You must be tired of me popping up all over your vids, but I just wanted to say that this is a great tutorial and you really explained it well and in a simple manner. This will really help me out! Glad I clicked on this purely out of curiosity.
I have overlapped roombounds quite a bit, because I never thought about using SNAP-To-Grid on the actual roombound. I'm about to try that now. My point for posting was that there seems to be no detrimental effect to overlapping roombounds, as portal markers tend to snap themselves into the appropriate position. To add a portal to overlapped RB's, Hide one room ('1' key) add portal, (turn off portal mode)unhide hidden room, select it, and then link them as normal. Hope that helps.
As Bethesda have continued to update the game and try to fix their lag issues, it seems they are coming up with all kinds of ways to twist their optimization methods just to stop lag. I think I also mentioned in the video that this stuff doesn't even seem to make much difference like it did before and in most cases seems to be more of a waste of time now. You can temporarily hide objects and markers by pressing 1 twice if you wish to then place something at that same location.
Thanks, knew quite a bit about room bounds before, but had no idea what an Occlusion plane was. Thanks for explaining it simply, it made the old GECK tutorial make more sense. Unfortunately Noone (Beth included seems to have explained them on the Creation Kit wiki.)And Unfortunately they don't do anything that will help me with my cell, but I learned something. Thanks
Very good video! I think for a beginner like i am, Occlusion-Planes are very easy to start with. Once the dungeon was finished, i just used them massively in every void-area between rooms. So i would recommend using them first if the box-thingy is to complicated on first approach and you don 't have to bother about flickering of light and other problems eather, since these problems just don 't exist with occlusion-planes. And if flickering happens, then because of other issues (amateur-like-guessing). Just using these planes worked so well, that i even could remove loading-doors i wanted to put in first and the fps rate keept beeing very high! Nevertheless, the portal-rooms seem to be the most professional way to do it and it also looks much more clean, when u look at your dungeon-layout in CK. When I compare this with my dungeon including the occlusion-planes, mine looks very messy and amateur-like, but it woks aswell. Next thing for me now is, to try the portal-rooms and i 'm looking forward to have even more fps with it! Again, very good video and well explained! If there weren 't such videos in the WWW it would be really hard for me to gather all the information i need to do these little nice adjustments! Cheers Destero
Thanks for another great tutorial. I believe some mod designers could also use this tutorial from the performance drop I've experienced from their mods.
Hey darkox, nice vid great tutorial, Gonna try to add room bounds to my thief's guild overhaul mod and see if that help with the performance loss while inside it. Definitely helpful, subscribed.
I know this vid is extremely old but I have a question. What is the largest possible room you can make because I'm building a giant cave about the size of whiterun?
I'd like you to take a look at DLC1VampireCastleDungeon02 in volkihar castle.. that is the "Volkihar Ruins"... check out the room bounds on this massive cell. Bounds are INSIDE EACH OTHER ALL OVER THE PLACE! Now, neither you or bethesda or any other tutorial covers how they are doing that and I'd really like to know what that is all about since I am trying to clean up that castle. Thanks again for your great tut's. God bless Darkfox :)
Snap to grid - 16 seems to be the best setting. Higher and they'll either overlap or get a gap, lower and you can't easily see if they're joined, overlapping, or gapping. I've got a real problem, I have two rooms separated by a wall and 2 room boxes but one side of the wall won't render, its like it thinks the wall belongs to the other other room box even though its divided equally down the middle. I've no idea how to fix it.
This is very nicely explained as usual but unfortunately very limited. I'm trying to mod an existing cell (Vlindrell Hall) and the snap to grid simply wont' work as its not aligned to any grid that the CK recognises. So trying to modify any room marker throw out all kinds of errors that I have no idea how to fix because the boxes simply won't line up properly. Secondly there is a thing you can use to verify room marker and portals its under worldspace > verify markers and portals. Pretty much essential if you want to debug and try figure out why your're getting errors/glitches even if the messages it throws out are indecipherable.
has anyone experienced issues with "residual room bounds"? I have deleted my room bounds but they still appear in game. I place the entire cell contents inside a new room bound and it fixes all but 1 of where the old bounding portals were, but I cannot remove the old room bounds at all
Great video. Thanks. :) Do you know if you can you hide occlusion planes inside mountains in large world spaces, etc? I can't seem to find any example of this being done but it seems like it should be possible.
You've probably done it already, but from everything I've read about them, people say that you should always put them inside large objects, especially statics like houses. So in other words, it should be possible.
a while ago I saw a mod called Occlusion Culling World Space that gave me a big FPS gain (+10 ) in many areas on the game, which is shown in this tutorial is it valid for open world maps ??
so if i copy a large or medium cave or ruin and the portals dont work would it be possible to fix this by deleting the existing portals and replacing them
I don't know how you move items around or look around a cell so easily. Even when reading a tutorial on maneuvering around the View Window, maneuvering it is EXTREMELY awkward and difficult. SSE creation kit is slow as fuck opening it, slow as fuck saving anything, and after about a half hour, prone to crashing.
another interesting, undocumented hint: if the CK creates the PortalPlane on a funny edge, delete it - it is going to be a problem. Don't waste your time wrangling it into position. The portal needs to spawn right between the room bounds when you create it, and if it doesn't, your portal will not behave.
How do you get it to do that though? It always spawns in a completely different wall to the one connecting the two rooms. If snap to grid is on it seems to "wrangle into position" ok. Just as well as its impossible to get the get the portal to spawn where you'd like it too.
You can make them visibel in CK if you choose: view in the menu and then there should be a box like "make markers visuel" or something.....don 't know the name right now...but i am sure you will find the right one, you can try...
Maurice Williams locate the cell (TES5 > cell, interior or worldspace, exterior) and look for the navmesh, should say "deleted", make a note of the Form ID, then remove it. Change the Form ID of your navmesh with the one you noted earlier, and click "yes" if it asks to update other forms. Save, exit, done.
Hey Byron, I think you should mentino that its far easier to connect rooms with portals like so: 1) select two adjoining room bounds with ctrl+click. 2) press the portal button. Whamm-o! the portal is right there between the rooms, linked and ready to rocket.
Except for the fact the the portal spawns on the wrong wall face at the wrong end of the room box. To top it all you can't even wrangle it onto a different face once they're linked, so this advice is worse than useless.
"farcry 3 is coming out soon" this is a sentence that belongs before the past lol, what a throwback
You must be tired of me popping up all over your vids, but I just wanted to say that this is a great tutorial and you really explained it well and in a simple manner. This will really help me out! Glad I clicked on this purely out of curiosity.
Hi just wanna say thanks for making this series. its really helpful
I have overlapped roombounds quite a bit, because I never thought about using SNAP-To-Grid on the actual roombound. I'm about to try that now.
My point for posting was that there seems to be no detrimental effect to overlapping roombounds, as portal markers tend to snap themselves into the appropriate position.
To add a portal to overlapped RB's, Hide one room ('1' key) add portal, (turn off portal mode)unhide hidden room, select it, and then link them as normal. Hope that helps.
Thanks for the feedback. I remember occlusion planes from old Far Cry map editing.
As Bethesda have continued to update the game and try to fix their lag issues, it seems they are coming up with all kinds of ways to twist their optimization methods just to stop lag. I think I also mentioned in the video that this stuff doesn't even seem to make much difference like it did before and in most cases seems to be more of a waste of time now. You can temporarily hide objects and markers by pressing 1 twice if you wish to then place something at that same location.
Thanks, knew quite a bit about room bounds before, but had no idea what an Occlusion plane was. Thanks for explaining it simply, it made the old GECK tutorial make more sense. Unfortunately Noone (Beth included seems to have explained them on the Creation Kit wiki.)And Unfortunately they don't do anything that will help me with my cell, but I learned something. Thanks
Amazing tutorial. The more I watch it, the more it makes sense. And it works!
Thanks a lot man! This has helped me a lot in the Fallout 4 Creation Kit and works the exact same as the Skyrim CK.
Very good video!
I think for a beginner like i am, Occlusion-Planes are very easy to start with. Once the dungeon was finished, i just used them massively in every void-area between rooms. So i would recommend using them first if the box-thingy is to complicated on first approach and you don 't have to bother about flickering of light and other problems eather, since these problems just don 't exist with occlusion-planes. And if flickering happens, then because of other issues (amateur-like-guessing).
Just using these planes worked so well, that i even could remove loading-doors i wanted to put in first and the fps rate keept beeing very high!
Nevertheless, the portal-rooms seem to be the most professional way to do it and it also looks much more clean, when u look at your dungeon-layout in CK. When I compare this with my dungeon including the occlusion-planes, mine looks very messy and amateur-like, but it woks aswell. Next thing for me now is, to try the portal-rooms and i 'm looking forward to have even more fps with it!
Again, very good video and well explained! If there weren 't such videos in the WWW it would be really hard for me to gather all the information i need to do these little nice adjustments!
Cheers
Destero
Thanks for another great tutorial. I believe some mod designers could also use this tutorial from the performance drop I've experienced from their mods.
Nice in depth vid on a good subject.as ever always helpful.
Hey darkox, nice vid great tutorial, Gonna try to add room bounds to my thief's guild overhaul mod and see if that help with the performance loss while inside it. Definitely helpful, subscribed.
I have used it in my own mods and to be honest it hasn't made too much difference but it's worth doing anyway 8)
I know this vid is extremely old but I have a question.
What is the largest possible room you can make because I'm building a giant cave about the size of whiterun?
I'd like you to take a look at DLC1VampireCastleDungeon02 in volkihar castle.. that is the "Volkihar Ruins"... check out the room bounds on this massive cell. Bounds are INSIDE EACH OTHER ALL OVER THE PLACE! Now, neither you or bethesda or any other tutorial covers how they are doing that and I'd really like to know what that is all about since I am trying to clean up that castle. Thanks again for your great tut's. God bless Darkfox :)
Glad to see you r back with a new ck movie=)
Snap to grid - 16 seems to be the best setting. Higher and they'll either overlap or get a gap, lower and you can't easily see if they're joined, overlapping, or gapping.
I've got a real problem, I have two rooms separated by a wall and 2 room boxes but one side of the wall won't render, its like it thinks the wall belongs to the other other room box even though its divided equally down the middle. I've no idea how to fix it.
This is very nicely explained as usual but unfortunately very limited. I'm trying to mod an existing cell (Vlindrell Hall) and the snap to grid simply wont' work as its not aligned to any grid that the CK recognises. So trying to modify any room marker throw out all kinds of errors that I have no idea how to fix because the boxes simply won't line up properly.
Secondly there is a thing you can use to verify room marker and portals its under worldspace > verify markers and portals. Pretty much essential if you want to debug and try figure out why your're getting errors/glitches even if the messages it throws out are indecipherable.
thanks for making this tutorial Darkfox! I was hoping that there was a video tutorial that made it slightly easier to understand. :)
has anyone experienced issues with "residual room bounds"? I have deleted my room bounds but they still appear in game. I place the entire cell contents inside a new room bound and it fixes all but 1 of where the old bounding portals were, but I cannot remove the old room bounds at all
Great video. Thanks. :) Do you know if you can you hide occlusion planes inside mountains in large world spaces, etc? I can't seem to find any example of this being done but it seems like it should be possible.
You've probably done it already, but from everything I've read about them, people say that you should always put them inside large objects, especially statics like houses. So in other words, it should be possible.
The terrain heightmap is already self-occluding.
a while ago I saw a mod called Occlusion Culling World Space that gave me a big FPS gain (+10 ) in many areas on the game, which is shown
in this tutorial is it valid for open world maps ??
PS, when I try to edit the bounds I get an error about "multibounds"... there doesnt seem to be much on multibounds as they might apply to roombounds.
so if i copy a large or medium cave or ruin and the portals dont work would it be possible to fix this by deleting the existing portals and replacing them
Any suggestions on putting these in exterior cells like whiterunworld? splitting it down the middle where the wall's are?
Very helpful!
Thanks, I actually want to improve on this tut at some point. 8)
Hi darkfox great video.
Roombound doesn't work for me. Won't even create one. 😥
I don't know how you move items around or look around a cell so easily. Even when reading a tutorial on maneuvering around the View Window, maneuvering it is EXTREMELY awkward and difficult. SSE creation kit is slow as fuck opening it, slow as fuck saving anything, and after about a half hour, prone to crashing.
another interesting, undocumented hint: if the CK creates the PortalPlane on a funny edge, delete it - it is going to be a problem. Don't waste your time wrangling it into position. The portal needs to spawn right between the room bounds when you create it, and if it doesn't, your portal will not behave.
How do you get it to do that though? It always spawns in a completely different wall to the one connecting the two rooms.
If snap to grid is on it seems to "wrangle into position" ok. Just as well as its impossible to get the get the portal to spawn where you'd like it too.
Thank you!
tyvm!
My occlusion planes are invisible, any idea what to do?
You can make them visibel in CK if you choose: view in the menu and then there should be a box like "make markers visuel" or something.....don 't know the name right now...but i am sure you will find the right one, you can try...
How do I Fix Navmesh Deletion Using TES5Edit?
Maurice Williams locate the cell (TES5 > cell, interior or worldspace, exterior) and look for the navmesh, should say "deleted", make a note of the Form ID, then remove it. Change the Form ID of your navmesh with the one you noted earlier, and click "yes" if it asks to update other forms. Save, exit, done.
Hey Byron, I think you should mentino that its far easier to connect rooms with portals like so: 1) select two adjoining room bounds with ctrl+click. 2) press the portal button. Whamm-o! the portal is right there between the rooms, linked and ready to rocket.
Except for the fact the the portal spawns on the wrong wall face at the wrong end of the room box.
To top it all you can't even wrangle it onto a different face once they're linked, so this advice is worse than useless.
Not sure what that has to do with this video but anyone with a pirate copy can't moan if something doesn't work as they have it for nothing anyway.
Sorry there is already plane's in those walls.
Snap to grid isn't working. Anone ever have that issue? Half the time I can't select room markers... this ck is garbage, really.