Hello, May I report some bug? The location around Beacon Hill as posted here has a glitched geometry as shown here in the pictures. It is the plane that sticks out from the road as if it's blocking the road. This doesn't seem to be from other mod I tried to disable my mods one by one and I narrowed it down to Terrain Undersides. I hope this get fixed soon. Looks like this
Configuration Defaults to lowest quality terrain underside meshes for each worldspace. Use the MCM to choose between different quality terrain underside meshes. Lower quality has better performance but is less close to the original terrain. Use the MCM to lower the terrain underside mesh in case it can be seen poking through the original terrain.
For example, use quality 2 or lower the underside a bit.
If a person understands navmeshing, how difficult or time intensive would it be for them to remesh a cell of this mod to fit with a location mod which is currently intersecting with the black mesh?
EDIT - Hmmm - so the commonwealth just uses 5 .nifs with 5 corresponding quests, worldspace placed objects, and moveable statics. Which number would correspond to the glowing sea?
There is a small “bug” in your version 3.0 release. MCM\Config\TerrainUndersides\config.json points in to non-existing FormID, that is 182B. Plugins correct FormID is 82B.
This means that, by default, version 3.0 MCM sliders do not work.
What are the consequences of lowering the terrain underside mesh?
I found a location in downtown that has some pretty obvious clipping on default settings / "vanilla" install. Lowering the mesh does get rid of it, but I would prefer to not tweak the MCM setting every time if adjusting the terrain mesh height removes clipping in one area and causes clipping somewhere else.
From the description: Use the MCM to lower the terrain underside mesh in case it can be seen poking through the original terrain. If a mod makes drastic height changes to the terrain, it is possible for the terrain underside mesh to be seen despite lowering it.
From an earlier post: The terrain undersides are added as new references to the persistent cell of a worldspace. It does not affect previs/combines or vice versa. There should be no conflict in any way.
From the description: Block sun rays shining through the ground [..] for Commonwealth, Far Harbor and Nuka World.
For objects with 3D models to block the sun edit the full models to have the doublesided shader flag for the shapes that should block.
For (parts) of object LOD to block the sun create an options file for LODGen for the worldspace(s) (check the xLODGen log messages for a line that contains "options file" and its path and filename like C:\xLODGen\Edit Scripts\FO4LODGen_[GAME NAME]_[WORLDSPACE]_Options.txt).
Create the file at the expected location and add lines like DoubleSidedTextureMask=part of diffuse texture1 filename, part of diffuse texture1 filename, ... DoubleSidedMeshMask=part of NIF filename1, part of NIF filename2, ...
For example: DoubleSidedTextureMask=CommonwealthRockSlab0 DoubleSidedMeshMask=RockCliff
Then generate object LOD with xLODGen, the log should note that the options file has been found. LODGen should the set the doublesided flag for any shape that matches one of the masks entries.
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I tried to disable my mods one by one and I narrowed it down to Terrain Undersides. I hope this get fixed soon.
Looks like this
Location is shown here (Where I stand, the big pointer on the map, NOT Cabot House. I only put my mouse in it so the name pops up)
Configuration
Defaults to lowest quality terrain underside meshes for each worldspace.
Use the MCM to choose between different quality terrain underside meshes. Lower quality has better performance but is less close to the original terrain.
Use the MCM to lower the terrain underside mesh in case it can be seen poking through the original terrain.
For example, use quality 2 or lower the underside a bit.
OLD
"sourceForm": "TerrainUndersides.esp|81B",
NEW
"sourceForm": "TerrainUndersides.esp|82B",
EDIT -
Hmmm - so the commonwealth just uses 5 .nifs with 5 corresponding quests, worldspace placed objects, and moveable statics. Which number would correspond to the glowing sea?
The glowing sea is part of the Commonwealth worldspace.
This means that, by default, version 3.0 MCM sliders do not work.
And Sheson, thank you for everything!
Looks like everybody puts the plugin to load right after SunLightAlignment.esp ...
I found a location in downtown that has some pretty obvious clipping on default settings / "vanilla" install. Lowering the mesh does get rid of it, but I would prefer to not tweak the MCM setting every time if adjusting the terrain mesh height removes clipping in one area and causes clipping somewhere else.
Thank you
The entire underside mesh for the worldspace will be further lower and away from the real surface.
And if so, you can always uninstall without problems.
Use the MCM to lower the terrain underside mesh in case it can be seen poking through the original terrain.
If a mod makes drastic height changes to the terrain, it is possible for the terrain underside mesh to be seen despite lowering it.
From an earlier post:
The terrain undersides are added as new references to the persistent cell of a worldspace. It does not affect previs/combines or vice versa. There should be no conflict in any way.
From the description:
Block sun rays shining through the ground [..] for Commonwealth, Far Harbor and Nuka World.
For objects with 3D models to block the sun edit the full models to have the doublesided shader flag for the shapes that should block.
For (parts) of object LOD to block the sun create an options file for LODGen for the worldspace(s) (check the xLODGen log messages for a line that contains "options file" and its path and filename like C:\xLODGen\Edit Scripts\FO4LODGen_[GAME NAME]_[WORLDSPACE]_Options.txt).
Create the file at the expected location and add lines like
DoubleSidedTextureMask=part of diffuse texture1 filename, part of diffuse texture1 filename, ...
DoubleSidedMeshMask=part of NIF filename1, part of NIF filename2, ...
For example:
DoubleSidedTextureMask=CommonwealthRockSlab0
DoubleSidedMeshMask=RockCliff
Then generate object LOD with xLODGen, the log should note that the options file has been found. LODGen should the set the doublesided flag for any shape that matches one of the masks entries.
https://ibb.co/5Rc9f8b
and kudos to you !