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How to make torches visible when distant?


seekernomaddreamer

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I've always had a problem with dynamic lights disappearing in the distance after a while, especially since i use a darker nights mod and you really need any light source you can get.

 

I found the fLightLOD1 and 2 settings in the ini and took them up a few thousand notches to dramatic effect: the lights in cities at night look breathtaking now, as they should.

 

But i still have a problem. You see even though i have RAEVWD installed, it doesn't seem to have LOD versions of the light meshes in the towns(or oblivion gates for that matter but that's a different story), so when the towns get to such a distance that they switch to the _far mesh, the lights illuminating them simply dissapear, plunging them into darkness, unrealistically - thus effectively capping the distance at which you can see dynamic lights to no greater than that set by uGridsToLoad.

 

What i've tried to do is find the meshes for instance for the large torch fires AND their metal supports, extracted them from their BSAs, copied them to _far.nif versions, put those in the appropriate folders (Data\meshes\fire and Data\meshes\architecture\castle respectively) then went into the construction set and chose two light sources based on those nifs (in this case the metal torches outside the south gates in chorrol) and set those to visible when distant and saved and loaded the plugin.

 

No dice. when you back up far enough that the gate itself goes to lod, the torches also completely disappear as well. What am i doing wrong? can i get some help with this please? i'm trying to get the game to be a bit more realistic and have the cities dramatically light up the night, and be points of reference in the darkness. Thank you for your attention. :)

 

p.s. yes i did run tes4lodgen before playing.

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go into your oblivion.ini file, hit control+f, and then type in "lightlod" (no quotes). this should bring you to "fLightLod2." change the number for fLightLod2 to 15000.0000 and the field for fLightLod1 (which is just below fLightLod2) to 10000.0000. save the file and play.
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As I understand it, LOD (_far) meshes are not rendered, or more correctly their textures are not rendered, in the same manner (ie. light reflectiveness, occlusion etc.) as standard meshes and textures. There is (as far as I know) no way around this.
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  • 2 years later...

go into your oblivion.ini file, hit control+f, and then type in "lightlod" (no quotes). this should bring you to "fLightLod2." change the number for fLightLod2 to 15000.0000 and the field for fLightLod1 (which is just below fLightLod2) to 10000.0000. save the file and play.

To bring alive a 3 year old post, this worked for me. Thanks!

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