Problem with a ship model

Post » Thu Jun 21, 2012 8:38 am

Hello I have placed my ship model , that works fine in CK and is perfectly visible in my worldpace in game ...

Well I have placed that model on the coast of Skyrim near Dawnstar , placed an NPC on it and a stool ,then another boat on the shore , well everything loads , but not the ship ....

Why? It is not that is invisible is just not present is there any reason why this ?
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Robert Jr
 
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Post » Thu Jun 21, 2012 12:00 am

Sounds like the 'large statics dissapear' bug, which I'm not sure if they've fixed yet or not.

And where near Dawnstar? I'm adding a boat there as well (we appear to think alike), so we should probably make sure they don't conflict. :P
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bonita mathews
 
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Post » Wed Jun 20, 2012 11:39 pm

This happened to me with other large statics. A workaround is to double click on the offending static and check the "is full LOD" box. This should be used sparingly, but seeing as your only problem is one boat I don't think it would be too much of a performance hit. Makes sense to have the boat visible from a distance anyhow

- Hypno
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Samantha hulme
 
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Post » Thu Jun 21, 2012 1:49 am

Mmmm I placed east of dawnstar east of the small island with the nordic ruins on top ... but I would like it to appear there only at quest beginning ... Then position it on a cyclic time like every x days to simulate a going back and forth ... May be appearing in different. Ports of skyrim at different times a bitnlike the kajhits but more distant in time ..... So this is another bug ? Also the big ship in SOlitude made me this problem I had to unload all the mods and reloadnthen worked butthen my shipnnot ...
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RUby DIaz
 
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Post » Thu Jun 21, 2012 11:18 am

I wanted to simulate going back and forth, but that would trap the player at times in one area or the other. I decided to just add a boat, and a 'captain' to each end and simply make a doorway that goes 'into' the boat but really just teleports the player to the opposing boat. I'll also add some ingame hours to simulate the ship ride. Maybe charge a fee and they can't use the door if they dont have the money. Anywho doesn't sound like you're placing your boat in the same spot so we should be good. :P
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adame
 
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Post » Thu Jun 21, 2012 3:01 am

Did "is full LOD" work?

- Hypno
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Susan Elizabeth
 
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Post » Wed Jun 20, 2012 10:23 pm

yes full lod did work ... is so that the bug?
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James Wilson
 
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Post » Wed Jun 20, 2012 8:48 pm

Yes, it seems the ck has problems with loading some large statics in the tamriel world space. "is full LOD" is a good workaround as long as you are not adding it to loads of pieces (it could cause issues with performance if loads of statics are set as viewable from distance)

- Hypno
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K J S
 
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Post » Thu Jun 21, 2012 6:54 am

you can also make your own very low poly LOD and only set that to is full LOD, then clip it into the high res mesh so that it eclipses over it when you get close enough. this works very well with almost no performace tax at all
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Jeneene Hunte
 
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Post » Thu Jun 21, 2012 9:39 am

mm interestinc I may have a try with that for my nord lods may be ....
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Anne marie
 
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Post » Thu Jun 21, 2012 6:17 am

I agree with Amethyst Deceiver... but I would suggest instead of having a separate object for the LOD, to just assign that custom LOD model to your ship's object info. You can assign like 4 different LOD levels if you want... that way you only have the one object, yet it still doesn't bog down vidRAM/etc when distant. I haven't tried this out yet myself, but I know it can be done (or SHOULD be able to, given there aren't any new bugs... heheheh).
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Miss Hayley
 
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Post » Thu Jun 21, 2012 10:34 am

in theory that's how it's supposed to work, but ive tried it (making a custom static with different specified LODs) and it still bugs out sometimes
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Luna Lovegood
 
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Post » Thu Jun 21, 2012 11:25 am

I tried to make the lods of other nord structures and ... I almoust screw up the lod generation , it found a huge lot of problem and didn't generate so I had to ripristinate the original conditions ....
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Jessica White
 
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