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Double Textures? Maybe Meshes? IDK....


Craytose

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Not sure what's causing this. The video starts a good distance from the problem, straight across is the wall in question. I know there's no such thing as "middle" files that you view, it's either the VWD files one has or the close up ones. I did, however, remove the possibility of it being a VWD problem ( I think) by deleting my DISTANDLOD folder that tes4lodgen creates and the problem was still there. OK on to the issue. As you can see in the video, there's basically an extra texture on top of the wall, with far less resolution, and stickign out like an eye-sore. You can see me walk right through it and behind it lies the way it should look. No other place in all of Tamriel has this problem as far as I've encountered. As well, at the end of the video, after I've gotten close enough to the gate for the extra texture to disappear, should the video have continued to record as I was walking back around the corner to give a view of the wall I had just walked through, you would have seen that the extra texture is no longer there and it looks like it should with the higher resolution texture that was previously behind it. I've heard it may be something to do with mipmaps, but I have no clue. Anyone with some expertise and insight on what can cause things like this, I would really really appreciate your help. I was able to at least fiddle with what was showing up a bit by messing with the "castlewall04.dds" and "castlewalllod01.dds" files in my Oblivion\Data\Textures\lowres\architecture\castle folder. I have RAEVWD, QTP3Redimizd, Evenstar's Colourwheel LOD, QTP3 Textures for RAEVWD. I know it's not the best quality video, but to see the problem you don't really need it to be any better than this, it's clear when I walk through it. Also, I just noticed, I pretty much kept the crosshair on the wall in question, not on purpose, just looks like it.

 

Edited by Craytose
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I think the problem is Colourwheels LOD. I'm using it, and I found several rock LOD meshes that were misnamed without the _far ending causing them to render in game up close and without collision. I didn't run into the wall issue yet though. Colorwheel has released a newer version that has fixed a lot of things, you might try that. Run TES4LODgen after that.

 

If that doesn't fix it, find the mesh that is causing the problem and rename it to filename_far.nif and then run TES4LODgen.

Good luck.

OC3

 

 

 

Update...I checked all of the meshes in the old version of Colorwheels LOD and I did not see any mis-named meshes for walls. It looks like your problem lies elswhere.

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I think the problem is Colourwheels LOD. I'm using it, and I found several rock LOD meshes that were misnamed without the _far ending causing them to render in game up close and without collision. I didn't run into the wall issue yet though. Colorwheel has released a newer version that has fixed a lot of things, you might try that. Run TES4LODgen after that.

 

If that doesn't fix it, find the mesh that is causing the problem and rename it to filename_far.nif and then run TES4LODgen.

Good luck.

OC3

 

 

 

Update...I checked all of the meshes in the old version of Colorwheels LOD and I did not see any mis-named meshes for walls. It looks like your problem lies elswhere.

 

Thanks for taking the time to help. I'm running the colourwheel's mod that evenstar released, as i was having the "flashes of light" problem that the front/description page of his mod says. It's really odd, and I should have said this in the first place. But even there when I've gotten close enough for the oddity to disappear, it will sometimes pop up again when I'm nowhere NEAR far enough away for _far.nifs to come back up.

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Try loading an older game save. Keep going back further and further and see if the problem goes away. If it does, then it's a game save issue. If you can find out what mod was causing it, you can clean your save with wrye Bash. Be careful though, any quest info related to that mod will be gone if you do.
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Try loading an older game save. Keep going back further and further and see if the problem goes away. If it does, then it's a game save issue. If you can find out what mod was causing it, you can clean your save with wrye Bash. Be careful though, any quest info related to that mod will be gone if you do.

 

Keep the suggestions coming, but it does it across all save games of both of my playthroughs, also during my first playthrough i had this problem and i somehow fixed it through "some type" of texture pack removal/addition ...but i have no clue which....been a long time. And when I say the same problem, I mean identical, same spot, same texture.

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Try loading an older game save. Keep going back further and further and see if the problem goes away. If it does, then it's a game save issue. If you can find out what mod was causing it, you can clean your save with wrye Bash. Be careful though, any quest info related to that mod will be gone if you do.

 

Keep the suggestions coming, but it does it across all save games of both of my playthroughs, also during my first playthrough i had this problem and i somehow fixed it through "some type" of texture pack removal/addition ...but i have no clue which....been a long time. And when I say the same problem, I mean identical, same spot, same texture.

 

I wonder if it's just a corrupted mesh file. I had a similar problem once. The very base part of the sewer exit kept appearing randomly throughout the world, generally within a few cells of where it was supposed to be. It would appear at odd angles and also in various colors and also would disappear depending on the viewing angle. It took me forever to figure out what it was. I finally noticed that the base to the sewer exit was not visible where it should be and figured it must have something to do with the mesh. I replaced the mesh file and that fixed it. You can use BSA commander to extract the file from Oblivion meshes.BSA.

 

Later on the problem happened again and I think it may have been QTP or RAEVWD that did it after reinstalling. Could be that just my copy had a corrupted file. Anyway, check all your texture replacers to see if they include any mesh files. If they do, you should be able to narrow down which file is. Then just replace it. Being that it seems to use low res textures, you may want to look at _far.nifs first.

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Update: While waiting for TES4edit to run, I looked, and RAEVWD uses several _far nifs for castle walls. Under meshes /architecture/castles there are several called castlewallcurve and castlewallcurve that look EXACTLY like what is in the video. Your problem has something to do with one of those files I'm sure. I would use formID finder to identify the full scale mesh and then it will be easy to find which _far nif is associated with it.

 

 

If it's not a corrupted mesh, then something is telling the program to render that _far. nif file there.

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I notice in your OP that you deleted the "DISTANDLOD folder that tes4lodgen creates". Be aware there are two folders related to VWD/LOD files:

  • "\Data\Textures\DistantLOD\" ('_fn.dds': DistantLOD normal maps)
  • "\Data\Textures\LandscapeLOD\Generated\" ('.lod': DistantLOD texture files)
  • Related files such as '_far.nif's are in the more general locations (i.e. '\Data\Meshes', etc.).

The program TES4LODGen only creates LOD files for which there already exist '_far.nif' files, so you want to be deleting the 'LandscapeLOD\Generated\' folder that it recreates. It does NOT create meshes or textures, and I haven't seen anything to suggest it creates normal maps either. TES4LL (complementary to TES4LODGen) can also create distant textures and normal maps IF you tell it to do so by running the appropriate batch file. Because TES4LL uses TES4Annwyn to determine the landheight maps for the adjacent quads, it can also repair land tears and land walls. (See the LOD page on 'The Elder Scrolls Texture Guide' Wiki.)

 

 

All that said, because your issue is visible "up close", it's not likely to be related to LOD or '_far.nif' files. It is most likely a mod conflict. In game, use RefSkope to identify the source of the wall mesh. Then load your entire LO into TES4Edit (manual here) and look for conflicts with that location.

 

-Dubious-

 

 

 

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i had already refscoped it and the problem is that when pointing at or trying to click and highlight it with refscope, it will only highlight the wall behind, it's like refscope sees right through it. I do have the ref and static id of the wall behind it which is properly displayed, it is the castlewallbend04.dds i reported in my OP (apparently i left out the bend part in my OP...doh!) The other suggestions to fixing it u guys gave, i'll be trying tonight. Thanks so much.

 

Edit: Also, it is nothing associated with the landscapelod\generated part of tes4lodgen, so that rules out tes4lodgen altogether now.

Edited by Craytose
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It is officially the "castlewallbend04_far.nif" in RAEVWD. Took the one I had in there out and the wall was perfectly fine. Except the wall being invisible from a distance lol. But getting closer the correct wall pops in, and stays, looking as it should. Took the same file from RAEVWD's archive and replaced it. So now it seems to still be there as in the video, but it disappears once u get close enough. This is good enough for me unless I can find a different copy of that mesh. Thanks guys for all your efforts!!
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