted August 25, 2019 Share Posted August 25, 2019 (edited) "* Maybe the fact that i'm a straight shooter makes others misunderstand me." I seem to have that problem too. It's to bad text can't covey tone. No harm no foul.I had that problem once and that turned out to be the problem and only a very tiny part of the object was sticking out. Edited August 25, 2019 by NexusComa Link to comment Share on other sites More sharing options...
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