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Everything posted by sm0kem
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Checked stone tower (one that remains visible at full mesh) and two wooden structures (ones that disappear), and there is nothing overriding them at all. Just vanilla Skyrim.esm records.
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Here are the screenshots up close with LOD on and off: https://i.imgur.com/p7mYnYa.png https://i.imgur.com/edH07QH.png
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Yep. What he said. Basically, since navi records cannot be merged by anything other than ck, but do merge nicely at runtime, you have three options: 1. Merge just these two plugins in ck then merge them into the rest (or keep em separate) 2. Do not merge them at all. Engine will take care of navi at runtime based on LO 3. Merge only one of them into main merge while keeping second one separate
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You cannot do it in CK with all plugins that are part of LOTD patches. Due to array size limit, CK will simply truncate data, and that's why you're having all these errors. The NAVI conflict is between Helgen Reborn and Solitude Skyway, so you need to create a CK patch for just these two separately. Or just dont merge either of them in, NAVI will get merged at runtime automatically
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Sounds like game plan. Will do tonight and report. Almost feels like there is an occlusion plane cutting mesh in half
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@Sheson, So unfortunately, after more testing, i can confirm that lowering large references didn NOT fix the issue. It just shifted the distance and view angle. Basically, now it appears when i am much closer. Definitely something is wrong with LOD4 and large ref
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Is there a utility to export esp info to csv?
sm0kem replied to ipmlj's question in Other Utilities Support
Hey guys, Sorry to reanimate an old thread, but i wanted to see if i can get my hands on this script, if you still have it. Thanks -
Uhuh... Another big "FU players" update, that achieved nothing but breaking what was already working (skse, dll loaders)
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Well, uLargeRefLODGridSize=5 fixes it. In fact anything upto 9 (inclusive) is fine. However, 10 to 21 will cause this problem. One more thing i've noticed is, it only affects the nearest LOD levels (4 i believe), meaning that if I go further away, LOD switches to the lower level (8?), and roof becomes visible again.
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God, i hate Mondays... just got around to my desktop... sigh... Hope all those firstborn millennials are working out for you Sheson Anyhow, both LOD meshes look consistent and render just fine in NifScope. Here they are along with TexGen atlas, maybe you can spot something fishy: https://www.dropbox.com/s/ec67gipszte5jk2/sm0kem%20Dragonsreach%20BTO.7z?dl=0 P.S. Could it be ini settings?
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@alluistras, I just find it too much, if you know what i mean. Too many effects for each food item, etc. After playing for a while, i found that it's too tedious for me to pay attention. So, if iam not really utilizing what it provides, might as well not use it Some lists of effects are so extensive, it almost feels like reading calorie info labels on modern foods lol. I get enough of that in real life ))