Render window problem?

dorostheconqueror

First time out of the vault
This is probably a really stupid question, but I've been having a lot of problems with viewing objects in the GECK's render window. I'm modding NV at the moment, and I've noticed that a lot of premade cells (the King's headquarters, for example) won't display many objects. One or two corridors and most critters show up in the render window, but the rest of the cell is blank. Adding any sort of object (furniture, clutter, whatever) to the cell causes that object to vanish, too. They WILL display properly if added outside any playable areas, but as soon as they are moved into a playable region (one of the visible corridors, say) they vanish. All of the objects are still there, of course, and they show up in the Cell View menus, but I can't see them or manipulate them via the render window.

What's going on? Has it got something to do with this newfangled Room & Portal system? If it's working as designed, is there any way I can make the objects visible again? Thanks.
 
Go to the cell you want to edit (not with double click, so the render window isn't loaded yet) and search for "Room-marker" or something like that. Edit it and move it on the z axis (in 3d data) with the prefix -50. Now you can load the cell and do shit in there. If you are done, click on the room markers again and take away the -50 again. Now you can save.

Not every interior cell has these markers. As far as I know, they are there for performance reasons, so you shouldn't delete them.
 
Lexx said:
Go to the cell you want to edit (not with double click, so the render window isn't loaded yet) and search for "Room-marker" or something like that. Edit it and move it on the z axis (in 3d data) with the prefix -50. Now you can load the cell and do shit in there. If you are done, click on the room markers again and take away the -50 again. Now you can save.

Not every interior cell has these markers. As far as I know, they are there for performance reasons, so you shouldn't delete them.

Ah, nice, thanks! Is there any way to "batch edit" room markers? The King's HQ has about thirty of them, and selecting multiple markers at once disables the Edit option. I could either do it one at a time, or figure out which room markers correspond to the rooms I'm trying to edit, but that'll take awhile...
 
Not that I know of any. In theory, you could simply delete them too, but as I wrote above, they are there for performance and stuff. So I don't think it's good to delete them. (They are there for a reason, after all).

Though, I hate it as well, that they make stuff in the render window invisible.
 
Oh, hot bacon, that's annoying. I think from now on I'll only be using custom built cells for quests. At least it's working now, though, thanks!

Was it like this in F3? I didn't do much cell editing in F3, heck, I haven't done much cell editing since Oblivion.
 
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