This mod have a problem mesh in the White Hall (hole in the kithen's ceiling). Also, dont use it with Lux. Lux dont need this meshes, no problems from the box, but you will have them after installing this. I donk know why, but it is how it works.
Way late, but I'm around 99% sure that Lux and Lux Orbis includes partitioned meshes for most mods it supports, if they have meshes large enough to require it.
Great mod! fixes a very annoying problem. I did notice a small issue in the jarl's longhouse. Specifically under the jarl's room (in the kitchen), if you look up you will see a mesh missing. After some time in nifskope, i figured that if you remove all the meshes from the floor of the jarl's room and replace them with the 2 from the kitchen floor, the issue is resolved. (they recquire some manual placement though). Also there is a tricky mesh which is not very visible but also needs to be removed. The mesh is the "Upper Right Back 1". Also there seems to be no light flickering after the changes. Thanks again for the mod, it really solves an annoying issue (as well as the mods for the other cotn).
sorry, for the double post, not sure where the most appropriate page was but are these meshes included with Cities of the North - Dawnstar - Vanilla Textures? It looks like it according to the page description, though this has been updated more recently and I am having flicker issues letting those meshes overwrite these meshes.
Answered in the other spot, for folks who come across here - no, these are not the same meshes as the vanilla ones. They've been redone more recently, and it would be HORRIBLY tedious to re-do the vanilla texture ones with the ELFX changes. I might look into an automation tool to see if that might work.
Great work on these, the flickering light was really annoying. Quick question though; dawnstarinterior05.nif seems to miss the bottom and part of the doorframe from the stairs leading down to the Jail, when compared to the original mesh, causing a gap in-game. Is there a specific reason for that, or am I missing something?
I apparently had a section of the "Door" trishape disabled when looking at other stuff, and forgot to re-enable it when exporting the mesh back to a nif. *sigh*
Just delete dawnstarinterior05.nif from this for now, and use the one in COTN Dawnstar. It's honestly not a super important one to partition, you won't run into any real lighting problems.
This conflicts with a few of the meshes from your COTN Dawnstar Vanilla Textures mod. Any advice on overwrite order assuming they are compatible? Thanks!
When I get the chance, I'll look at updating the vanilla ones to have the most recent lighting partitioning from these. It's not hard, just tedious as hell to do :p
Per NiTriShape (or BsTriShape, depending on nif version - I know converting/running through Nif Optimizer changes from the former to the latter). Although I should note that it's not as simple as comparing to the light sphere in the CK - there seems to be a bounding box of sorts to detect "intersection" for light purposes.
But if you turn on that color mode in CK which gives you an idea of how well lit areas are, you'll see they're subdivided by TriShape.
Thanks for the reply. I was wondering about that for quite some time but never connected it with what I saw in the color mode in the CK.
> there seems to be a bounding box of sorts to detect "intersection" for light purposes. Yeah, can confirm that. Feels very box like when working with it extending the radius shown to you.
4 is the shadowcaster limitation, any additional shadow casting bulb in the vicinity will conflict but you'll be able to add more beyond this bulbs range (not useful here but it may be handy in really huge cells such as dungeons). A single TriShape can only get lit by up to 6 lights, the 7th one will break the mesh (it won't be lit anymore unless it's lit by a shadowcaster, then it'll only be lit by this one). Hence why splitting meshes is mandatory with large models, cause they break really easily, especially since lights have larger bounds than their actual lighting radius.
Just specifically for seeing the textures and such in nifskope, correct? I actually do most of the work in Outfit Studio, I just took the screens using nifskope because it's convenient for the highlighting :)
As a sidenote, you're a texture guru, you might know this, but it's been one of my primary concerns while I was working on these - I know that there's the BsShaderTextureSet node where you can point to a given texture. How does the BSTriShape choose what vertex to point to (I presume) coordinate 0,0 on the texture and lay it out? Would splitting a BSTriShape result in tessellation because of this? When I'm looking in Outfit Studio, it doesn't seem to be messing with that at all, but that surprises me.
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Also, dont use it with Lux. Lux dont need this meshes, no problems from the box, but you will have them after installing this. I donk know why, but it is how it works.
These don't touch lighting unto themselves, they simply allow for more complex lighting to be done by mods without flickering.
It looks like it according to the page description, though this has been updated more recently and I am having flicker issues letting those meshes overwrite these meshes.
Great work on these, the flickering light was really annoying. Quick question though; dawnstarinterior05.nif seems to miss the bottom and part of the doorframe from the stairs leading down to the Jail, when compared to the original mesh, causing a gap in-game. Is there a specific reason for that, or am I missing something?
Just delete dawnstarinterior05.nif from this for now, and use the one in COTN Dawnstar. It's honestly not a super important one to partition, you won't run into any real lighting problems.
I'll re-do it sometime if I get bored.
When I get the chance, I'll look at updating the vanilla ones to have the most recent lighting partitioning from these. It's not hard, just tedious as hell to do :p
Is that 4 light limit per object placed in the CK or per NiTriShape?
But if you turn on that color mode in CK which gives you an idea of how well lit areas are, you'll see they're subdivided by TriShape.
I was wondering about that for quite some time but never connected it with what I saw in the color mode in the CK.
> there seems to be a bounding box of sorts to detect "intersection" for light purposes.
Yeah, can confirm that. Feels very box like when working with it extending the radius shown to you.
A single TriShape can only get lit by up to 6 lights, the 7th one will break the mesh (it won't be lit anymore unless it's lit by a shadowcaster, then it'll only be lit by this one). Hence why splitting meshes is mandatory with large models, cause they break really easily, especially since lights have larger bounds than their actual lighting radius.
As a sidenote, you're a texture guru, you might know this, but it's been one of my primary concerns while I was working on these - I know that there's the BsShaderTextureSet node where you can point to a given texture. How does the BSTriShape choose what vertex to point to (I presume) coordinate 0,0 on the texture and lay it out? Would splitting a BSTriShape result in tessellation because of this? When I'm looking in Outfit Studio, it doesn't seem to be messing with that at all, but that surprises me.