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[WIP/Group]The Wasteland Expansion Project


Khet

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Hey everyone. I've looked for solutions on this issue everywhere, and it doesn't seem like anyone has one. This could be a serious problem for a project like WEP. It deals with LOD. For instance, my location looks great if you are in the cells themselves, but upon leaving them....it just disappears until you come back into that cell. This is a serious immersion and visibility issue. I've had no luck trying to fix this. World LOD options don't seem to do anything at all to edited cells that have already existed in the worldspace. Generating Terrain Meshes just skips through existing files. I've tried grouping files to objects with existing LOD data and then setting is visible from distance option. No luck there either. Has anyone found a solution, or do any of you have similar problems?

 

exactly same problem..

 

as far as I can tell...if you guys are using existing locations and expanding them.. you will have to unpack the already existing LODs and regenerate them and repack them..

 

or conversely find a way to override the exiting cell LODs with your own new ones..

 

I havent even tried it yet as I know it hasnt been solved yet and it doesnt really need to be done unitl the later stages of a mod development..

 

mind you, you guys have a very open ended mod.. ill help as much as I can there has to be a way.. just going to take some creative thinking..

 

key problem is.. active LOds are in the vanilla .esm I assume (I havent unpacked them yet) they need to be over ridden in the cells you haven changed..

OR.. you need to unpack repack them and have an installer do that when your mod is installed.. which is tricky.and opens a can of worms

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After reading through this thread I see a lot of great ideas and brilliant work.

I would love to contribute and was looking at improving the Old Olney area as it has a lot of potential, but unfortunately I have already

hit upon a probably minor problem. I was looking at 'opening' a Super Duper Mart just north of the parking lot on the northern side

of Olney, but I am not familiar with how to modify the terrain height on the original cell so that I can move the wall back and slot in a building.

I would appreciate any advice or information on how this is accomplished as I have looked around for how to do it and been

confounded.

 

Thanks much.

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Well I havnt really modded extensivly since Morrowind *I had oblivion for xbox 360* so I'd have to get a bit warmed up again, however I have been looking for a group like this for awhile.

 

Having beaten both FO1 and 2 many times, I was very angry that Fallout 3 lacked anything larger than Rivet City, not to mention, no TRUE base for Raiders

 

As my first effort, I plan on making true safe zones for Raiders. On the raiders side, I would like someone to take the base and people and possibly make a quest to even join the Raiders faction.

 

Anyway, I have been more of building moder *I suck at making quests*, and here are my ideas.

 

Raiders

 

For the raider base, I plan on having the head of the Raiders in Capital Wasteland reside in a long forgoten vault. Inside the vault the raiders have set up shop consderably, with merchants, vendors, and a medical area. This would give anyone joining the Raider faction a little area he can safely reside at.

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Ok, another update on Fort Freeway.

 

Exterior Cells/Navmesh - Done

Interior Cells/Navmesh - Done (well considering the geck navmesh teleport is fubar done...)

New textures - Done

Story/Quest/Perk - just starting on this - It's going to be fairly short as I want this to be more of a house mod for now...until some geck issues are resolved or worked around...

LOD - tried everything...can't do it right now...probably will release this without it...sorry..

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There's a tutorial somewhere on the Oblivion CS wiki that explains how to make LOD, it's esentially the same for fallout 3. While working with any exterior in major changes you're expected to do this from the start. And it would only be an issue if two modders change the same world space, but it would then be up to them to get together to make a patch for their mods that will allow players using both mods to have proper LOD.
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Hi I love the idea of this project

I recently started converting Evergreen mills into a proper raider town populated by raiders who won't attack the player on sight. however I've hit a massive problem. if you search and replace npc spawns with new ones only the old spawns appear in game, I thought I'd fixed it by deleting the old spawns and replacing them with new ones however now the new ones appear then if you enter a modified room twice the old spawns appear as well, I've tried to find a conflict but it even occurs when I don't have any other mods active. I've been making sure to use a character that hasn't gone to evergreen mills just to be certain it isn't an encounter zone issue but right now my only option has been to add an npc next to the map marker who will toggle you in and out of the raider faction. does anyone have a solution

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Alright, while it isn't much or anything I went ahead and created a proboards forum. Those that have expressed interested in WEP can do what needs to be done there. Not much to say on it right now, I'm tired, and still need to change some stuffs. Either way:

http://wastelandexpansion.proboards.com/index.cgi

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