I discovered the source of and fixed the crash. The cascades area needs to be seriously optimized or it causes the game to crash. I had to redo a lot of the cascade area and pop in some occlusion planes and now the crashes have stopped. Great stuff!
It's not navmeshed! Navmesh are made when all the landscaping is done, otherwise you can have huge trouble. Take a look at my "NTN" page, I made a quick tutorial on navm generation by region. Cells with a lot of clutter will make the generation crash, just be aware of this. I make a copy of the land .esp and delete all trees and highly cluttered places on the land .esp copy, then make a separate navm mod in Mod Organizer 2. The navm mod is set with the land.esp as master with SSEEdit/Zedit. The navm generation is then made with the navm mod active. It's fast, you should be able to do it in one or two days by blocks of 16x8 cells. The real work is then to verify each cell and finalize/set cover-ledge/finalize again. You can do 64-128 cells per day. It took one month to make all the navmeshes for Chanterelle (roughly made, I didn't make around the trees - too much of them and region generation was buggy because of that)
hey man, thanks for sharing this, i might be interested in working on it. i just got a question, to create the lods. how do you do it? i would like to edit it a bit.
Hi, Simple way to go: XLODGen, based on SSEEdit. Let you make quickly the terrain lod, basic trees and objects Advanced, static lod for distribution or dynamic for your load order: DynDoLOD The LODsetting must be redone, settings of the worldspace must be checked. This worldspace is raw material.
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Thanks for the gift and a nicely done work.
Before I download it do you have everything navmeshed?
Thanks mate
Navmesh are made when all the landscaping is done, otherwise you can have huge trouble.
Take a look at my "NTN" page, I made a quick tutorial on navm generation by region. Cells with a lot of clutter will make the generation crash, just be aware of this.
I make a copy of the land .esp and delete all trees and highly cluttered places on the land .esp copy, then make a separate navm mod in Mod Organizer 2. The navm mod is set with the land.esp as master with SSEEdit/Zedit.
The navm generation is then made with the navm mod active. It's fast, you should be able to do it in one or two days by blocks of 16x8 cells.
The real work is then to verify each cell and finalize/set cover-ledge/finalize again. You can do 64-128 cells per day.
It took one month to make all the navmeshes for Chanterelle (roughly made, I didn't make around the trees - too much of them and region generation was buggy because of that)
Cheers
i just got a question, to create the lods. how do you do it? i would like to edit it a bit.
Simple way to go: XLODGen, based on SSEEdit. Let you make quickly the terrain lod, basic trees and objects
Advanced, static lod for distribution or dynamic for your load order: DynDoLOD
The LODsetting must be redone, settings of the worldspace must be checked.
This worldspace is raw material.
Cheers
Thank you for this!