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DynDOLOD and Lanterns Of Skyrim. Am I doing something wrong?


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Posted (edited)

Am I doing something wrong here?

 

Looking through Lanterns Of Skyrim, his LIGHT references already have the NeverFade flag set. Does that mean they never fade across the whole of Skyrim, or NeverFade to the edge of the currently loaded cell? Because I don't see any Lanterns Of Skyrim LIGHT bulbs as LOD. I can stand at the top of High Hrothgar at night and the bulbs from LOS are not visible. Also, I understand that the candle flames from the LOS Lanterns can be viewed as LOD. I don't require that option. It's just the LIGHT references I'm concerned about.

 

Or am I doing something wrong?

 

If not, what would I need to do in order to view the LIGHT references as LOD? I know you can set enable fake lights in parent worlds which would attach the glow mesh to them (and everything else) but I don't want that. I want to just allow the fxglow mesh to run solely on the Lanterns Of Skyrim LIGHT bulbs.  I realize you can create a neverfade rule in the rules section, but there are 620 LIGHT references in the LOS plugin. 620 Never fades...will that kill performance?

 

Or am i doing something wrong? 

Edited by kojak747

10 answers to this question

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Posted

From the DynDOLOD manual Fake Lights section:

 

Light sources that light up objects / textures can not be done as true LOD. By using fxglow meshes such lights can be emulated to a degree. Lights eligible need to have a radius larger than a threshold and have their neverfade flag set. The threshold for the radius can be controlled in '..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAMEMODE].ini' by changing FakeLightsMinScale and FakeLightsChildWorldMinScale. The Neverfade flag on light sources in this context means the effect of the light is visible across all attached cells.

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Posted

That's what i had read and followed and still got nothing. So weird. Dyndolod_tes5.ini FakeLightsMinScale=1 and FakeLightsChildWorldMinScale=1 (256). the LOS LIGHT radius=512. The Neverfade flag is set on all the LOS LIGHT references. Nothing is conflicted in Tes5EDIT. Still no FX Glow meshes attached to the LOS bulbs beyond the edge of the loaded cell.

 

Oh wait...Do I need to select FXGlow in the DynDOLOD GUI/advanced tab? 

  • 0
Posted

FXGlow rules are for existing fxglow meshes (Section Load Rules For ... FXGlow in manual)

 

You need to check Fake lights in parent world.

 

Rules won't work with LIGH that have no model. It is just this rudimentary thing with the radius and the neverfade flag.

 

In the DynDOLOD.esp you should find a STAT with the EditorID mannyLanternsOfSkyrimAllInOne_DynDOLOD_LOD that points to DynDOLOD\Lod\effects\fxglowdefault6_dyndolod_lod.nif (or whatever other number you set in the INI), which is then referenced by 620 REFRs in the persistent cell of Tamriel.

 

You need to install the Latern of Skyrim script patch from DynDOLOD Patches for those references to be enabled at night. Depending on weather/ENB you then might need to adjust the color in the NIF manually to match.

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Posted

Thankyou! That all worked.

 

I ended up using a custom glow nif that was a bit larger, less bright and more orange. Whilst it worked, and looked OK from afar,  I still had the unavoidable and jarring issue of the glow mesh switching to the LOS LIGHT source as you moved through the world. Oh well, you live and learn.

 

Thanks for all your help.

 

Cheers

  • 0
Posted

 

You need to install the Latern of Skyrim script patch from DynDOLOD Patches for those references to be enabled at night. Depending on weather/ENB you then might need to adjust the color in the NIF manually to match.

Sorry for the necro...

 

Is there any chance you can update your LoS script patch for LoS II for SSE?

Base scripts between LoS and LoS II are not the same.

 

Thanks!

  • 0
Posted

LOD models for the lanterns would be pointless, just specs in the distance, plus the fakelights dont look good when switching to full lights.  ENBlight was a possibility, but it doesn't work in LOD AFAIK, and is quite expensive so whilst lantern LOD illumination is desirable, it's currently out of reach.

 

The actual posts might look OK though. If Astakos or Wizkid wants to make some optimized models then it could be worth doing, and IMO it is within the realm of possibility. I've seen Wizkids optimized ship LOD models. They are quite good, and are actually optimized to an extent.

 

Would lantern poles take up that much LOD resources?

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