Visual Anomalies

Post » Wed Mar 30, 2011 11:25 am

Greetings,

I've been plagued by a host of visual anomaly almost since day one. I'm sure most if all these have been discussed before. Heck, I might have mentioned several of them some time ago. But I can't recall reading anything recent about them. That being the case, I'll provide screen captures and brief descriptions in hopes that someone can point me to a remedy. All images are greatly reduced in size to conserve online storage space. To compensate I've applied a Sharpen Filter to hopefully bring out otherwise lost detail. Also, several anomalies are best seen at night, hence the dark captures.

Anomaly 1: http://i307.photobucket.com/albums/nn303/Decrepit_Waste/ESIV%20errors/Error_WrongFarTextures1.jpg.
This is of course one of the Imperial Isle bridges added by NewRoads+Bridges. Notice the area encircled in read. Textures revert to vanilla, or so I think, at that point. Now, I use a combo of DarkRegalIC and ImperialCityReloaded, both of which supply bridge textures. I use RAEVWD DarkerRegalIC in conjunction with them, as well as the newly added distance files for Reloaded. (The dark road pavement is from Reloaded.) So why does the bridge revert to vanilla near its far end? Note that I use this one bridge as example but any and all area bridges have this same issue.

Anomaly 2: http://i307.photobucket.com/albums/nn303/Decrepit_Waste/ESIV%20errors/Error_OddGlowingColors1.jpg.
The Imperial City at night. The anomaly seems to kick in when one is a certain distance from the city, then vanish when one draws nearer. Because of this I've never been able to determine whether the fault lies with near files are far files, textures are meshes. (My guess is meshes?) I vaguely recall mention that it might be Oblivion.ini related. If so, then why does it affect only a few isolated areas of the game? Here's a capture of the same thing happening on http://i307.photobucket.com/albums/nn303/Decrepit_Waste/ESIV%20errors/Error_OddGlowingColors2.jpg. This one was taken approaching the bridge on the NR+B added bridge. The scene was captured at the exact point the anomaly kicks in. It of course vanishes as one nears the fort.

Anomaly 3: Anomaly 3: Solid-color objects.
These are an odd one for sure. Some times they appear only at a certain distance and/or angle. At other times they can be walked up to and touched without reverting to vanilla textures, again dependent on angle. Here's one on http://i307.photobucket.com/albums/nn303/Decrepit_Waste/ESIV%20errors/error_solidColor1.jpg. The towers in question are those nearest Weye Village. None of the other towers suffer the anomaly, just this one. It's one of those that is only present for a tiny time at the exact distance my scene is captured from. Any closer of further and it returns to normal. Note that I have seen other of these anomalies in the Weye area, mostly associated with wood objects like fence, docks and steps, but that rare. This particular one is consistent.

Here's more of 'em. One from http://i307.photobucket.com/albums/nn303/Decrepit_Waste/ESIV%20errors/Error_SolidColor2.jpg, and http://i307.photobucket.com/albums/nn303/Decrepit_Waste/ESIV%20errors/yellowvanillaanomalies2.jpg. As can be seen, these can both be approached at close range. The console shows all clicked items to be vanilla resources. (ImpeREAL is just an ESP without other data files). About the only commonality I've been able to ascertain is that the at least one solid object in all three locales is wooden. (The fourth and final place this happens with the shipwrecks out near Castle Seaview.) These almost have to be either mesh or texture issues, don't they?

Anomaly 4: http://i307.photobucket.com/albums/nn303/Decrepit_Waste/ESIV%20errors/Error_MissingWawnet1.jpg.
Another odd one. Once it a blue moon I'll arrive in Weye to find the Wawnet Inn and some fencing (roughly where my avatar stands) missing. (The Wawnet entrance door never vanishes at these times.) When this happens I simply zone in to Weye Manor (AFK_Weye), exit the game and reload. VOILA, all's well. It stays well for some time after that. But at some point I'll again return to Weye and find the Inn and fencing gone. Note that this is heavily modded area for me. AFK_Weye. Region Revive - Lake Rumare. UL: ImpIsle. Verona House Bloodlines. New Roads and Bridges. And of course all the patches needed to keep 'em happy. Oh yeah, a bunch of texture replacers.

Here's my Load Order...
Spoiler
00 Oblivion.esm
01 Cybiades.esm [Version 2.0]
02 Cobl Main.esm [Version 1.72]
03 TamRes.esm
04 CyrodiilUpgradeResourcePack.esm
05 CURP_Controller.esm
06 Unofficial Oblivion Patch.esp [Version 3.3.4]
07 UOP Vampire Aging & Face Fix.esp [Version 1.0.0]
08 Oblivion Citadel Door Fix.esp
09 DLCShiveringIsles.esp
0A Unofficial Shivering Isles Patch.esp [Version 1.4.1]
0B TamRes.esp
++ oc_darker_nights.esp
++ realWaters.esp
0C Rainbows.esp
0D WindowLightingSystem.esp
0E 1em_GiveAGift.esp [Version 1.2]
0F CityLights - ImperialCity.esp
10 BlackLuster.esp
11 Cobl Glue.esp [Version 1.72]
12 Cobl Si.esp [Version 1.63]
13 300 Regal Imperial City 2.esp
14 EM_Packdonkeys.esp [Version 1.1]
15 exhSIPalacelodge.esp
16 SB IC Palace Tower Light Mod v1.1 - Modified Version.esp
17 ImpeREAL City Unique Districts - All the Districts - Merged.esp
18 ImpeREAL Empire - Unique Castles - All The Castles - Merged.esp
19 JDNT_Brina Cross.esp
1A (DC) Kvatch Watch Towers.esp
1B Kragenir's Death Quest.esp
1C KDQ - Rural Line Additions.esp
1D KvatchRising.esp
1E EiAmod.esp [Version 1.1]
++ EiAmod_ShiveringIsles.esp
1F LostSwordOfTheAylied.esp
20 LostSwordOfTheAylied - OBSE Add-On.esp
21 Order of the Virtuous Blood Expanded v0.3.esp
22 Region Revive - Lake Rumare.esp
23 The Ayleid Steps.esp [Version 3.4]
24 TheElderCouncil.esp
25 TheElderCouncil_TempleOfTheOne.esp
26 TEC_4ERA_Dialog_Filter.esp
27 (DC) The Pride of Wolfs Gate.esp
28 VHBloodlines 1.2.esp [Version 1.5.1]
29 Villages1.1.esp
2A VOILA.esp
2B VOILA - Soldiers of Empire.esp
2C Knights.esp
2D Knights - Unofficial Patch.esp [Version 1.1]
2E The Lost Spires.esp
2F AFK_Weye.esp [Version 2.2.COBL]
30 Rumare-AFK_Weye Patch.esp [Version 2.0]
31 ElsweyrAnequina.esp
32 road+bridges.esp [Version 4.6]
33 Feldscar.esp [Version 1.0.6]
34 Vergayun.esp [Version 1.0.6]
35 Faregyl.esp [Version 2.0]
36 Faregyl+Anequina Patch.esp [Version 2.0]
37 xulBeachesOfCyrodiilLostCoast.esp [Version 1.6.4]
38 Cybiades.esp [Version 2.1]
39 CybiadesDungeon.esp [Version 2.1]
3A Castle_Seaview.esp
3B CastleSeaview+LostCoast Patch.esp [Version 1.0]
3C xulBravilBarrowfields.esp [Version 1.3.2]
3D EtInArkay-BravilBarrowfields patch.esp
3E xulImperialIsle.esp [Version 1.6.6]
3F RegionReviveLakeRumare-ImperialIsle patch.esp [Version 1.3.4]
40 KragenirsDeathQuest-LostCoast patch.esp
41 xulSkingradOutskirts.esp [Version 1.0.1]
42 xulCliffsOfAnvil.esp
43 KragenirsDeathQuest-CliffsOfAnvil patch.esp [Version 1.0]
44 NRB4+UL-II Patch.esp [Version 5.0.1]
45 ImpeREAL Empire - Unique Forts.esp
46 ImpeREALForts+BrinaCross Patch.esp [Version 1.0]
47 ImpeREALForts+LostSpires Patch.esp [Version 1.0.1]
48 West Roads.esp
49 WR Villages Addon.esp
4A bartholm.esp
4B Fort Akatosh Redux.esp
4C FortAkatoshRedux-NewRoads&Bridges patch.esp
4D Millstone_Farm_COBL.esp
4E NRB4+RR Patch.esp [Version 2.1]
4F BlackScreenSneakFix.esp
50 DecoratorAssistant with OBSE v1.1.esp
51 DropLitTorchOBSE.esp [Version 2.4]
52 Duplicate_Item_Spell.esp
53 Panzer_Kleidung_03.esp
54 Quest Award Leveller.esp [Version 2.0.1]
55 Quest Award Leveller - Knights of the Nine.esp [Version 2.1.0]
** Cava Obscura - Cyrodiil.esp
** Cava Obscura - SI.esp
** Cava Obscura - Filter Patch For Mods.esp
56 1em_Vilja.esp [Version 3.1]
** NRB4 Standard Road Record.esp
57 Bashed Patch, 0.esp

...and BAIN Install Order...
Spoiler
Bain Packages:
++ 002 - nVidia_Black_Screen_Sneak_Fix-13632.7z (DB5DB419) (Installed)
++ 003 - DecoratorAssistantOBSEv11-6021.7z (1F0DC8FA) (Installed)
++ 004 - Duplicate_Item_Spell-22852.rar (00A9792E) (Installed)
++ 005 - Panzer_Kleidung_Transmuter_v03_BAIN-12996.7z (DE7C798E) (Installed)
++ 006 - Quest_Award_Leveller_v210-BAIN.7z (7F262AB1) (Installed)
++ 008 - COBL_172_lite_21104.7z (A0906B5D) (Installed)
++ 009 - DCRP+CURP_v2-4.7z (35353838) (Installed)
++ 010 - TamrielResourcePack_v141.7z (1AF1F943) (Installed)
++ 012 - Unofficial_Oblivion_Patch_v320-5296.7z (BCBA7B56) (Installed)
++ 013 - Unofficial_SI_Patch_v140-10739.7z (79CE866D) (Installed)
++ 014 - Unofficial_Official_Mods_Patch_v15-9969.7z (59895567) (Installed)
++ 016 - OC_DarkerNights-4135.7z (6E8691AA) (Installed)
++ 017 - Real_Waters_BAIN-32261.7z (145EC965) (Installed)
++ 018 - Improved_Sky_Textures-7694.7z (E2DA924C) (Installed)
++ 019 - Blue_NightSky_Nebula-26700.7z (D868EFCF) (Installed)
++ 020 - Rainbows in Tamriel-8927.7z (E6A8B3B4) (Installed)
++ 021 - Beaming_Sunglare_v1_1-BAIN-16533.7z (B9BC041E) (Installed)
++ 022 - Cava_Obscura_1-2-35099.7z (784554A0) (Installed)
++ 023 - Xerus_Landscape_LOD_v1_BAIN-17300.7z (FA9F7F4C) (Installed)
++ 024 - Landscape_LOD_textures_Blade9722-18497.7z (8DA241E6) (Installed)
++ 025 - Elsweyr-Anequina_v2d_2010Oct-20053.7z (6740758B) (Installed)
++ 026 - Skingrad_Improved_v10-10381.7z (29CA4B38) (Installed)
++ 027 - Bruma_Improved_v11-8954.7z (0192A527) (Installed)
++ 028 - Anvil Exterior & Ship Textures v1.1.7z (542ADD85) (Installed)
++ 029 - UOP+UOMP_Supplementals_v334-27710.7z (BF68A7ED) (Installed)
++ 030 - Bomrets_SI_Textures_v1_BAIN-28378.7z (8A2A16EC) (Installed)
++ 031 - RAEVWD_v1_9-20053.7z (4DFF0231) (Installed)
++ 032 - RAEVWD_Brumbek_Update_191-20053-1-9-1.7z (CC1C7B21) (Installed)
++ 033 - RAEVWD_SI_Edition-20053-1-6-1.7z (71ECCC10) (Installed)
++ 034 - RAEVWD_SI_Bomret_Textures-20053.7z (ABBE189F) (Installed)
++ 035 - RAEVWD_Elsweyr_Anequina_v2_OCT2010-20053.7z (840D2A43) (Installed)
++ 036 - BYFFI Meshes Preview.7z (060057BD) (Installed)
++ 037 - Animated_Window_Lighting_System_-_Meshes_v5-4-0-19628-1.7z (7024D10F) (Installed)
++ 038 - AWLS_-_Brumbek_Mixed_Textures_v5-4-0-19628-1.7z (40381101) (Installed)
++ 040 - IC_Palace_Tower_Light_v11_SB_SilentResident-19584.7z (2218F87F) (Installed)
++ 041 - CityLights_ImperialCity-2979.7z (BE2AD370) (Installed)
++ 042 - DarkerIC-Reduced-15500.7z (A6CD32A6) (Installed)
++ 043 - ImpCity_Reloaded-sidewalks_cobblestones_v1.7z (2D0A6602) (Installed)
++ 044 - RAEVWD_Darker_Regal_IC_2010_08_09-20053.7z (911475E6) (Installed)
++ 045 - RAEVWD_ImpCityReloadSidewalksStreets_V1-36779.7z (023606B1) (Installed)
++ 046 - RAEVWD_Anvil-Lighthouse_v190.7z (DD573771) (Installed)
++ 047 - ImpeREAL IC - All the Districts Merged-19589.7z (E9FA96C0) (Installed)
++ 048 - ImpeREAL - Unique Castles-22446.7z (2579EA74) (Installed)
++ 049 - ImpeREAL_Forts_v2_BAIN-22965.7z (E5576A57) (Installed)
++ 050 - TheElderCouncil_v2-5_BAIN-complex.7z (27D168BB) (Installed)
++ 051 - TEC_TempleOfTheOne_v1-5_BAIN-complex.7z (D700E117) (Installed)
++ 052 - New_Roads_and_Bridges_v460-20218.7z (EC1C94C7) (Installed)
++ 053 - NRB4_UL-II_Compatibility_Patch-20218.7z (BCC0543A) (Installed)
++ 054 - NRB4_Region_Revive_Compatibility_Patch-20218.7z (1BF11900) (Installed)
++ 055 - West_Roads v1.3-29523.7z (5988E7A5) (Installed)
++ 057 - InquisitorLodgeSI_v1.7z (86C426AA) (Installed)
++ 058 - Kvatch_Rising_v1-9_BAIN-complex.7z (4C69773F) (Installed)
++ 059 - Kvatch_Watch_Towers_v2-7-19691.7z (F8AC9034) (Installed)
++ 060 - County Kvatch - Wolfs Gate-16220.7z (5D4B0D96) (Installed)
++ 061 - FAR_v143_BAIN-21856.7z (5DE4C440) (Installed)
++ 062 - RR-LR_v13_BAIN-22751.7z (066C1DF0) (Installed)
++ 063 - AFK_Weye_v2-2_BAIN-22828.7z (0B0EE079) (Installed)
++ 064 - VHB-SI_Fixed_v151_BAIN-36389.7z (0AE4CD8C) (Installed)
++ 065 - DC_Villages_v1_1-BAIN-4890.7z (946FB9B0) (Installed)
++ 066 - Brina_Cross_JDNT_a05_BAIN-35409.7z (E6DC228F) (Installed)
++ 067 - Vergayun_Village_v106-26643.7z (B5075A2F) (Installed)
++ 068 - Feldscar_Village_v106-30000.7z (6982601D) (Installed)
++ 069 - Faregyl_Village_v2-21562.7z (801E7778) (Installed)
++ 070 - Faregyl_Anequina_Patch_v2-21562.7z (396D8842) (Installed)
++ 071 - Millstone_Farm_COBL-29126.7z (CB65B93D) (Installed)
++ 072 - Bartholm697&700_BAIN-5022.7z (A2EB9E66) (Installed)
++ 073 - Castle_Seaview_v1.1_BAIN-25574.7z (97BB0354) (Installed)
++ 075 - UL_-_Bravil_Barrowfields_v133-20426.7z (068EBA96) (Installed)
++ 076 - UL_Cliffs_of_Avail_v101-36139.7z (1C97167D) (Installed)
++ 077 - UL_-_Imperial_Isle_v166-9531.7z (4EC4BF53) (Installed)
++ 078 - UL_-_Skingrad_Outskirts_v101-29948.7z (177C0C0C) (Installed)
++ 079 - UL_Beaches_Lost_Coast_v164-14720.7z (8AC2FD6C) (Installed)
++ 080 - Et_in_Arkay - Unique_Landscapes_patches_v22-13834-1.7z (BE79FA06) (Installed)
++ 081 - Unique_Landscapes_LODs-27495-1-1.7z (828CF06B) (Installed)
++ 083 - BlackLusterArmor v315e Exnem-10544.7z (EE05CC41) (Installed)
++ 085 - AyleidSteps_v34-16316.7z (B0F1356B) (Installed)
++ 086 - Kragenirs_Death_Quest_v203-26219.7z (C09D68A2) (Installed)
++ 087 - Kragenirs_Death_-_UL_patches_v1_1-13834-1.7z (278F1EA7) (Installed)
++ 088 - Cybiades_BAIN-11755.7z (162A235C) (Installed)
++ 089 - Et in Arkay Ego 1_2-21816.7z (53BCBE88) (Installed)
++ 090 - OVBE_v03-25841.7z (DA5B9C59) (Installed)
++ 091 - Lost_Spires_v14-BAIN.7z (D15C3A48) (Installed)
++ 092 - LostSwordOfTheAyleids-20184.7z (E331FDC2) (Installed)
++ 094 - ReallyBetterTilingGrass_v11_BAIN-14342.7z (26BCEC9B) (Installed)
++ 095 - ATP_Blackwood v2.7z (5F34B9C1) (Installed)
++ 096 - ATP_Colovia Highlands v2.7z (E278A85D) (Installed)
++ 097 - ATP_Gold Coast v2_BAIN complex.7z (FEDADA25) (Installed)
++ 098 - AmpolX_TextureMakeover_BAIN_complex.7z (893EFB10) (Installed)
++ 099 - AyleidRuins_Retexture_v21_BAIN-12003.7z (7E9318A9) (Installed)
++ 100 - Improved_Cave_Normal_Maps_BAIN-26472.7z (8F72DB27) (Installed)
++ 101 - Improved Signs Complete v1.2_BAIN-9498.7z (7B1F6919) (Installed)
++ 102 - RealWoodRoadSigns_v11-25429.7z (620ACD94) (Installed)
++ 103 - VibrantGrainFilter_BAIN-18677.7z (A5754A9C) (Installed)
++ 105 - ElvenMaps_Barth_NRB_WR_Elswery-31314.7z (0F7EDCD0) (Installed)
++ 106 - Give_A_Gift_ver_1_2-36618-1.7z (E13EDE5C) (Installed)
++ 107 - MedievalMusic_v2_BAIN-22085.7z (B8441AC9) (Installed)
++ 108 - Oblivion_Symphonic_Variations_v1_4-11436.7z (55E40A7D) (Installed)
++ 110 - Exnem Female Body Replacer - nvde.7z (E8C5DE20) (Installed)
++ 112 - VOILA_v07-BAIN.7z (11A016D9) (Installed)
++ 113 - Packdonkeys_ver_1_1-36966.7z (A75CFB3C) (Installed)
++ 114 - Companion_Vilja_v3-0-1_BAIN-28977.7z (C1018EFE) (Installed)
115 - ==Last==


What say you? Any insights on any of this? I'm an ignoramus when it comes to textures and meshes, but if you point me to a an easy to use freeware utility and tell me what to look for I surely don't might testing resource files for unneeded flags that might cause some of these issues.
User avatar
Maya Maya
 
Posts: 3511
Joined: Wed Jul 05, 2006 7:35 pm

Post » Wed Mar 30, 2011 4:49 am

Anomaly 1: http://i307.photobucket.com/albums/nn303/Decrepit_Waste/ESIV%20errors/Error_WrongFarTextures1.jpg.


That's the separation point betweeen near distance and LOD. Your texture replacer addresses only the near distance objects and not the _far.nif files for the bridges.

Anomaly 2: http://i307.photobucket.com/albums/nn303/Decrepit_Waste/ESIV%20errors/Error_OddGlowingColors1.jpg.


This one looks like the standard issue yellow objects in LOD problem. Usually caused by something in the LOD that still has specular flags set on the _far.nifs. Around the IC, the usual suspect is the aqueduct from LtPD. Qazzaq is aware of the issue and has mentioned he'll clean the files on that mod's next update, but it can be caused by any mod that hasn't run the cleanfarnif spell from PyFFI on the meshes.

Anomaly 3: Anomaly 3: Solid-color objects.


Hard to tell if you're close enough for that to be near distance or not, but if you are, that sort of thing is sometimes an indicator that there's a duplicated object. It shows up best in fog, because the fog shader turns them all that similar shade of grey and it WONT go away. Not sure about how it looks at night but that could be the same thing.

If that's at LOD distance, no idea, but I've seen a few occasions at sunset where the IC meshes will look brighter than normal but never solid grey.

The yellow ones with the cypress knees, no idea, but either you or someone else has posted a similar shot before. I don't' remember what the outcome was.

Anomaly 4: http://i307.photobucket.com/albums/nn303/Decrepit_Waste/ESIV%20errors/Error_MissingWawnet1.jpg.


Never seen that one. Closest I've seen is one of the table meshes that would disappear off screen at certain angles but that was fixed by someone in nifskope and added to the UOPS.
User avatar
Georgine Lee
 
Posts: 3353
Joined: Wed Oct 04, 2006 11:50 am

Post » Wed Mar 30, 2011 1:18 am

I can't speak about the others, but the second anomaly might be the same as something I'm experiencing. Is it basically like, a certain distance away from the structure (it happens with large rocks to me as well though), the "shading" or glow of it will suddenly change and become "wrong," but when you move closer it fades into the correct shading? Or does it just snap from one to the other instantaneously? Because the issue I have it does a kind of fade at some point after snapping to the weird shading initially, and eventually when I get close enough it goes back to normal and blends in with the surroundings.

If it is the same issue, I'm pretty sure it has something to do with the ini. I can't be sure, but I didn't start experiencing it until after I edited the ini to make certain things like lights viewable from farther away. I don't know exactly what change caused it, and I haven't tried to test it out because it happens so rarely it's not that much of a bother to me. In fact, I haven't noticed it in quite a while, and I recently reset a lot of my modified ini values to back to default, so that may be a further confirmation it's caused by something in the ini. Assuming you're experiencing the same issue (if it doesn't do any "fading" it might be different) I'd try to find a spot where it is guaranteed to happen, save the game, revert to the default ini, then see if it's still occurring. If you know exactly what values you've changed you can also of course just change those back to default to pinpoint the exact cause more quickly.

EDIT: Then again Arthmoor would know better than I do!
User avatar
adame
 
Posts: 3454
Joined: Wed Aug 29, 2007 2:57 am

Post » Wed Mar 30, 2011 8:41 am

That's the separation point between near distance and LOD. Your texture replacer addresses only the near distance objects and not the _far.nif files for the bridges.

Gonna ask about this one first, then the others once I've thought on 'em more. Is there a way to find or create files that will let those textures be seen from afar? Since the various bridges all display at distance I assumed proper _far.nif flies were already in place, and all that was needed was to add textures for color and detail. In this case, I already have in-place both \textures\lowres\architecture\imperialcity\iccobblestones01.dds and \textures\lowres\architecture\imperialcity\iccobblestones01_n.dds, which I again assumed were far-distance equivalents for those nice dark bridge cobblestones seen on the nearer bridge sections.
User avatar
Javaun Thompson
 
Posts: 3397
Joined: Fri Sep 21, 2007 10:28 am

Post » Wed Mar 30, 2011 9:47 am

Re anomaly4, vanishing Weynet Inn, I used to have the same problem. I recall someone else posting about it, but can't remember what the solution was. If I remember correctly it only happened if I approached Weye from the West, eg along the Red Ring Road. When I had the problem I had Region Revive -Lake Rumere in my load order. A few months ago I completely rebuilt my game from a fresh install. This tine I've got both RR-LR and AFK Weye loaded (plus the patch) and I've had no problems with vanishing inns. (the two mods complement each other nicely IMO)
User avatar
Anna Kyselova
 
Posts: 3431
Joined: Sun Apr 01, 2007 9:42 am

Post » Wed Mar 30, 2011 12:25 pm

This one looks like the standard issue yellow objects in LOD problem. Usually caused by something in the LOD that still has specular flags set on the _far.nifs. Around the IC, the usual suspect is the aqueduct from LtPD. Qazzaq is aware of the issue and has mentioned he'll clean the files on that mod's next update, but it can be caused by any mod that hasn't run the cleanfarnif spell from PyFFI on the meshes.


And for what reason in the wide world have I never encountered this happening in my game? Even with the LtPD aqueduct displayed, I've never had this problem. Ehhh... marvelousness. T'is a funny game we play. :shakehead:
User avatar
Alan Cutler
 
Posts: 3163
Joined: Sun Jul 01, 2007 9:59 am

Post » Tue Mar 29, 2011 11:24 pm

And for what reason in the wide world have I never encountered this happening in my game? Even with the LtPD aqueduct displayed, I've never had this problem. Ehhh... marvelousness. T'is a funny game we play. :shakehead:

That it is, the more so as I, who suffer from the anomaly, do not use or have ever used LtPD.
User avatar
Zoe Ratcliffe
 
Posts: 3370
Joined: Mon Feb 19, 2007 12:45 am

Post » Wed Mar 30, 2011 11:52 am

For anomaly 3, try setting your texture size to "Large" under the Video Settings in game. This seems to be connected to using the wrong texture size for your graphics card. Changing this setting fixed the issue for me. :goodjob:
User avatar
Lloyd Muldowney
 
Posts: 3497
Joined: Wed May 23, 2007 2:08 pm

Post » Tue Mar 29, 2011 11:18 pm

For anomaly 3, try setting your texture size to "Large" under the Video Settings in game. This seems to be connected to using the wrong texture size for your graphics card. Changing this setting fixed the issue for me. :goodjob:

For good or ill, my textures are already set to "Large" in Video Options.
User avatar
hannah sillery
 
Posts: 3354
Joined: Sun Nov 26, 2006 3:13 pm

Post » Wed Mar 30, 2011 2:51 am

Re: Aqueduct meshes. I said they are a prime suspect, not that they're the only cause. The symptom has the same root. Something in the collection has bad data still attached.

For the bridge LOD, you'd need to find a texture replacement that handles the textures\architecture\imperialcity\icbridgelod01.dds and textures\architecture\imperialcity\icbridgelod01_n.dds files.
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Samantha Jane Adams
 
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Post » Wed Mar 30, 2011 5:19 am

This one [glowing objects] looks like the standard issue yellow objects in LOD problem. Usually caused by something in the LOD that still has specular flags set on the _far.nifs. Around the IC, the usual suspect is the aqueduct from LtPD. Qazzaq is aware of the issue and has mentioned he'll clean the files on that mod's next update, but it can be caused by any mod that hasn't run the cleanfarnif spell from PyFFI on the meshes.

I was gonna tackle this one first, using a combination of PyFFi 2.1.9b5 and the new PyFFi Optimizer. But recent postings on the Optimizer thread leave me questioning my assumption that the Optimizer includes the PyFFi "spell" that automatically strips FAR NIFS of unneeded specular data. Plus, I'm seeing references that PyFFi 2.1.9b5 itself might not be the best version to run. Gonna have to wait until the smoke clears before attempting to optimize distance meshes, I guess.

Hard to tell if you're close enough for that to be near distance or not, but if you are, that sort of thing is sometimes an indicator that there's a duplicated object. It shows up best in fog, because the fog shader turns them all that similar shade of grey and it WONT go away. Not sure about how it looks at night but that could be the same thing.

If that's at LOD distance, no idea, but I've seen a few occasions at sunset where the IC meshes will look brighter than normal but never solid grey.

The yellow ones with the cypress knees, no idea, but either you or someone else has posted a similar shot before. I don't' remember what the outcome was.

It's sometimes hard in-game to tell if the solid-color objects are near- or far-distance files. Best I can tell they are near. Those yellow objects near Bartholm almost have to be. I took that capture in first-person with my avatar actually standing on the yellow bridge. The Fort interior gray object is obviously near, since there is no way to see far files inside the rather small fort interior. The gray Imperial Bridge tower is the only questionable one. I assume it too is "near", since the object (tower) turns gray only at that distance. Any further away (or nearer) and it's normal again. As mentioned, I sometimes see other gray objects in Weye, but they would be in the village area itself and not viewable from where the bridge image was taken.

Could you explain "duplicate object"? That one went right over my head.

Yes, I did indeed post the image showing solid yellow objects near Bartholm quite some time ago. I figure its worth bringing up again in case any fresh insight has been unearthed since then.

For the bridge LOD, you'd need to find a texture replacement that handles the textures\architecture\imperialcity\icbridgelod01.dds and textures\architecture\imperialcity\icbridgelod01_n.dds files.

The irony is that Imperial City Reloaded provides \textures\lowres\architecture\ versions of those two files, but not the \textures\architecture versions you mention.

Thanks ever so much for your input!
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Josh Sabatini
 
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Post » Wed Mar 30, 2011 2:32 pm

I begin to think anomaly 2 (glowing objects) might be caused by Oblivion.ini modifications, fLightLOD2= and fLightLOD1= specifically. I long ago bumped them up to 10000 and 8000 respectively, as recommended by a least one mod and an Oblivion fansite. Stock values are 1500 and 1000. Googling doesn't find much info on 'em, not even exactly what each does other than control the distance at which light sources can be see. Tomlong's site mentions that setting either "much above 4500" can lead to "color blobs". In consequence, I lowered my values to 4500 and 4000. I loaded the game afterward and didn't notice any "glows" while approaching the Imperial City. It's too soon to tell if it works or not. Even set at the higher values I can sometimes play whole sessions without seeing "glows".

Has anyone else monkeyed with fLightLOD settings? If so what is your upper limit before seeing anomalies? And what exactly is the difference between ...LOD2 and ...LOD1?

Oh yeah...I had meant to ask earlier....what's the latest on http://i307.photobucket.com/albums/nn303/Decrepit_Waste/ESIV%20errors/error_NoWater1.jpg?
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Craig Martin
 
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Post » Wed Mar 30, 2011 1:17 pm

Just want to chime in here, http://img141.imageshack.us/i/glowingobjectbug.jpg/ They seem to be exactly the same ones as in the screenshot provided by Decrepit.

My fLightLOD settings are at default.

As for the missing LOD water, that occasionally happens on the first load of the game. Reloading should fix it for you.

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Sun of Sammy
 
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Post » Wed Mar 30, 2011 9:25 am

Just want to chime in here, http://img141.imageshack.us/i/glowingobjectbug.jpg/ They seem to be exactly the same ones as in the screenshot provided by Decrepit.

As for the missing LOD water, that occasionally happens on the first load of the game. Reloading should fix it for you.

Yeah, Anomaly-3, solid-color-objects is odd. The one we both experience near where the modded town Bartholm is situated is the oddest of the lot. Not only are certain stationary objects affected but also items carried by wandering avatars and NPCs. It seems dependent on being a certain distance from whatever the actual source of the issue is. I've seen traveling legionnaires' shields and maybe weapons turn yellow while in the afflicted area. If memory serves, my avatar's shield can also turn yellow during my first play-through, though I don't think his current shield does. Here's a recent capture showing http://i307.photobucket.com/albums/nn303/Decrepit_Waste/ESIV%20errors/err_solidColor3.jpg in the area. The large static yellow object seen mid distance is a rock, not the bridge. The barely visible yellow object at screen-right is, I believe, part of the Bartholm stables.

-Decrepit-
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alyssa ALYSSA
 
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Post » Wed Mar 30, 2011 2:23 am

I begin to think anomaly 2 (glowing objects) might be caused by Oblivion.ini modifications, fLightLOD2= and fLightLOD1= specifically. I long ago bumped them up to 10000 and 8000 respectively, as recommended by a least one mod and an Oblivion fansite. Stock values are 1500 and 1000. Googling doesn't find much info on 'em, not even exactly what each does other than control the distance at which light sources can be see. Tomlong's site mentions that setting either "much above 4500" can lead to "color blobs". In consequence, I lowered my values to 4500 and 4000. I loaded the game afterward and didn't notice any "glows" while approaching the Imperial City. It's too soon to tell if it works or not. Even set at the higher values I can sometimes play whole sessions without seeing "glows".

Has anyone else monkeyed with fLightLOD settings? If so what is your upper limit before seeing anomalies? And what exactly is the difference between ...LOD2 and ...LOD1?

Oh yeah...I had meant to ask earlier....what's the latest on http://i307.photobucket.com/albums/nn303/Decrepit_Waste/ESIV%20errors/error_NoWater1.jpg?



RAEVWD recommends to not raise those two settings very high as it causes odd effects involving the LOD meshes. not sure what the highest he recommended was but i still use the default (high) settings and I don't encounter those issues.
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kasia
 
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Post » Wed Mar 30, 2011 12:00 am

Found the old thread Darkrdr remembered - it was called Visual Anomalies, and started by Decrepit!

No resolution on that one, but the extra screenshots here confirm it's always the same yellow objects (including the Emma May) in the same area. Does everyone else getting this have them restored/yellowed by changing the camera angle?
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SWagg KId
 
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Post » Wed Mar 30, 2011 1:45 am

Found the old thread Darkrdr remembered - it was called Visual Anomalies, and started by Decrepit!

No resolution on that one, but the extra screenshots here confirm it's always the same yellow objects (including the Emma May) in the same area. Does everyone else getting this have them restored/yellowed by changing the camera angle?


I can vouch for this. Those objects only glowed in that manner when I viewed them from certain angles. I was able to make the glow disappear simply by facing a different direction. This didn't fix the problem, though, because they just started glowing again when I looked back the same way. It was also only in that area by the Panther River I have ever experienced this happening.
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NO suckers In Here
 
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Post » Wed Mar 30, 2011 3:28 pm

Found the old thread Darkrdr remembered - it was called Visual Anomalies, and started by Decrepit!

No resolution on that one, but the extra screenshots here confirm it's always the same yellow objects (including the Emma May) in the same area. Does everyone else getting this have them restored/yellowed by changing the camera angle?

Aye, a subtle shift in camera angle switches from yellow to normal or vice versa.

Har...I did indeed have an earlier thread concerning solid-color objects. I thought about continuing on with it, but decided enough time had passed to start afresh. And in any case I wanted to address a variety of anomalies.

My guess is that there is one inappropriately flagged mesh or texture file that somehow triggers every object of a certain sort within the area to turn solid. That's gonna make tracking it down a bear. Plus, I admit I haven't the foggiest idea what to look for.
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Caroline flitcroft
 
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Post » Wed Mar 30, 2011 7:15 am

I attempted at one stage to note what was at the edge of the screen when the effect toggled, but didn't get far with it. FWIW, all the meshes affected are vanilla. I have no mods affecting the area. I have seen the same effect swimming in from the river, as well as when standing right next to the wreck by the entrance. I think I even managed to get a plain yellow screen at one point, because nothing else was in my field of view!
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darnell waddington
 
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Post » Wed Mar 30, 2011 1:37 am

I unearthed this while re-reading the RAEVWD FAQ:

What causes LOD to turn bright yellow like the illuminated windows?

A: The primary cause of this are LOD meshes with specular data still attached. If that is not removed, you'll certainly be able to cause this to happen. It's pretty obvious, and is so far the only anomaly I've found that also works at night.

One other cause is an LOD mesh with emmisive color settings on nodes that don't need it. Usually caused by changing this property on a window in a mesh and not realizing that other nodes are sharing the same material property settings. The color is not restricted to yellow either, but it usually only picks up on whatever emmisive color is set on the closest "APPLY_HILIGHT" node which is usually an illuminated window.

I don't think what we're dealing with here is an LOD issue, at least not with the area near Bartholm, since one can be standing right next to (as in my donkey capture) or even on a solid color object. Then again maybe its a bad _far.nif triggering things closer by? Could "near nifs" have this same issue? Either way, what's a good easy-to-use freeware utility that I could load nifs in and see their various properties, and what exactly would I be looking for to delete?
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RUby DIaz
 
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Post » Wed Mar 30, 2011 2:42 pm

After a solid day of play since adjusting my Oblivion.ini it's pretty much confirmed that Anomaly 2: Odd Glows is preventable by lowering fLightLOD values. Stock values are 1500 and 1000. Mine were set at 10000 and 8000 as per several mod and tweakguide recommendations. Following Arthmoor's advice that they shouldn't be "much over 4000" I lowered mine to 4500 and 4000. At those settings object glows vanished, though I could sometimes still faint glows in water reflections near the Imperial City. I was not happy with night-time lighting at those values so up 'em a hair to 5000 and 4500. I still get no object glows but water reflection glows are now a bit more pronounced. Those glows are for the moment tolerable (I almost have to be thinking about it to notice them) and night-time lighting is, if not as nice as before, better than at 4500 - 4000. I'll live with 5000 - 4500 barring the discovery of as-yet-unseen object glows.
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RaeAnne
 
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Post » Wed Mar 30, 2011 4:19 am

The yellow glow stuff near where Bartholm would be has nothing to do with LOD, so the information in the RAEVWD FAQ won't apply there.

The yellow LOD issue is still caused by specular data flags, but yes, barring that if something has been incorrectly flagged in the mesh to have emissive properties that can lead to the same, but it usually manifests as the same color the material is set for. That's one thing PyFFI can't account for because material property settings are still useful for LOD.

Only reason I can figure raising the distance matters is because you're bringing the affected meshes into the illumination distance that sets it off. The big problem that makes it such a pain to track is that once it's set off, every LOD mesh visible is now glowing yellow.

As far as what PyFFI options to use, the batch file I created for the opt_cleanfarnif spell works, despite what other people claim about it. It will not crash the game. If it did, my game would be unplayable because I used that spell on every last mesh in RAEVWD. The one ulrim is using in his kit is not intended to be used the way he's using it.
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Portions
 
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Post » Wed Mar 30, 2011 3:17 am

I have also run in to Anomaly 2: Odd Glows, the whole of the imperial City glows when looking in a different direction all because I hit that bloody Tes4LODGen button in Wrye Bash AGGGHHHHH it is painfully ugly to see when it happens :(

Unfortunately unlike Decrepit I haven't touched my fLightLOD values to there still at default values...is there really no was to reverse or do something about it without having to wait for Tes4LODGen to be fixed it whatever is causing it to be fixed??
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Haley Merkley
 
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Post » Wed Mar 30, 2011 2:43 am

You're going to be waiting a long time. tes4lodgen isn't what's broken :)

The yellow glows are absolutely caused by _far.nif meshes with invalid data attached to them. That's where PyFFI comes into play because one of the spells it has will strip that data from any bad ones you may have.
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Marina Leigh
 
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Post » Wed Mar 30, 2011 2:08 am

Here be http://i307.photobucket.com/albums/nn303/Decrepit_Waste/ESIV%20errors/error_solid_color_Weye4.jpg. While my earlier posted view taken from the Imperial Bridge is common-place, occuring every time I cross Lake Rumare from that direction, the solid-colors seen here almost never kick in. I'd say it's been a good nine months since I last saw 'em.

You're going to be waiting a long time. tes4lodgen isn't what's broken :)

The yellow glows are absolutely caused by _far.nif meshes with invalid data attached to them. That's where PyFFI comes into play because one of the spells it has will strip that data from any bad ones you may have.

Here I assume you refer to your batch file? Could you give a detailed, newb-proof, description of how to use it? Where do I place the batch file? Is it safe to use on an entire mesh folder, or do I need to separate far nifs and run it only on those? I've already ran Oblivion - meshes.bsa thru PyFFi 2.1.9b6 and the Optimization Kit. Would it benefit me to treat it once again? If so, could I just extract my already treated bsa and simply run your batch file on it (without reapplying standard PyFFi)?

-Decrepit-
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Miguel
 
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