Exterior Static Display Nightmare

Post » Tue Jun 19, 2012 8:06 am

Someone once told me that the issue with statics "randomly" not showing up in game but show up fine in the creation kit was a known bug. It is a fricking nightmare! i cant even beta release my mod because its just torn up on the exterior. I made a road to connect my city to the vanilla roads and it looks smooth and gorgeous in the kit, But random statics dont display in game but their present in the kit. Nothing like walking on a road and suddenly dropping off because the road "isnt there".
Also, i was able to see one of my statics display in LOD but as i got closer it dissapeared. is the LOD conflicting with regular displays? and it has no pattern. sometimes they show up, sometimes they dont! And its not certain statics, ill have one of the same statics that isnt showing up and a duplicate of it somewhere else is, or even right next to it! is there news of this being fixed in a future patch or is my mod buggy?

Note: I am noticing that this ONLY effects static displays externally in the Tamriel Worldspace. Other worldspaces or interiors I have not had this issue with yet.
User avatar
No Name
 
Posts: 3456
Joined: Mon Dec 03, 2007 2:30 am

Post » Tue Jun 19, 2012 5:06 pm

I'm honestly surprised that there hasn't been more outcry about this. It's a HUGE issue and to me even worse than the navmesh bug that got so much attention.

My houses just randomly don't show up in-game. Ive tested it on numerous statics across 4 different rigs. Same random disappearances.

Why is this issue not HUGE?
User avatar
Queen Bitch
 
Posts: 3312
Joined: Fri Dec 15, 2006 2:43 pm

Post » Tue Jun 19, 2012 4:56 am

i dont know but it dramatically effects my mod. it literally makes my mod unviable or unplayable so i can never release it until Beth Fixes it. hopefully a dev sees this!
User avatar
BRAD MONTGOMERY
 
Posts: 3354
Joined: Mon Nov 19, 2007 10:43 pm

Post » Tue Jun 19, 2012 10:16 am

I'm honestly surprised that there hasn't been more outcry about this. It's a HUGE issue and to me even worse than the navmesh bug that got so much attention.
Well why add objects to the game if the navmesh you alter around them doesnt work? :wink:

There has been plenty of outcry at this, and I think they may have even acknowledged it and said they were fixing it, but don't quote me on that.
User avatar
yessenia hermosillo
 
Posts: 3545
Joined: Sat Aug 18, 2007 1:31 pm

Post » Tue Jun 19, 2012 3:41 am

Odd, I've only had one instance where my placed objects were not showing in the worldspace and it was due to my selecting the Full LOD option. Seems some objects react strangely to this option while others behave normally.

My current WIP Deus Mons seems to be showing up fine. And on that one, I have full LOD selected as it has a fairly large exterior.

http://skyrim.nexusmods.com/imageshare/image.php?id=47120
http://skyrim.nexusmods.com/imageshare/image.php?id=45666

Wonder if it has anything to do with location?

A possible workaround is just to build a small exterior or one that is not visible from a long distance and build a larger interior instead. Possibly leading to a new worldspace. For example that worldspace where you have to kill the werewolf or blackreach. I did something like this in Domus Dementis. The cavern is a completely new worldspace, although small. And done without any heightmap, all placed objects.

Thing is, all of this is manageable to a point, even the navmesh issues. You can either say screw it to the CK for now and wait for fixes to come out...which may not ever happen. The navmesh issue has been around since fallout 3, I have some doubts as to whether they will actually ever fix that one.

Or find a work around to your issue and do what you can.
User avatar
louise tagg
 
Posts: 3394
Joined: Sun Aug 06, 2006 8:32 am

Post » Tue Jun 19, 2012 9:01 am

I have yet to have any render issues with my custom worldspace, so I think the fact it's in a vanilla worldspace is definitely one cause.

And they have said they will fix the navmesh issue, so they're going to fix it.
User avatar
Georgine Lee
 
Posts: 3353
Joined: Wed Oct 04, 2006 11:50 am

Post » Tue Jun 19, 2012 1:38 pm

Just like they said they would release the CK in January? ;]

Thing is, the navmesh issue has been around since Fallout 3. If it was an easy fix, I think they would have done it already. Tis why I have my doubts about that one. It's not a game breaking bug like so many people seem to think, just an inconvenience. If you use esm files the navmesh works just fine. Can't upload to steam then...ah well, guess they should add that option to the workshop. But hey, if they actually fix it, awesome, I'll believe it when I see it.

The worst issue they have is the 64x64 worldspace bug, and they said they are not going to fix that...
User avatar
saxon
 
Posts: 3376
Joined: Wed Sep 19, 2007 2:45 am

Post » Tue Jun 19, 2012 10:42 am

I have actually made a seperate world space, in fact i have made two. unfortunately what i am trying to do relies alot on the vanilla worldspace. i created a road from the existing ones and ran one up to my city. the new world spaces i created are working perfectly fine, in fact better than i had hoped. I have not done anything to the LOD for this mod yet because I want to wait until it is completely done and then work with creating the LOD and having it also appear on the world map which doesnt seem to be as easy as just clicked a toggle. there is an option on all items to have them show up on the world map and i have that clicked but it still doesnt display in game. not a priority right now since most of the crap i put into vanilla worldspace doesnt want to appear anyways. as far as location, i was still getting the effect even when i was working with a small area, to a larger area. But it is definately vanilla space effected only. I just dont see how I can get a workaround for this? so far i have tried everything. I havent even began to mess with navmesh so as of now I have no clue about this navmesh bug.
User avatar
Caroline flitcroft
 
Posts: 3412
Joined: Sat Nov 25, 2006 7:05 am

Post » Tue Jun 19, 2012 1:33 pm

Odd, I've only had one instance where my placed objects were not showing in the worldspace and it was due to my selecting the Full LOD option. Seems some objects react strangely to this option while others behave normally. My current WIP Deus Mons seems to be showing up fine. And on that one, I have full LOD selected as it has a fairly large exterior.

Haha yea i just tried that and then more crap started dissappearing! strange though it fixed my issue with dissappearing roads???

And i have seem to come up with a temporary workaround until devs get this fixed...
the Full LOD option seems to ONLY work with objects that do not have an LOD file specified under the base object, IE roads or some landscapes. When i turnt Full LOD on roads, they all appeared! no magic Houdini act. But when I turned it on with objects that had LOD specified, IE the blue palace or the winterhold tower, they dissappeared in game.
It also seems to work with objects that dont normally appear in the game even with LOD specified. I have tested this on rock surfaces on the mountains or rock cliffs that were dissappearing in game but showed up just fine in the CK. the ones that were dissappearing, i toggled Full LOD and they popped up in game. Weird? I think you might have just shown me a work around for this little problem. my next step will be getting my roads, City, and castle to show up on world Map and to also get the landscape ive altered into the tamriel LOD. Any ideas?

PS this is just a temporary fix so you devs better fix this!
User avatar
Dewayne Quattlebaum
 
Posts: 3529
Joined: Thu Aug 30, 2007 12:29 pm

Post » Tue Jun 19, 2012 8:06 am

No experience with LOD files. I tried in Fallout 3 and it was too much effort. Now I just try and find areas that are less easy to see from a distance.

No idea about the map. Never even considered that.
User avatar
Emily Martell
 
Posts: 3469
Joined: Sun Dec 03, 2006 7:41 am

Post » Tue Jun 19, 2012 2:47 pm

OMG i think I did it with the dissapearing act thing. I did it to several other statics that were not displaying and poof! they dont dissappear. thanks man for the insight on the Full LOD thing. As far as the map goes, if you go to the items base object there is a bunch of options including the one that basically states it should show up on the world map (but also says it needs to be in the sky worldspace...? im assuming this is tamriel). it doesnt seem to be working for me though.... as far as LOD goes, yes it seems time consuming and really is only in Beta phase. the creation kit has an LOD generator but it is broken so outside programs are being used. in fact the same one used for oblivion and fallout 3 has been altered a bit to be utilized for skyrim, although i think it has its bugs because it wasnt working for me. there is a post here on creating "new" worldspaces and creating the LOD for it. unfortunately I am trying to add to the current tamriel worldspace LOD and just alter a certain region. its not a HUGE concern of mine right now and neither is the map thing but they are ideas im slowly working towards when i come to final release.
User avatar
Damned_Queen
 
Posts: 3425
Joined: Fri Apr 20, 2007 5:18 pm

Post » Tue Jun 19, 2012 5:09 am

Just like they said they would release the CK in January? ;]
I never said when they would fix the navmesh issue, and neither did they. But I gurentee they will.

The worst issue they have is the 64x64 worldspace bug, and they said they are not going to fix that...
Now this is how rumors get started. They never said that they weren't going to fix it. Just that they currently are not trying to.
User avatar
Emerald Dreams
 
Posts: 3376
Joined: Sun Jan 07, 2007 2:52 pm


Return to V - Skyrim