Is there any solution for the tree lod cell 32 restriction y

Post » Tue Jun 19, 2012 11:21 pm

In http://img585.imageshack.us/img585/2127/screenshot20bj.jpg are some trees which I placed in cell -28,34. Their lods appear in -28,32.
What could possibly be the reason for that? I know there is a complicated workaround for that mentioned http://www.gamesas.com/topic/1354877-new-worldspaces-object-lod-and-region-generation/page__view__findpost__p__20422052.
It would probably need coding skills, which I don't have, to solve this for everyone, so for all of you real experts out there, here's something you should look into. This is even more game breaking than the cell 64 havok bug, I think. But perhaps there's a simple INI entry to solve this?
User avatar
chinadoll
 
Posts: 3401
Joined: Tue Aug 22, 2006 5:09 am

Post » Wed Jun 20, 2012 9:30 am

Mess around with the following: (Skyrim.ini)
[TerrainManager]fTreeLoadDistance=25000.0000fBlockMaximumDistance=100000.0000fBlockLevel1Distance=32768.0000fBlockLevel0Distance=20480.0000fSplitDistanceMult=0.7500
User avatar
John N
 
Posts: 3458
Joined: Sun Aug 26, 2007 5:11 pm

Post » Wed Jun 20, 2012 2:56 am

No difference with these entries. And they are rather from the SkyrimPrefs.ini, but I tried both and the editor.ini as well.
I guess what we really need, is something like Oscape for object and tree lod...
User avatar
Rachel Briere
 
Posts: 3438
Joined: Thu Dec 28, 2006 9:09 am

Post » Wed Jun 20, 2012 1:11 am

Those are the default values - You'll have to experiment with them.
User avatar
SiLa
 
Posts: 3447
Joined: Tue Jun 13, 2006 7:52 am

Post » Wed Jun 20, 2012 5:16 am

Those are the default values - You'll have to experiment with them.

What? The default values in my SkyrimPrefs.ini are these

[TerrainManager]
fTreeLoadDistance=40000.0000
fBlockMaximumDistance=150000.0000
fBlockLevel1Distance=40000.0000
fBlockLevel0Distance=25000.0000
fSplitDistanceMult=1.1000
bShowLODInEditor=0

I was rather looking for something simple like RestrictTreeLod=0 or whatever. But let's see, perhaps I'll give it one more try.
User avatar
Steph
 
Posts: 3469
Joined: Sun Nov 19, 2006 7:44 am

Post » Wed Jun 20, 2012 10:05 am

Here's a picture that I took in cell 53,-33 after batch renaming the tamriel btt files to myworld.x.x.x.btt and placing them in the trees folder of my worldspace meshes.

http://img15.imageshack.us/img15/3081/screenshot2ts.jpg

Now come on, this should be easy to fix for someone with the right skills. Just make a little program for that.
User avatar
jenny goodwin
 
Posts: 3461
Joined: Wed Sep 13, 2006 4:57 am

Post » Wed Jun 20, 2012 6:39 am

I definitely second your wishes on this. Another thing thats going to slam the anchors on many of our worldspaces. I know we have no call on people to help out and make fixes, but we certainly need you guys right now. I was starting to hate skyrim and the ck until the third party fixers got in on the action. Its rapidly becoming all possible.
User avatar
Noely Ulloa
 
Posts: 3596
Joined: Tue Jul 04, 2006 1:33 am

Post » Wed Jun 20, 2012 5:45 am

@Arc, do I take that the above settings don't help? Anyway, it would help if someone were to upload a repro-plugin.
User avatar
Kayla Bee
 
Posts: 3349
Joined: Fri Aug 24, 2007 5:34 pm

Post » Wed Jun 20, 2012 12:41 am

@Arc, do I take that the above settings don't help? Anyway, it would help if someone were to upload a repro-plugin.

Changing any of these settings makes no difference it seems. At least not with that. No, this is no ini problem, the btt files are somehow wrong.
User avatar
Manuela Ribeiro Pereira
 
Posts: 3423
Joined: Fri Nov 17, 2006 10:24 pm


Return to V - Skyrim