Need help with Distant LOD Static Tree's

Post » Thu Dec 08, 2011 8:07 pm

************* Problem Solved (see end of post for details)

What I'm using - Morrowind, MGE, Vurts Bitter Coast II (tree mod)... installed properly (near as I can tell from instructions, and it looks perfect when not using MGE distant LOD).

So what I am doing generating my distant LOD per MGE's wiki (ive done this a few times, got it down pat). Then I load up morrowind, everything looks great for the most part.

Now my problem: I have the occasional small glitchy tree mesh that pops in and out at the edge of the "near" range (right were the fog would be thick in non-MGE distant LOD morrowind). There's one right by the lighthouse in Sedya Nean, and one right outside the city on the way towards that first dungeon or up the road a bit towards Gnarr Mock. Theres also a glitchy tree mesh thats actually a different tree model up in the ashlands were it borders non-ashland (but I think this is something else).

The guess I can make of this issue is that the old morrowind tree meshes are getting made static meshes and they are displacing vurts tree's until I get close enough for vurts real tree to pop in. What vurt did was move a few tree's, one he moved right by the lighthouse is exactly were I'm having the glitch.

Is there a way to not make static meshes of the morrowind original tree's (this might be a reasonable solution) ... do I need to maybe just up the load order of vurts tree mod or maybe I have another mod that is bringing the tree's back in? (Does MGE respect load orders?) I'm a bit tired now but i can make screens its a pretty simple glitch, not that annoying, and no one else seems to be having it I googled for a good hr or so and didnt come up with anything for vurts mods (which seem to be pretty clean)

heres the links on imageshack to what i'm seeing

http://imageshack.us/photo/my-images/200/glitch1a.jpg/ <-------- the glitched mesh standing further away

http://imageshack.us/photo/my-images/805/glitch2.jpg/ <--------- moving in closer out of LOD range it disapears

In addition I tried generating statics without extra mods that dont to anything graphically (incase one of them was refering to the tree mesh in question somehow and MGE was picking up on it) this did not fix the issue.

I have also noticed allot of people use a patch from vality for vurts BC... not sure exactly what that patch does ... wondering if they use it to fix this issue? I'm really trying to to go overboard with the graphical modding... so i was trying to stick to vurts wonderful mod.


****************** SOLUTION!
Oddly enough the stable version of MGE 3.8.0 was the culprit. I downloaded and installed mge3.8.2-rev.0178 from the sourceforge repository, regened all my stuff, enabled shader model 3.0 (i dont think shader 3.0 matters, but i have newer hardware optimized for it). Opened up morrowind and the glitchy lod meshes were gone!!!!!!! So whatever got changed in the 3.8.2-rev.0178 build was the solution. I noticed that the new MGE dinstant land wizard has a much better interface for sellecting mods to load =) it actually scans the plugins directery, so It probably does some smart internal load order stuff now... or something.

Seriously, who woulda thought a beta version of MGE would have fixed that glitch? It totally looked like a mod data issue to me...
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Oyuki Manson Lavey
 
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