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(Fixed / Not a bug) Visual glitches in interior locations (precombines broken?)

EmiLady

Member
Messages
99
Hi, I've been having visual issues with interior locations added by Sim Settlements 2 but until now I didn't mind, I just thought it was some lack of light and dimming and stuff like that, nothing important; but I've just completed that one big badass assault (you know, no spoilers), but once inside I've started seeing increasingly worrying visual glitches now. I cannot repeat all of them on purpose so I'm not sure if they're random, but some I'm sure they're not random.
First thing that worried me is sometimes my screen seems to flicker with a pale blue light, like the surrounding light in the room has gone blue all of a sudden for half a second or so and then it goes back to normal; I was not able to reproduce this bug on purpose and it was kinda random and as I said very short, but I noticed that most of the times it happened it was during a dialogue with a NPC but it happened also a couple times without being in a dialogue. As I have no image of that because it's rather hard to capture it, I cannot describe it better, sorry.
So after that I started asking myself if maybe something was broken but I didn't worry too much; I starting really worrying when I saw stuff disappear.
Now I cannot call myself a modder, I don't have much knowledge about all this, but I think I understood a thing or two about signs of precombines breaking, and I know it's a big game-breaking problem, and if I'm not mistaken stuff flickering and disappearing is a sign of that. I could get a few screenshots of parts of the building disappearing, so you'll see below what I'm talking about; parts of walls, doors, flickering and disappearing when I come close or I look at them from some angles... Maybe it's not anything linked with precombines and I'm badly mistaken, but I'd like to know more and get help with this issue if that's still a possible game-breaking bug, if anyone can help, as I have no clue about what can cause these glitches to happen.

Screenshots in this imgur album:
 

ElanaLoaded

Well-Known Member
Messages
878
I;m no expert - either. The pics look like missing, or mis-matched mesh-texture (s). Happens with poorly designed and / or incorrectly installed mesh/texture replacers. Could be SS2 - not exclusively so,
 

Midian

Active Member
Messages
130
This is nothing on your end. Now I haven't modded interior cells for Fallout 4, but I have modded Skyrim and New Vegas for years and from what I know those are caused by alignment issues with room markers and portals. Which can be a pain to set up, and with an interior this large and this open, a nightmare. The base of this cell is copied from vanilla and I don't know how well Bethesda originally set it up and it can be pretty easy to accidently move a wall or even the marker itself a tiny bit and have this happen. Essentially room markers are invisible boxes set up in large interior cells to optimize heavy load. Wherever the pc looks, loads, the areas they cannot aren't loaded. When alignment is off whether its from the room marker, portal or even a wall you get what looks like holes in the world. Hopefully that made sense... just know it isn't you.
 

ElanaLoaded

Well-Known Member
Messages
878
This is nothing on your end. Now I haven't modded interior cells for Fallout 4, but I have modded Skyrim and New Vegas for years and from what I know those are caused by alignment issues with room markers and portals. Which can be a pain to set up, and with an interior this large and this open, a nightmare. The base of this cell is copied from vanilla and I don't know how well Bethesda originally set it up and it can be pretty easy to accidently move a wall or even the marker itself a tiny bit and have this happen. Essentially room markers are invisible boxes set up in large interior cells to optimize heavy load. Wherever the pc looks, loads, the areas they cannot aren't loaded. When alignment is off whether its from the room marker, portal or even a wall you get what looks like holes in the world. Hopefully that made sense... just know it isn't you.
These function like occlusion planes - blocking PC from rendering objects on other side?
 

adirondack9

Member
Messages
52
It's worth getting some knowledge about the creation kit, especially what is called Optimization. I don't think that it is difficult to understand but it's difficult to get 100% correct.. Here are some links worth a quick look at -
 

ElanaLoaded

Well-Known Member
Messages
878
Yeah, except they're just a wall. I always preferred using room markers, along with portals which are usually for doorways. Too many occlusion planes can be messy. At least for me anyway.
Yeah. My experience exacty when I made mods for Skyrim (now called oldrim). I suppose if I wanted to mod SSE, a new Creation kit is required?
 

adirondack9

Member
Messages
52
Yeah. My experience exacty when I made mods for Skyrim (now called oldrim). I suppose if I wanted to mod SSE, a new Creation kit is required?
Most likely. I think SSE and FO4 are almost the same engine and might use the same CK, hence the CK wiki uses SSE examples. The download is on the Beth site and requires registration.
 

Midian

Active Member
Messages
130
Yeah. My experience exacty when I made mods for Skyrim (now called oldrim). I suppose if I wanted to mod SSE, a new Creation kit is required?
Yes. I converted the main mod I've been working on (that I keep adding to and never finish, the beast is nearly 4gb) from LE to SE. The Creation Kit for SE isn't all that different from LE. There are some things that are done a little differently but not too jarring. Really the main things for me were the mesh and texture changes, and some of the lighting in interiors had to be redone.
 

Midian

Active Member
Messages
130
What about the flashing blue light I sometimes see in there?
Not on your end. It's a lighting issue. A whole other monster. Seriously, it's an art form to mod good lighting, getting the shadows right, the color, the "feel". It's most likely the fixture model that omits the blue light (I can't see someone deciding on 2 differently colored light sources so close together for such a standard light fixture), and depending on the placement of the lighting done in the cell is causing them to sort-of "fight for control." It also could just be when you copy paste a cell, keep the original lighting, then add new light sources and don't go back and readjust, you get these sort-of quirks.
 

EmiLady

Member
Messages
99
Not on your end. It's a lighting issue. A whole other monster. Seriously, it's an art form to mod good lighting, getting the shadows right, the color, the "feel". It's most likely the fixture model that omits the blue light (I can't see someone deciding on 2 differently colored light sources so close together for such a standard light fixture), and depending on the placement of the lighting done in the cell is causing them to sort-of "fight for control." It also could just be when you copy paste a cell, keep the original lighting, then add new light sources and don't go back and readjust, you get these sort-of quirks.
Alright, thank you very much!
 
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