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Bright Glowing Red Creep Cluster


Fear2288

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This is driving me nuts.

 

About 9 out of 10 creep clusters I encounter in the game world are an obnoxiously bright, almost glowing red color. Its as if theyve been imbued with ENB light - its that bad.

 

It occurs during daytime but its the worst at night, the area south of Windhelm turns into a landscape dotted with neon red creep clusters.

 

I have only one mod that touches creep clusters and thats Cathedral Plants (which is only a texture). The nif file is straight out of the base game.

 

Im using Rudy ENB, ELFX, Obsidian Weathers, Embers XD, and TML (if any of that matters), but even when I toggle off ENB you can still see the damn thing brightly glowing red.

 

Ive heard that theres an issue with the nif files for various plants thatll make them glow with certain ENBs, and theres a couple mods that fix some - but none specifically addressing creep clusters.

 

I tried editing the nif in Nifskope going off of a suggested fix someone posted for solving the issue with tundra cotton - changing a lighting value - but the result was instant CTD on save load and the crash log saying something about an access violation relating to the creep cluster nif. The only way I could fix that was to replace the nif with the original unpacked from the base games mesh.bsa

 

I cant deal with these neon red things anymore, does anyone know how to actually fix this?

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If it is 9 out of 10, I suspect the non-glowing ones are 'FloraCreepClusterRock' which use plants\floracreepcluster02.nif and of which there are 38 in game as opposed to regular 'FloraCreepCluster', of which there are 207, and they use plants\floracreepcluster01.nif

 

So when I open up both .nifs in NifScope, drill down to actual BSTriShape (and BSLODTriShape) and examine their BSLightingShaderProperty sections:

 

The '01.nif' (regular creep cluster has 'SoftLighting' flag in its Shader Flags 2, which the 02.nif does not.

But more importantly, the '01.nif' has Lighting Effect 1 = 3.0, while 02.nif has that same value at 0.3.

 

I suppose that is the value you tried changing in the .nif. But you screwed something up with the edited .nif, and whatever it was it is more specific to your PC/Windows. Or maybe your mod manager. If you use MO2, I heard it does some stuff with .bsa's, even Skyrim's own ones, which might cause issues if you manually extract something from a .bsa and just drop it directly under Data\meshes.

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