Shurugar Posted November 4, 2016 Share Posted November 4, 2016 Hi! I´ve placed a Tower on a mountain in the Tamriel Worldspace, everythings fine except one thing, you can´t see it until you approach it to a certain point. Problem is the tower is placed on a mountain, so it pops out of thin air, which looks extremly odd. Is there a way to solve this and make the tower visible from far distance, like for example Whiterun? Couldn´t find anything which adresses that issue. Link to comment Share on other sites More sharing options...
nhguy03276 Posted November 4, 2016 Share Posted November 4, 2016 Hi! I´ve placed a Tower on a mountain in the Tamriel Worldspace, everythings fine except one thing, you can´t see it until you approach it to a certain point. Problem is the tower is placed on a mountain, so it pops out of thin air, which looks extremly odd. Is there a way to solve this and make the tower visible from far distance, like for example Whiterun? Couldn´t find anything which adresses that issue. I don't yet know enough to help you, but it sounds like a issue with LOD not being set correctly. (LOD - Level of Detail) LOD is useful for when you are at a certain distance away, a much lower Polygon mesh is use (as you don't need the details until you are closer) and as you get closer a higher Polygon count mesh is swapped in. I wish I could help more, but I haven't done anything with LOD in skyrim yet, but I'd start there... I did use LOD in Unity, and it saves a ton of unneeded calculations. Link to comment Share on other sites More sharing options...
Shurugar Posted November 4, 2016 Author Share Posted November 4, 2016 (edited) So I guess I´ve to change the value of the LOD directly on the Tower? I´m not realy experienced, just started a week ago with my previous knowledge about modding restricted to Civ4, where i´ve had only to mess around with xml. But thanks for the hint! LOD is probably a good keyword for further research in google, maybe I can find something. As a side question, how big is to big when it comes to dungeon design? I mean the basics are clear, the more stuff in a small area, the more demanding. But like if I fill the rooms like the vanilla dungeons, with approximately the same room size, which roomnumber shouldn´t I exceed? Or is there an indicator in the creation kit? I´m asking because I currently work on a huge dwemer dungeon (in complete state comparable to Blackreach, but much more stuff in it) with like 15 small rooms, 2 big rooms and 2 gigantic rooms. So cutting it in half (two zones) should be fine? I would imagine keeping it in one cell wouldn´t be a good idea, especially with a highly modded skyrim. As uncomfortable i feel with an immersion breaking loading scene in between. Edited November 4, 2016 by Shurugar Link to comment Share on other sites More sharing options...
Aragorn58 Posted November 4, 2016 Share Posted November 4, 2016 So I guess I´ve to change the value of the LOD directly on the Tower? I´m not realy experienced, just started a week ago with my previous knowledge about modding restricted to Civ4, where i´ve had only to mess around with xml. But thanks for the hint! LOD is probably a good keyword for further research in google, maybe I can find something. As a side question, how big is to big when it comes to dungeon design? I mean the basics are clear, the more stuff in a small area, the more demanding. But like if I fill the rooms like the vanilla dungeons, with approximately the same room size, which roomnumber shouldn´t I exceed? Or is there an indicator in the creation kit? I´m asking because I currently work on a huge dwemer dungeon (in complete state comparable to Blackreach, but much more stuff in it) with like 15 small rooms, 2 big rooms and 2 gigantic rooms. So cutting it in half (two zones) should be fine? I would imagine keeping it in one cell wouldn´t be a good idea, especially with a highly modded skyrim. As uncomfortable i feel with an immersion breaking loading scene in between.You can try setting your tower to "Never Fades". Another way is to generate LOD for a specific area of Tamriel. It is possible, I have done it before. But depending on what mods you have installed, results can vary. If this is a personal Mod that will not be shared or uploaded, DynDoLod should give you the desired results. But it is load order specific and will not work for every user of the mod. Link to comment Share on other sites More sharing options...
Shurugar Posted November 7, 2016 Author Share Posted November 7, 2016 (edited) Thanks for the reply. I´ve installed no mods, because I wawnt to test my mod in vanilla state, due to the same reason I want to upload the mod as soon as it´s finished, so DynDoLod isn´t an option. I´ve tried the "always LOD" option, it worked for some of the parts, but not all. The others were completly invisible. Google told me that this is a common error which occurs if the piece doesn´t have a LOD texture. If this is true or not I can´t tell, but I already familiarised with the idea to replace the entrance to another location. Maybe it´s even better, because for some players Dwemer towers near Whiterun might be a turn off. So I guess it´s fine. Edited November 7, 2016 by Shurugar Link to comment Share on other sites More sharing options...
Aragorn58 Posted November 7, 2016 Share Posted November 7, 2016 Thanks for the reply. I´ve installed no mods, because I wawnt to test my mod in vanilla state, due to the same reason I want to upload the mod as soon as it´s finished, so DynDoLod isn´t an option. I´ve tried the "always LOD" option, it worked for some of the parts, but not all. The others were completly invisible. Google told me that this is a common error which occurs if the piece doesn´t have a LOD texture. If this is true or not I can´t tell, but I already familiarised with the idea to replace the entrance to another location. Maybe it´s even better, because for some players Dwemer towers near Whiterun might be a turn off. So I guess it´s fine. Even if the piece does not have LOD meshes, ticking "never fades" will usually let the object be seen at distance. But Dwemer Towers near Whiterun could be a turnoff. Link to comment Share on other sites More sharing options...
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