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Do interiors have build limits?


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Does anyone have insight if interior cells have certain build limits in terms of spacial width and height?

 

I'm currently creating an interior a bit bigger than Mass Pike Tunnel and this would explain a lot of things going on there

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Hello Zorkaz, what's the coordinates at which placing object references fail?

 

I would guess the object coordinates are stored in certain bits (like, 16 bit would give you range of -32,768 to 32,768, that sort of thing), and can't be infinite numbers. Maybe there's an undocumented limit? ...You could be the first to find out, lol. :laugh:

 

Maybe you could break up your location into 2 interior cells connected by loading doors? This may not be a bad idea, since it could cut down on loading time.

 

I think traditionally Bethesda used worldspaces whenever the "interior cell" was to be big enough. In Skyrim, the warehouse in Solitude where thieves' guild quest takes place, for example, is a worldspace. I think this lowers the system overhead by how much stuff gets loaded at once, since worldspace would handle dynamic loading/unloading automatically, while the interior cells would need to load all contained objects in one shot.

 

I've been experimenting with using a worldspace as interior (long subway tunnel spanning 20+ cells), but it's kind of annoying to work with, since it would be useless without LOD generated properly. I did find that the starting cell would load much quicker than if I would have tried creating the whole thing as an interior, though.

 

(Vault 88 is an interior cell, by the way, and that one is HUGE. I wonder at what sort of coordinates placing objects would fail?)

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You can check it out if I publish my sewers and see how far they go.

 

I never knew the Thieves Guild had it's worldspace. But given that even the Institute is divided in subcells there's probably some reachable limit.

 

And yes I'm dividing it in two subcells for now.

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I have make a lot of interiors and have not run into any trouble (yet).*

 

That said, interiors shouldn't be to big imo, because a too big interior can start to lag on a system and we don't want to start here with the loading times.

 

So, if a interior is large it shouldn't be to overfilled with objects and/or npcs. I run in the same problem at the moment, -maybe I need to delete some npcs in a mod I currently working on. It always sucks when that happens :|

 

Edit: *As long as we talk about new cells. Editing existing F4 cells was a mess by me. Flying objects everywhere and so on :D .

Edited by taryl80
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while the interior cells would need to load all contained objects in one shot.

I always thought precombines make sure that only objects are loaded that you can actually see? Do interiors still load everything even if they've precombines?

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Precombines/previs function no differently for interiors than they do for exteriors when properly generated. I'd say interior cells are actually easier since you only have the one cell to deal with.

 

Besides Vault 88, the Mechanist Lair is the largest cell in the game that comes to mind. It's huuuuge. Much larger and filled with far more clutter than Mass Pike Tunnel, with an insane amount of complexity.

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while the interior cells would need to load all contained objects in one shot.

I always thought precombines make sure that only objects are loaded that you can actually see? Do interiors still load everything even if they've precombines?

 

 

Pre-combined meshes literally are multiple static meshes combined into bigger chunks, to reduce loading time and draw calls, if I understood this correctly. It's the "visibility"/pre-vis that culls the objects that are out of sight, but this doesn't dynamically load/unload objects from disk into memory, rather they just dynamically show/hide objects to lighten the load on GPU.

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while the interior cells would need to load all contained objects in one shot.

I always thought precombines make sure that only objects are loaded that you can actually see? Do interiors still load everything even if they've precombines?

 

 

Pre-combined meshes literally are multiple static meshes combined into bigger chunks, to reduce loading time and draw calls, if I understood this correctly. It's the "visibility"/pre-vis that culls the objects that are out of sight, but this doesn't dynamically load/unload objects from disk into memory, rather they just dynamically show/hide objects to lighten the load on GPU.

 

 

Indeed. Many objects can still cause "stutters" when entering a cell, even when they are not drawn by the GPU. This is something I've learned. Afaik, there are no limits, but you should always think about how you layout the area and how many objects you are going to place. Splitting your interior into smaller interiors can also help you to manage things easier. But it depends what you want to do.

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