Exceeding your exterior cell

Post » Wed Jun 20, 2012 2:47 am

Hey, so I'm building me a house mod and was reading up on the creation kit rules for exterior cell usage and got a bit nervous. I looked around here on the forums and also on the interwebs, but couldn't find any conclusions to my question.

When building the exterior area for my house I started working on one specific cell, as shown in the tutorial, but as with all good projects it got out of hand and now I'm taking up the better part of two cells. Aside from the fact that the game requires me to enter and exit the house before it will render the full outside area (which is another problem I'm trying to figure out as it's pretty annoying when only half the house appears as I approach it), it does actually render my entire outside construction eventually, spreading over multiple cells. This should be fine in my game cause I use those cells regardless, but what happens if I share this mod with someone else? I'm assuming that since I've designated a specific cell for my project, that is the cell the mod will save and consequently load on someone else's PC. What then happens to the remaining parts of my exterior construction? Does it just not exist, or will it be clipped at the cell border, or what? I've seen many house mods on the Nexus which could not have been created using only one cell, so there must be a way to ensure the full construction is rendered even if it takes up multiple cells.

This would be extremely helpful to know before I go into great lengths to construct something grand. If I need to restrain myself to that one cell, then I'd rather start working with those restrictions before I get too far =/

Thanks!
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Lyndsey Bird
 
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Post » Tue Jun 19, 2012 11:18 pm

Anything you add/edit in any cell while your esp is active in the CK will be changed/added. My current exterior I am working on covers 5 cells. You are not limited to just being able to use just one cell for your mod. I am not sure why part of your house is not rendering in the game, but it may have to do with your graphic settings such as draw distance, etc. The only major drawback to working with large areas is LOD generation if it is needed, and navamesh linkage of all the cells to each other which can be a PITA! Good luck and have fun!
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Czar Kahchi
 
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Post » Wed Jun 20, 2012 3:40 am

This is the answer I was hoping for, thanks!

Yeah, I haven't started on the Navmeshing yet, specifically cause it sounds like a PITA (and not the edible kind). The interior meshing should be easy enough, I reckon, being that it's all going to be fairly level and in squares?
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Chloe Yarnall
 
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Post » Wed Jun 20, 2012 2:51 pm

Just follow the wiki/video tutorials on navameshing and you should be fine. Just be aware of the navamesh bug that exists on interior cells that is still being looked at by Bethesda, so you don't bang your head on a wall too hard.
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Neko Jenny
 
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Post » Wed Jun 20, 2012 10:50 am

Yeah I just started reading about that, but not entirely sure exactly what the problem is. From what I can gather it only causes a problem when connecting cells, which shouldn't be a problem on the interior?
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cutiecute
 
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Post » Tue Jun 19, 2012 11:40 pm

Not just where cells are connected, I am afraid...Like the videos in the other thread, if you leave your interior cell and go 2 or more cells away, then come back, the navamesh gets screwed up and npc's can't move. The only solution is to quit the game and reload, is my understanding. I am about ready to start visiting my cells in the game, so I will be finding out the hard way very soon.
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Josh Sabatini
 
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Post » Wed Jun 20, 2012 2:05 pm

Yeah, I'll hold off on the Navmesh until it's fixed I think. I only plan on using it for myself anyway, so no NPCs. Let me know how it works out for you.
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Rhi Edwards
 
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Post » Wed Jun 20, 2012 7:06 am

Yeah, I'll hold off on the Navmesh until it's fixed I think. I only plan on using it for myself anyway, so no NPCs. Let me know how it works out for you.
Well, the news is not good...initially the navamesh was fine, but upon returning to my exterior cells, everything was wacko.......npc's half-in and out of statics below the navamesh, pathing all screwed up. I'll see if it corrects back to normal when I go back in the cells next time, but not looking good. :swear: Thank goodness I have a whole large dungeon to finish and such, so hopefully they will get a fix for this soon.
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Amiee Kent
 
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Post » Wed Jun 20, 2012 10:34 am

Ugh, not nice at all. I'm having a different set of problems right now. The non-rendering of my exterior has increased in volume and now more than half of me exterior isn't showing at all. Before it would pop back up if I entered and exited the house, but now that doesn't even help. No idea what's going on as all looks fine in the CK.
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Iain Lamb
 
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Post » Wed Jun 20, 2012 2:08 am

Hey, I've generated a worldspace seperate from Tamerial (For testing purposes) Anyways, my new world needs a navmesh and I was wondering if any of you knew the best and fastest way of generating the navmesh. I have read of the "bugs" but havent found anything regarding constructing a navmesh for a new world. Any leads would be great otherwise I will take this topic mainstream or play the waiting game.
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carley moss
 
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