First of all thank you to the community here and Sheson for this amazing tool, I can't imagine Skyrim without it. Also super appreciative for the VR beta of DynDOLOD.
I am having an issue where Torches carried by NPCs sometimes (very often) reflect only certain objects (such as stones in roads) on ground/terrain, but do not light up the entire terrain around it. Often there is a hard line separating the lit ground(mostly rocks in the dirt roads) and the rest of the terrain which is all black.
Steps I took to create my current LOD setup:
1. use xLODGEN to generate terrain mesh/lod data. Activated output
2. Use Texgen and activated output.
3. Use DynDOLOD and activated output.
3. Use xLODGEN to generate occlusion.esp and activated at end of LO.
https://imgbb.com/h8JBgb4 <-- here is a screenshot of basically what I am seeing (not my screenshot, but virtually the same issue). I spent some time searching and the forum where I found that image had their issue solved by disabling some of the LODGEN textures in their load order. So to that end I disabled the xLODGEN output in my load order and the issue was resolved, however when looking forward I would see the vanilla yellow landscapes until I got close enough for my landscape to load in. I know there must be a way to be able to light this landscape with torches and still have my current installed terrain textures show in the mid/long distance. I am not sure if I should be disabling some of the LOD textures in my load order (although I don't think any cover the terrain, just for things like Majest mountains, whiterun, etc). I don't quite know what to do anymore.
Some info:
SkyrimVR
I have tried swapping from Relighting Skyrim (bulbs) to RLO thinking a bulb count per tex/mesh was the issue, however the issue was still present.
Torches I carry cast the correct light on the ground, but not when the light is coming from a torch carried by a guard NPCs.
Ryzen 9 5900x / rtx 3090 / 64gb RAM
I have changed load order a bit since generating the xLODGEN (still the same) but nothing that affected terrain/world data. I have made new texgen/dyndolod output each new LO just to be safe. I am doing a new xLODGEN now, and will follow with tex/dyn but I do not think it will make a difference.
Question
miles1080
Hello,
First of all thank you to the community here and Sheson for this amazing tool, I can't imagine Skyrim without it. Also super appreciative for the VR beta of DynDOLOD.
I am having an issue where Torches carried by NPCs sometimes (very often) reflect only certain objects (such as stones in roads) on ground/terrain, but do not light up the entire terrain around it. Often there is a hard line separating the lit ground(mostly rocks in the dirt roads) and the rest of the terrain which is all black.
Steps I took to create my current LOD setup:
1. use xLODGEN to generate terrain mesh/lod data. Activated output
2. Use Texgen and activated output.
3. Use DynDOLOD and activated output.
3. Use xLODGEN to generate occlusion.esp and activated at end of LO.
https://imgbb.com/h8JBgb4 <-- here is a screenshot of basically what I am seeing (not my screenshot, but virtually the same issue). I spent some time searching and the forum where I found that image had their issue solved by disabling some of the LODGEN textures in their load order. So to that end I disabled the xLODGEN output in my load order and the issue was resolved, however when looking forward I would see the vanilla yellow landscapes until I got close enough for my landscape to load in. I know there must be a way to be able to light this landscape with torches and still have my current installed terrain textures show in the mid/long distance. I am not sure if I should be disabling some of the LOD textures in my load order (although I don't think any cover the terrain, just for things like Majest mountains, whiterun, etc). I don't quite know what to do anymore.
Some info:
SkyrimVR
I have tried swapping from Relighting Skyrim (bulbs) to RLO thinking a bulb count per tex/mesh was the issue, however the issue was still present.
Torches I carry cast the correct light on the ground, but not when the light is coming from a torch carried by a guard NPCs.
Ryzen 9 5900x / rtx 3090 / 64gb RAM
I have changed load order a bit since generating the xLODGEN (still the same) but nothing that affected terrain/world data. I have made new texgen/dyndolod output each new LO just to be safe. I am doing a new xLODGEN now, and will follow with tex/dyn but I do not think it will make a difference.
Load order stuff that relates to LOD:
dyndoLOD resources SE --> xLODGen Output --> Majestic Mountains DynDOLOD -> Whiterun LOD -> raven rock LOD -> tel mithryn LOD -> rorikstead LOD -> texgen output -> dyndolod output -> occlusion.esp
Thanks in advance just for reading this beast :D
2 answers to this question
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