Hi! This is a great mod with a considerable impact on my fps :-) However, there are a couple of NPCs, who "lost" their high texture faces and I see a LODHEAD even when there is a clear line of sight (e.g. Viator Accius in his shop in Imperial City). Is there any way to fix this? Maybe reload the texture somehow?
The power of your video card almost doesn't matter with a game like Oblivion, having lot of VRAM helps, but what you really need instead is a CPU with clocks that are as high as possible. Just check CPU and GPU usage with some tools like Afterburner and you will see what I mean.
I seem to be experiencing more 'double-face' follower bugs with this. The double face looks like it would be the LODHEAD model. I can provide an image if you need it.
bro this mod is aweasome, but i wonder if you could make a mod that does this but with other things like structures trees etc, so that the game loads either the lod or does not load the model at all so it can increase cpu performance? ty for sharing the mod
Hi, I don't know if it happens only in my game, but also npcs you can see behind those metal doors in Ayleyd ruins get the lodhead treatment. Same thing that happened with prisons' doors basically.
Yes, I got this too. Probably unintentional, but likely a direct result of the way they set the mod to work. I dunno if there is a way to allow the mod to detect whether a npc is behind a semi-transparent wall like in those cases. I'm uploading an image so the author can see what we're talking about.
It happens for the same reason as it happenend in the prisons. It's a trade off depending on which way you want the mod to work. Basing it on distance like the original avoids such issues, but may not help as much in some cases. After using this version for a while, I think I like the original version based on distance more, but I'm obviously leaving this one up for people who want the performance improvement and don't care to sometimes see a face like this.
mixxa I love this version, I can handle a little face goofyness for the extra frames in the populated areas. I'd love even more if there was a combined version of these mods for even more FPS. Is there any way you could work on or maybe release the code so others could work on a more advanced display culling mod to help FPS even further?
Oblivions scripts aren't really encrypted, everyone can download the mod and look at the script using the CS or TES4Edit.
I based my version on GBRPluss version though, so his permissions in terms of editing, expanding, etc. apply additionally. From my side all is clear for improvement, expansion, rework, etc. (See the permissions drop-down box.)
I haven't tried, but it's possible both versions work together without much problem out of the box. If not, it should be pretty easy to make them compatible through changing some script/quest names.
maybe add a function which proposes to use or not to use the functions of the mod in interiors? Such semi-transparent doors and walls are used often in interiors. Hence there is a way we can use both ways on distance in interiors and this new in exteriors.
Is anyone else having problems with CTDs from this mod? I really like the performance boost, but my game crashes every five minutes. It's extremely annoying and I know it's mod because CTDs don't happen when this is disabled. Any help would be greatly appreciated.
I am using Oblivion Reloaded. Not sure if that might have something to do with it.
EDIT: It seems like a clean re-install of the mod fixed my issues. Again, great mod. Thanks!
Amazing mod, thanks very much for the effort and upload. Huge FPS boost in busy areas, helps make Waterfront much more playable with Better Cities, Oblivion Uncut, Unique Landscapes, and HESU installed. Combined with the torch performance mod I'm getting a lot more FPS: https://www.nexusmods.com/oblivion/mods/49926
Also I found an easy way to confirm the mod is working - people's faces change over very visibly if they are sleeping in a tent.
Hey mixxa, I have just noticed there is a small problem... People behind bars got their faces lodheaded! :D
Here's a screen: https://abload.de/img/oblivion_2020_03_27_1j9jv9.png
Probably bars, even if you can see through, are considered doors and therefore your mod kicks in regardless of the fact NPCs are still actually visible.
EDIT: just saw somebody posted about this very same issue. So there is nothing you can do about it. No prob then!
Thanks for the report and screenshot! I could exclude the script from running in certain cells like prisons. I will likely do that this weekend, if I don't forget.
Nice. Could you maybe make an ini where the player can write down the cells where it shall be disabled? If a mod uses its own prison cells for example, or in ayleid ruins
It's probably possible, but that seems to maybe require working with arrays (and perhaps strings, depending on if cellID would be good enough or not) and I don't have enough knowledge about either to make something like this. Your best bet would be to just manually add the cells to the exclusion in the script itself. The only way I can think of to make this work without strings or arrays would be to just create an ini with like 100 variables and add those variables to the script, but that sounds very inefficient, limited and like way too much work.
Hey there! Extending on this issue, the cages in oblivion gates (like the guy in the first oblivion gate is kept) count as opaque objects, so his face was lodheaded, which was an absolute comedic delight to stream to my friend and got us some good laughs, but I figured I should give you a heads up
Yes, the other place I noticed a lodhead was in the Cheydinhal Mages Guild well. Poor Vidkun had a lodhead. I just chalked it up to how long he had been submerged in that well................
74 comments
This might possibly be fixed in this version, though I haven't tested that one: https://www.nexusmods.com/oblivion/mods/50394
Thanks!
(XX is the Load Order of No Unnecessary FaceGen.)
It happens for the same reason as it happenend in the prisons. It's a trade off depending on which way you want the mod to work. Basing it on distance like the original avoids such issues, but may not help as much in some cases.
After using this version for a while, I think I like the original version based on distance more, but I'm obviously leaving this one up for people who want the performance improvement and don't care to sometimes see a face like this.
I based my version on GBRPluss version though, so his permissions in terms of editing, expanding, etc. apply additionally.
From my side all is clear for improvement, expansion, rework, etc. (See the permissions drop-down box.)
I haven't tried, but it's possible both versions work together without much problem out of the box. If not, it should be pretty easy to make them compatible through changing some script/quest names.
I am using Oblivion Reloaded. Not sure if that might have something to do with it.
EDIT: It seems like a clean re-install of the mod fixed my issues. Again, great mod. Thanks!
Also I found an easy way to confirm the mod is working - people's faces change over very visibly if they are sleeping in a tent.
Here's a screen: https://abload.de/img/oblivion_2020_03_27_1j9jv9.png
Probably bars, even if you can see through, are considered doors and therefore your mod kicks in regardless of the fact NPCs are still actually visible.
EDIT: just saw somebody posted about this very same issue. So there is nothing you can do about it. No prob then!