Has the "Most interior cell contents not rendering"

Post » Wed Nov 30, 2011 6:54 am

Whenever I open most any large interior cell in the NVGECK, there's a whole lot of things just not rendering. They're listed in the cell ref list, but just aren't visible at all in the view window. I remember reading that this was a problem way back when. Has anyone found a fix for this?
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Sammie LM
 
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Post » Wed Nov 30, 2011 12:18 am

No unfortunately, the bug still exists. :swear: The only work around it to move the roombounds out of your way and hit the F5 key to refresh the render window. If you choose this method you'll need to fix these edit because they could be considered dirty edits. You could move them and, later clean out the changes in NVedit, a bit of a pain but, until the GECK is patched it's the best choice. :stare:

cev
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Zoe Ratcliffe
 
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Post » Wed Nov 30, 2011 1:55 am

I recommend the following (this is from a post in the Mods forum, so its written for a beginner level - which you are Not!):

1. Click on "View", then "Show/Hide Window". Then make sure Room Bounds/Portals is checked. You should see light-blue boxes in the render window (these are the room bounds).

2. Multi-select the RoomMarkers in the Object View (lower-right corner). I usually click on the EditorID column on the far right to sort the references in the cell, then hold shift and select the first and last room bound.

3. With the RoomMarkers selected, Single left-click the title bar of the Render window to make that active. You should see all of the room bounds now selected.

4. Move your mouse over one of the room bounds, Left-Click (and hold it down), Hold down the "Z" key with your other hand, and drag the Room Bounds UP. They should all move directly upwards if your holding Z. This gets them above your content and out of the way.

5. Re-do step 1, but this time Un-Check the RoomBounds so that they vanish from the Render window.

6. Press F5 to re-render the cell. You should be able to see everything now.

When your ready to release the cell/mod, re-do this process but drag the RoomMarkers DOWN this time so that they cover the cell content. By moving them vertically out of the way, you preserve their locations. Its pretty easy to line things back up when your done.

Luck,

Miax
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Logan Greenwood
 
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Post » Wed Nov 30, 2011 8:28 am

I think for more advanced modders the last step should be to clean the moved room bounds and, portals out in NVedit as, in my opinion moving them up and, back down is still a dirty edit, even though nothing was deleted it was modified.

This is a bit of a pain but, can be achieved by running the identical to master filter and, manually deleting the edits from your mod.

possibly, I'm being nitpicky but, I'm also trying to be extremely cautious.

cev
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Guinevere Wood
 
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Post » Wed Nov 30, 2011 12:11 am

Nope actually your right on the money Cev. :)

I was specifically referring to his custom cell (at least that is what I thought when I read it). I also don't advocate folks doing this with vanilla cells for the very reasons you state.

Miax
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OTTO
 
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Post » Wed Nov 30, 2011 4:21 am

Nope actually your right on the money Cev. :)

I was specifically referring to his custom cell (at least that is what I thought when I read it). I also don't advocate folks doing this with vanilla cells for the very reasons you state.

Miax


I might have also missed something, I thought this was another general discussion about this annoying bug. :brokencomputer:

cev
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jessica robson
 
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Post » Wed Nov 30, 2011 2:21 pm

Actually, I was asking because I wanted to peruse vanilla cells and actually see things. And because I may want to put stuff into said vanilla cells.

FNVEditing out the altered/removed RoomBounds sounds like a good idea.

Actually, you may not even need RoomBounds. Delete them, and then use the GECK's Ignore feature on the delete-overrides, reload, resave, and poof they're undeleted. Still would need to redo every time something gets altered...

...Unless I'm missing something...
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Noraima Vega
 
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Post » Tue Nov 29, 2011 10:43 pm

Actually, I was asking because I wanted to peruse vanilla cells and actually see things.



the best way to do that is to set yourself up with a dummy test esp. where you can delete room makers and whatnot without ever having to worry about it affecting the real game.

just load up the esm and save it with a name you'll never activate and start to delete away. :drool:

cev
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Sarah Edmunds
 
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Post » Wed Nov 30, 2011 9:32 am

you can also add doors items and whatnot, in the dummy esp. Wright down there X,Y,Z locations, go back to your true mod and place an item, fill in the blanks to get them into there appropriate locations. Yes, a pain but, doable!
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Eire Charlotta
 
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Post » Wed Nov 30, 2011 4:00 am

This may sound stupid, but why is this happening with the NV Geck? I've never had this problem with FO3.
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Eileen Müller
 
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Post » Wed Nov 30, 2011 1:27 am

This may sound stupid, but why is this happening with the NV Geck? I've never had this problem with FO3.


I can only assume, that something that the Dev's weren't allowed to release to us was removed before we got the new GECK and, it broke somethings unintentionally. There are other major GECK bugs such as, you can no longer duplicate worldspaces and, I hear but haven't tested the update faceGen no longer works properly.

It svcks but for now we have to find workarounds and, hope, pray for a GECK update which will fix these issues.

cev
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Latino HeaT
 
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Post » Wed Nov 30, 2011 9:52 am

I can only assume, that something that the Dev's weren't allowed to release to us was removed before we got the new GECK and, it broke somethings unintentionally. There are other major GECK bugs such as, you can no longer duplicate worldspaces and, I hear but haven't tested the update faceGen no longer works properly.

It svcks but for now we have to find workarounds and, hope, pray for a GECK update which will fix these issues.

cev


There's definitely some other strange anomalies with the lighting as well. To me it seems that it just doesn't render the lighting like it did with the FO3 version. If I move a light bulb, as soon as I drag it it turns off, lol. It also makes for a real PITA trying to position your lighting. I've taken to the laborious procedure of placing a light in my mod, saving, loading the game and checking how it actually looks in game. Then trying to position it to get the desired effect. It's not too bad if you are using the same basic lights over and over, but if you're trying for subtle differences in lighting, it's a real pain, lol.

Is there something I'm missing with the lighting?

Oh, and not trying to be a sour puss, but I personally don't expect to see any updates to fix this stuff. They can't even get a patch out for the folks who are having trouble with the vanilla game, so sadly us modders are probably the lowest priority.
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Carolyne Bolt
 
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Post » Wed Nov 30, 2011 6:03 am

There's definitely some other strange anomalies with the lighting as well. To me it seems that it just doesn't render the lighting like it did with the FO3 version. If I move a light bulb, as soon as I drag it it turns off, lol. It also makes for a real PITA trying to position your lighting. I've taken to the laborious procedure of placing a light in my mod, saving, loading the game and checking how it actually looks in game. Then trying to position it to get the desired effect. It's not too bad if you are using the same basic lights over and over, but if you're trying for subtle differences in lighting, it's a real pain, lol.

Is there something I'm missing with the lighting?

Oh, and not trying to be a sour puss, but I personally don't expect to see any updates to fix this stuff. They can't even get a patch out for the folks who are having trouble with the vanilla game, so sadly us modders are probably the lowest priority.


I know about that bug too, if you move your light and, hit the F5 key the lighting change will show. There is no need to save and, reload so, you can save a step there. The only drawback to hitting the F5 (re-render) key is that if you've hidden things like your FX (which can get in the way) or, an entire second floor, they will be shown again.

:toughninja: Come on man! Don't rain on my parade! I'm trying to be "Positive Pete"! :biggrin: I'm guessing the game patch (for better or, worse) will come around the time of the release of the first (Xbox) DLC, and, the game really hasn't ben out that long so, I do feel we will at some time get a GECK update. If not I'm going postal! :gun:

cev
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matt
 
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Post » Wed Nov 30, 2011 12:24 pm

:toughninja: Come on man! Don't rain on my parade! I'm trying to be "Positive Pete"! :biggrin: I'm guessing the game patch (for better or, worse) will come around the time of the release of the first (Xbox) DLC, and, the game really hasn't ben out that long so, I do feel we will at some time get a GECK update. If not I'm going postal! :gun:

I feel the same! And it has been said by others in previous posts; Bethesda/Obsidian will not likely even Look at NV-GECK patches until the Game patches are 100% done. Similar things were done with Fallout 3, and I would GECKulate that we will get at least 1 full patch to the NV-GECK before they move onto other projects.

And there are a few bugs worthy of a quick fix - the lack of a working debugger in the NV-GECK script editor is probably the Biggest all the way down to the less impactful (at least not crashy) bugs like the RoomBounds and Lighting bugs.

I say Patience is the best strategy here. :)
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Susan Elizabeth
 
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Post » Wed Nov 30, 2011 6:21 am

snip
I say Patience is the best strategy here. :)


True
but if that fails I wanna go with Cev's idea
going postal :gun:


bigcrazewolf
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Laura-Jayne Lee
 
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Post » Wed Nov 30, 2011 11:05 am

True
but if that fails I wanna go with Cev's idea
going postal :gun:


bigcrazewolf


A fix, a fix, well at leased for some of the issues. read this http://www.gamesas.com/index.php?/topic/1148040-how-to-fix-lighting-havok-and-rendering-issues/

cev
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Brian LeHury
 
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Post » Wed Nov 30, 2011 11:03 am

Oh - thanks for this! I thought I was going crazy! :)
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Dean
 
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