Strange in-game lighting issue..

Post » Tue May 17, 2011 6:37 am

I am play testing my new mod and I have numerous interior cells. Some interiors when you enter them, the lighting is okay, but when you return a second time there is no lighting. Some cells have only partial lighting---i.e. the lights in a stairwell are on but not in the rooms, or a whole floor is lit, but other floors are not. I've tried editing the cell lighting data by changing the cell template and other things with no success. In almost all the cells, all the light types are the same---i.e. all OffLightFillWarm, etc.
Anyone one have an idea of what could be causing this? I am at a loss as to where to look next. Thanks.
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Makenna Nomad
 
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Post » Tue May 17, 2011 1:41 am

I am play testing my new mod and I have numerous interior cells. Some interiors when you enter them, the lighting is okay, but when you return a second time there is no lighting. Some cells have only partial lighting---i.e. the lights in a stairwell are on but not in the rooms, or a whole floor is lit, but other floors are not. I've tried editing the cell lighting data by changing the cell template and other things with no success. In almost all the cells, all the light types are the same---i.e. all OffLightFillWarm, etc.
Anyone one have an idea of what could be causing this? I am at a loss as to where to look next. Thanks.


Is a GECK bug, simply select the Cell Window and press F5, it will refresh the area readding the lights. However everytime you drag a light or change its radius it will shut off again, so you will have to press F5 again.
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JD bernal
 
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Post » Tue May 17, 2011 2:10 pm

Is a GECK bug, simply select the Cell Window and press F5, it will refresh the area readding the lights. However everytime you drag a light or change its radius it will shut off again, so you will have to press F5 again.


That was my first thought too, but I think he's saying that the lights don't show up in the actual game inside his cell, not the GECK. This may be stupid on my part, but are you certain that the lights are not set to initially disabled? Or are you somehow activating them by some means? (Probably not I know, but I thought I'd ask.)
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Shiarra Curtis
 
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Post » Tue May 17, 2011 2:23 pm

This problem is in game. I know about the geck issue and solution. This is the first time I have ever encountered this problem, even though I have made several mods. 3 of my cells---2 sewer complexes and a utility complex---have no problems. I am beginning to think it is a problem somehow inherited from the cells I duplicated. 3 of the cells are from the "kings" building duplication, and 3 cells are from another building I duplicated. All of the lights are not initially disabled. In 2 of the cells, when you first enter them, the lights are fine, but when you leave the cell and then later return, the lights are nolonger working. Thre other cells have a mix of problems like I stated before.
This is not the first time I have had problems from duplicating certain cells in NV. I earlier had a sewer that had an invisible rubberbanding problem that could not be solved. I had to duplicate a different sewer area to cure that issue. All I can say at this point is that modding in NV is extremely frustrating with all the issue I have had/seen/heard of.
:flamethrower: :brokencomputer:
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Jarrett Willis
 
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Post » Tue May 17, 2011 2:18 pm

This problem is in game. I know about the geck issue and solution. This is the first time I have ever encountered this problem, even though I have made several mods. 3 of my cells---2 sewer complexes and a utility complex---have no problems. I am beginning to think it is a problem somehow inherited from the cells I duplicated. 3 of the cells are from the "kings" building duplication, and 3 cells are from another building I duplicated. All of the lights are not initially disabled. In 2 of the cells, when you first enter them, the lights are fine, but when you leave the cell and then later return, the lights are nolonger working. Thre other cells have a mix of problems like I stated before.
This is not the first time I have had problems from duplicating certain cells in NV. I earlier had a sewer that had an invisible rubberbanding problem that could not be solved. I had to duplicate a different sewer area to cure that issue. All I can say at this point is that modding in NV is extremely frustrating with all the issue I have had/seen/heard of.
:flamethrower: :brokencomputer:

I'm at the office right now and can't look to tell you exactly what & where it is, but I would bet money it's the setting that matches the lighting outside with the lighting inside or vice versa. It's something like “Behave as interior or exterior” I believe. If I could look it up I could tell you exactly where it is, but no GECK at the office. (I have a great boss, but I don't think he'd like me modding on company time, lol!)

Basically, that setting turns off the lights during the day and turns them back on at night.

Also, I agree. Frustrating ain't the half of it, lol. I'm finishing my Bison Steve mod, and I doubt seriously I'll be doing anything else with this GECK, lol. Just ain't worth it.
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e.Double
 
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Post » Tue May 17, 2011 12:54 am

My bad I misunderstood. Well this is odd, the only thing that come in mind is that the lights have some settings on the Emittance part, check if the light are setted to have a certain emittance.
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Jerry Jr. Ortiz
 
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Post » Tue May 17, 2011 2:50 am

My bad I misunderstood. Well this is odd, the only thing that come in mind is that the lights have some settings on the Emittance part, check if the light are setted to have a certain emittance.

:foodndrink: :rofl: BINGO! You BOTH were on the right track! The lights in the cells I copied all have "NVInteriorRegion" set in the Exterior Light Emittance Box of the light. Even when I was swapping lights out to try and find the problem, it was carrying this to the new lights I was placing. Talk about dumb! Why does Obsidian have this set for interior cells? No wonder some of the cells in-game look so flat and un-appealing when you enter them. :flamethrower: :brokencomputer: I can't wait until OB5 comes out so we can have a new, clean engine to mod to.
Thanks guys......your help is much appreciated.
P.S. Balok---had your Checkov's mod in FO3 and used it alot to learn how to build an interior cell! :biggrin:
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carla
 
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Post » Tue May 17, 2011 7:05 am

P.S. Balok---had your Checkov's mod in FO3 and used it alot to learn how to build an interior cell! :biggrin:


Aha! So YOU were the one who actually downloaded my mod! I'm thrilled to find out who that was, LOL! :celebration: :whistling:

Seriously though I'm glad it helped you. If you're interested, I've actually ported it to FNV, and I'm using Chekov's home in my soon to be finished and released New Bison Steve/reconstruction mod. If I can keep from having to redo work over and over, I hope to release in a week or so.
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Ana Torrecilla Cabeza
 
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Post » Tue May 17, 2011 8:57 am

Aha! So YOU were the one who actually downloaded my mod! I'm thrilled to find out who that was, LOL! :celebration: :whistling:

Seriously though I'm glad it helped you. If you're interested, I've actually ported it to FNV, and I'm using Chekov's home in my soon to be finished and released New Bison Steve/reconstruction mod. If I can keep from having to redo work over and over, I hope to release in a week or so.

LOL! Just an update....you can't batch change to none that emittance....I will have to change every light by hand :banghead: -----over 100 of them. I'll watch for your mod. Mine will be called Atrium Gardens and is about 3 weeks out. :thumbsup:
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Bek Rideout
 
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Post » Tue May 17, 2011 12:05 pm

LOL! Just an update....you can't batch change to none that emittance....I will have to change every light by hand :banghead: -----over 100 of them. I'll watch for your mod. Mine will be called Atrium Gardens and is about 3 weeks out. :thumbsup:


How many different light types are you using? If you have a lot of the same one, you might create yourself a new form, set it the way you want and Find/Replace all of them in one shot, or would the emittance still be the same? Like I said, I'm going over this in my head blind cause I'm at the orifice right now.
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Lizbeth Ruiz
 
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Post » Tue May 17, 2011 11:49 am

How many different light types are you using? If you have a lot of the same one, you might create yourself a new form, set it the way you want and Find/Replace all of them in one shot, or would the emittance still be the same? Like I said, I'm going over this in my head blind cause I'm at the orifice right now.

Quite a few different ones. If you just Cntrl+F a new light, it doesn't get rid of the emittance. You would have to delete the existing light and then add a new one. I'm almost done....got one more cell to reset......seems you can batch assign the interior emittance on an interior light but not the exterior emittance on an interior light. Oh well...next time I will check all my lights base object before I start copy/pasting them throughout the whole cell! Thanks again.
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Alyesha Neufeld
 
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