Hey my friend, I seem to notice a strange segmented pattern with the fence, it almost has a yellowish hue. I will send you some shots. Thank you. I'm just running Ghastly, your mod then, BCOM. Ty
Any chance of a patch for RR's Ghostgate? The three Ghostfence segments between which the Ghostgate building sits are meshes part of RR obviously not touched by mods like this, so, while they do use the same texture as the rest of the Ghostfence, they lack the cool effects the rest of the Ghostfence has; I suppose due to some property of the modded meshes?
Can you show me with a screenshot what exactly you mean? I'm not sure what cool effect you're talking about. You mean the ghastly effect from ghastly glowyfence I am guessing?
If I'm understanding correctly, the mod's using custom meshes those meshes would need to be modified, to fix whatever issue you're having. Whether it's within my capabilities depends on what the actual problem is.
The way I created this mod was editing the textures of ghastly glowyfence, then tweaking some values in nifskope for the meshes to make it so that the day and night emissiveness was the same; If tweaking a few values in nifskope is all it would take I can do it, otherwise you'd be better off asking the devs of RR's Ghostgate, or possibly the original author of Ghastly Glowyfence (wazabear) to make them compatible.
Any compatibility for RR's Ghostgate and Ghastly Glowyfence should work with, or at least be easily modifiable by me to work with this mod.
If my guess was right (e.g. the patterns in the fence don't match up) then I personally don't know how to patch that, RR's Ghostgate devs are your best bet I would guess.
Whoopsie in hindsight looks like I should have posted on this one! Anyway, I'll get you a screenshot to show what I mean but I think you've got it.
Here: 1 and 2. The ori command tells that the three ghostfence segments passing through Ghostgate... are meshes from RR so yeah if anyone I should tell them :(
Yeah, you're gonna need one of the devs of either RR Ghostgate or Ghastly Glowyfence to make a version of that mesh that's compatible with ghastly glowyfence, and from there assuming they don't also make a version for my version, I can modify the new mesh to match up with mine by removing the emission difference between night and day for that mesh like I did the one for this mod. Do let me know if you manage to get a modified mesh and you need me to make that mesh compatible with my mod ;)
EDIT: The issue is not with this mod but with Zesterer's volumetric clouds and engine limitations, detailed here.
Hi, I'm having an issue but I don't think the source is your mod, as I experience the same behavior with Ghastly Glowyfence. I'm using OpenMW .49 and for some reason the Ghostfence shows properly when there is landscape behind it - but not when there is sky behind it. This screenshot shows a good example because you can see the "cutoff" where this occurs. I'm struggling to find the source of this issue so I'm interested if anyone has seen it before and knows a potential fix.
However, is there any way to fix those damn pop ins in OpenMW with some settings? I think there are some limitations in the engine regarding animated distant LOD, but in my game I have to walk really close to the Ghostfence until the animations appear.
Moving from different cells seems to be the main culprit, but the pop ins appear even within the same cell.
Only mods affecting the area near Ghostfence I'm using are Red Mountain Reborn and BCOM.
I'm not quite sure what you mean, could you be more specific? screenshots maybe? pop-ins? you mean the bug i fixed by disabling the different glow states at night (read description if you don't know what i'm referring to) if so you must be using the wrong meshes.
Or are you talking about the particle effect on the pylons popping in and out? that's a problem i have too actually, you can get the particle effect mesh from the original mod to remove the effect entirely and 'fix this' (i mentioned this in the description too)
animations not appearing unless you're really close to the ghostfence? for me it's still animated all the way over here (and that was just as far as I bothered going to test it, it's still animated even further than that (I checked some more, it starts animating roughly at the boundary of the atmospheric fog):
Spoiler:
Show
Maybe your view distance is set too low or object paging min size too high?
I'm using the recommended object paging min size = 0.023. This pic is from behind the Ald'ruhn temple, and as you can see, the fence (and pylons) are animated only in the middle. You have to get really close to the fence until the animations "pop in".
Not a chance to see the fence animated from afar like yours in my game. This must be an issue on my end.
Yeah, well, i know BCOM modifies the ghostgate so it could be related to that, people have been posting about this issue on the original ghastly glowyfence mod as well but i've seen nothing indicating a cause, it shouldn't actually be the object paging min size that's causing it considering how far away i was able to render them it seems to be relatively unaffected by that setting, but you could try setting it to 0.013 like it is in my game. I tested that setting quite thoroughly and i wasn't satisfied with anything higher than that (too much popping).
If that doesn't work, i guess you have to do it the old fashioned way (disable everything except this mod, then add other mods back in in chunks until you narrow down the culprit, then once you do, figureo ut why it's causing this for a possibility of resolving the conflict)
You could also try messing with the install order, assuming you're using the openmw way of mod management that means the order of the data entries in openmw.cfg. try loading mine last, or putting it above the mods you think could theoretically be conflicting and see what happens.
Edit: Upon closer inspection, it kinda looks like it might be using the vanilla ghostfefnce mesh, it looks sorta like that with the texture, this is how an older version of this (with brighter textures) looked with vanilla meshes:
Spoiler:
Show
I see some rather strong similarities.
If you'd like, here's an older texture only version that looks like the screenshot (before I had the idea of editing the meshes) it doesn't look as good, but it's still better than the vanilla texture at least.
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The three Ghostfence segments between which the Ghostgate building sits are meshes part of RR obviously not touched by mods like this, so, while they do use the same texture as the rest of the Ghostfence, they lack the cool effects the rest of the Ghostfence has; I suppose due to some property of the modded meshes?
If I'm understanding correctly, the mod's using custom meshes those meshes would need to be modified, to fix whatever issue you're having. Whether it's within my capabilities depends on what the actual problem is.
The way I created this mod was editing the textures of ghastly glowyfence, then tweaking some values in nifskope for the meshes to make it so that the day and night emissiveness was the same; If tweaking a few values in nifskope is all it would take I can do it, otherwise you'd be better off asking the devs of RR's Ghostgate, or possibly the original author of Ghastly Glowyfence (wazabear) to make them compatible.
Any compatibility for RR's Ghostgate and Ghastly Glowyfence should work with, or at least be easily modifiable by me to work with this mod.
If my guess was right (e.g. the patterns in the fence don't match up) then I personally don't know how to patch that, RR's Ghostgate devs are your best bet I would guess.
Here: 1 and 2.
The ori command tells that the three ghostfence segments passing through Ghostgate... are meshes from RR so yeah if anyone I should tell them :(
Ori of a mesh from your mod
Ori from an RR mesh
In any case I've been using your mod without the meshes for now; with only the textures the entire Ghostfence looks like Ghostgate's bits.
Cuz that I could do.
Hi, I'm having an issue but I don't think the source is your mod, as I experience the same behavior with Ghastly Glowyfence. I'm using OpenMW .49 and for some reason the Ghostfence shows properly when there is landscape behind it - but not when there is sky behind it. This screenshot shows a good example because you can see the "cutoff" where this occurs. I'm struggling to find the source of this issue so I'm interested if anyone has seen it before and knows a potential fix.
However, is there any way to fix those damn pop ins in OpenMW with some settings? I think there are some limitations in the engine regarding animated distant LOD, but in my game I have to walk really close to the Ghostfence until the animations appear.
Moving from different cells seems to be the main culprit, but the pop ins appear even within the same cell.
Only mods affecting the area near Ghostfence I'm using are Red Mountain Reborn and BCOM.
Or are you talking about the particle effect on the pylons popping in and out? that's a problem i have too actually, you can get the particle effect mesh from the original mod to remove the effect entirely and 'fix this' (i mentioned this in the description too)
animations not appearing unless you're really close to the ghostfence? for me it's still animated all the way over here (and that was just as far as I bothered going to test it, it's still animated even further than that (I checked some more, it starts animating roughly at the boundary of the atmospheric fog):
Maybe your view distance is set too low or object paging min size too high?
Not a chance to see the fence animated from afar like yours in my game. This must be an issue on my end.
If that doesn't work, i guess you have to do it the old fashioned way (disable everything except this mod, then add other mods back in in chunks until you narrow down the culprit, then once you do, figureo ut why it's causing this for a possibility of resolving the conflict)
You could also try messing with the install order, assuming you're using the openmw way of mod management that means the order of the data entries in openmw.cfg. try loading mine last, or putting it above the mods you think could theoretically be conflicting and see what happens.
Edit: Upon closer inspection, it kinda looks like it might be using the vanilla ghostfefnce mesh, it looks sorta like that with the texture, this is how an older version of this (with brighter textures) looked with vanilla meshes:
I see some rather strong similarities.
If you'd like, here's an older texture only version that looks like the screenshot (before I had the idea of editing the meshes) it doesn't look as good, but it's still better than the vanilla texture at least.