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Making a TC and terrain pieces disappears


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Posted

I tried making a total conversion mod with a custom worldspace (Overworld) but are stumbling upon some unwanted errors with terrain pieces.

 

It's that a single/more exterior cell(s) are not being drawn, let you collide with them or aren't there at all. the cell terrain mesh is visible in the Construction Set (Extender) but not in-game. How can I fix this issue? Can't show any images of the error cause I removed the mod file. Gonna make a new one.

Posted

The world LOD? That are nif files. (data\meshes\landscape\lod ) The LOD meshes/Nif you see from a distance. You can create with CS or "Landscape LOD generator tes4ll"

This

Spoiler

                                     One Lod nif are many World cells in game/CS

                                    In this example, half of the mod island is on a Lod nif

Lot.jpg


Without landscape Lod files you have no ground/landscape in distance. Trees, houses float in the air ( above water ).  But if you go in the direction with the missing ground, the real landscape/ground pops up bit by bit.
And with TES4LodGen you generate what objects you see in the distance. Next to trees all files with a _far.nif. In vanilla Oblivion ony some houses, cathedral. There are Mods with _far.Nif files. Far Nif are are reduced Nif with low res textures.


You can set houses, rocks, citywalls, ... in the CS to "Visible when distant" ( like all trees) , but then the game use the "real full" Nif in distance. That costs frames.

_________________________

 

The landscape you see in the CS ( with ground texture, grass, trees, rocks, houses . . . ) is no nif/mesh.
The bug with missing ground actually only happens in esm files. You have to load the Mod esm directly after the Oblivion esm to prevent the error.
But you can only load one files directly after the Oblivion esm . . . What do you do with a second mod with landscape in an esm?
Solution1: Convert the mod to an esp
Solution2: use TES4Gecko and the "Move Worldspaces" function.  ( I also do this with EPS files because then the LOD generation works better )
           The "Move Worldspaces" function sets the landscape as a part of the Oblivion esm. The ID starts now with 00 (Oblivion esm) not with the Mod load order ID

 

There are other reasons
-The compatibility mode you are useing.           I use " Windows XP (Service Pack 3) "
-A Windows update has caused the compatibility mode you are using to no longer work.   Try a different mode or wait and hope for the next Windows update.
-Someone fixed the problem by changing their graphics settings.
. . .
Impossible to say what it is in your case.

 

But as I said, the error usually only occurs with an esm.

 

Posted
On 4/11/2025 at 9:45 PM, NotGodOKay said:

I tried making a total conversion mod with a custom worldspace (Overworld) but are stumbling upon some unwanted errors with terrain pieces.

 

It's that a single/more exterior cell(s) are not being drawn, let you collide with them or aren't there at all. the cell terrain mesh is visible in the Construction Set (Extender) but not in-game. How can I fix this issue? Can't show any images of the error cause I removed the mod file. Gonna make a new one.

Where did you get the landscape from?
If this is a captured 3D render, you need to make a collision in the 4th version of the nif-plugin for 3ds max with these parameters (2nd option in 3ds max)
I don't know about LODs

r2c.jpg.2f5f88a70cdc51dd7ff5b863c7c47fa7.jpg

Posted

I thought he was talking about missing cells, the ground of a whole cell.

Like here; a cell is gone. You'd fall into the depths. In CS, he has the cell, but in the game, it's gone. The trees and rocks are still there.

lod2.jpg

Yes, it's just a picture from the CS where I deleted the cell ground. Was easier and quicker to do, as an example.

 

Posted

Yes I meant that the ground in an exterior cell was missing. Had that issue last time but will try compatibility mode to "Windows XP (Service Pack 3)" next time.

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