FO4RP Posted April 14, 2021 Share Posted April 14, 2021 (edited) I first generate geometry in current cell for world, then generate visibility for current cell, then generate precombines for current cell. After that, I load up my Fallout 4 to check my mod and the floor, tables, walls are missing. What am I doing wrong? is it missing a DLC to be loaded up? The cell I'm editing is FensKenmoreStation I am sure that I didn't use any DLC specific objects EDIT: It's a mod causing the issue. How do I fix that? I'm going to update post when I find out which one is the culprit. EDIT 2: The mod is Interiors Enhanced Edited April 14, 2021 by aflaungos Link to comment Share on other sites More sharing options...
FO4RP Posted April 14, 2021 Author Share Posted April 14, 2021 Do I need to put the generated file inside my mod esp? Link to comment Share on other sites More sharing options...
YouDoNotKnowMyName Posted April 14, 2021 Share Posted April 14, 2021 Do I need to put the generated file inside my mod esp?What?The ESP file is the mod file that you edit in the Creation Kit.You can't "put files in an ESP". Maybe the "missing objects" / "invisible objects" are caused by roombounds, which is another optimization system that is used in Fallout 4.Maybe read up on how roombounds work (how to delete them, then it should maybe work ...) Link to comment Share on other sites More sharing options...
niston Posted April 14, 2021 Share Posted April 14, 2021 One thing comes to mind: Interiors with no or improperly set up roombounds may not display correctly on systems that have the precombines/previs turned off by ini settings. Link to comment Share on other sites More sharing options...
steve40 Posted April 14, 2021 Share Posted April 14, 2021 You need to generate precombines FIRST, pre-vis LAST. The generated files should be added to your mod's BA2 file. Load any conflicting mods before yours, or make a compatibility patch. Link to comment Share on other sites More sharing options...
aurreth Posted April 14, 2021 Share Posted April 14, 2021 (edited) You need to generate precombines FIRST, pre-vis LAST. The generated files should be added to your mod's BA2 file. Load any conflicting mods before yours, or make a compatibility patch. Having just gone through this working on a settlement conversion for Vault 114: Important Safety Tips:Do not click away from the CK during this process. Do not tab out to your web browser. Do not have YouTube videos going. You really, really want the CK to be the only thing going, because trying to multi-task will cause the CK to hang or crash.Save your work after every step. Do not forget this, or you'll end up starting over. And over. And over. Make sure your cell is selected and loaded. For an interior cell, select World --> PreCombine Geometry for Current Cell. For an exterior cell, use PreCombine Geometry for Loaded Area. Wait for it to finish. A box will pop up saying "Finis", click OK. Precombined meshes appear in the game directory Data/Meshes/Precombined. Back these up. For an interior cell, select Visibility --> Generate Visibility for Current Cell. For an exterior cell, use Generate Visibility for All Loaded Cells. There is no confirmation here, a progress bar will appear, wait for it to finish. Don't touch anything until it does. Go get coffee. Fix a sandwich, Go out to dinner with your significant other. This could take a very long time. For an interior cell, select Visibility --> Generate Precombined Visibility for Current Cell. For an exterior cell, use Generate Precombined Visibility for All Loaded Cells. There is no confirmation here, a progress bar will appear, wait for it to finish. Don't touch anything until it does. Take a walk. Have a nap. Go do something on another computer. Don't touch anything, don't click away. You've been warned. Visibility files show up in the game directory Data/Vis. Back these up too.You do not put the generated files in your ESP. If you leave them where they are the game will pick them up. If you want them packaged up you are going to need to create a BA2 archive. I'd recommend doing that as it lets you clean out the Precombine and Vis directories for use in future modding. It's simple to do, and the CK provides the tool (Archive2). Roombounds are a new one for me. Basically they are a way of compartmentalizing rooms to prevent the game engine from having to load every single object in the cell at the same time, while allowing you to look through doors or windows and see stuff in the next room. Here is a simple, straightforward explanation of how to use them: https://youtu.be/UO5uFs5HnPY If all "tutorials" were that clean and straightforward I wouldn't be cursing the CK a lot of days. Edited April 14, 2021 by aurreth Link to comment Share on other sites More sharing options...
steve40 Posted April 14, 2021 Share Posted April 14, 2021 aurreth, is it really necessary to generate BOTH vis and pre-vis, because they both appear to generate exactly the same files in the same folder location i.e. they both overwrite each other. So it seems pointless to generate vis if you ultimately want to generate pre-vis? Link to comment Share on other sites More sharing options...
aurreth Posted April 14, 2021 Share Posted April 14, 2021 aurreth, is it really necessary to generate BOTH vis and pre-vis, because they both appear to generate exactly the same files in the same folder location i.e. they both overwrite each other. So it seems pointless to generate vis if you ultimately want to generate pre-vis? I am totally not an expert on this, just know what worked for me. Every tutorial I could find says do both visibilities. Maybe the second one uses data from the first or something, I have no idea. If I were to guess, one is for cells that don't use precombines and the other is for ones that do. It's all badly documented, and the majority of "tutorials" are self indulgent ramblings made by people who don't have the faintest idea of how to teach. The steps I outlined are what I was able to work out and it fixed my visibility/graphics issues. Best I can say, try it with just generating precombines and then pre-vis, see what happens. If it doesn't work you can always go back and do both visibilities. Oh, and let me know what happens :smile: I'd planned on regenerating the Mechanist's Lair one night, before I get to it on my current run. Skipping a couple hours by eliminating a step would be useful :smile: Link to comment Share on other sites More sharing options...
steve40 Posted April 14, 2021 Share Posted April 14, 2021 :thumbsup: Link to comment Share on other sites More sharing options...
FO4RP Posted April 15, 2021 Author Share Posted April 15, 2021 Guys I got it all sorted, Thank you all for helping Link to comment Share on other sites More sharing options...
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