Skyrim Special Edition
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Nico coiN

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nico21000

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72 comments

  1. Wolfpack49
    Wolfpack49
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    Question about this (and thank you -- it fixed the issue I had on the north shore as well as a QWM glitch). Will running an xLODGEN pass for occlusion address these same issues without the need for the esp?
  2. AlvaroMadfox
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    It is fix every thing about those annoying bug. But it EXTREMELY heavy in some area. Just unacceptable for that small fix of couple lod glitches. Shame that no some light alternative. I try dyndolod but it not fix that problem for some reason.
  3. Sieggfried
    Sieggfried
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    Does this fix all of the culling data glitches at the sea because this is happening to me at Solitude too?
  4. tricker7
    tricker7
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    This issue only appears for me in the Sea of Ghosts near Winterhold. Would like to request a 'lite' version of the mod which edits the Sea of Ghosts only please, in the interest of maintaining performance in other areas of the game where this fix is not needed. I see someone else commented below that they have made their own edit of the mod which does exactly that, sadly the method used is beyond me and so I instead have to ask here.
    1. THOMICIDE42
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      I found this from Cathedral Weathers Mod. They have on just for that sea. https://www.nexusmods.com/skyrimspecialedition/mods/24791?tab=files
    2. SpookaXX
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      Thank you for drawing my attention to this THOMCIDE. Should be stickied.

      Many thanks to this page's mod author still.
  5. LoD7995
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    Works as intended but it's very performance heavy in certain areas (e. g. outside of the Helgen Cave). So I've made a stripped-down version of the mod. It's quiet simple to do it yourself, as long as you know which cells have to remain in the .esp-file.

    Since mostly the cells around the College of Winterhold are affected in my experience, it is sufficient to only edit those.

    The following worked for me (it most likely still contains unnecessary edits):

    http://imgur.com/a/xI1zA (the picture shows the important cells).

    Would be nice if you could upload a "light" version Nico! Anyway great discovery!

    1. masc
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      Cheers for this!!
    2. admiralparmesan
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      This is a good solution to remove the areas where this fix isn't necessary to improve performance. However, how would I know which areas to add back if I find a problem? I found an area still affected by this bug near the serpent's stone after I removed your suggested blocks. Is there an easy way to tell what block that would be?
    3. LoD7995
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      You identify the cell by clicking on any generic object nearby to get its ID. Then you upon xEdit and put the ID in the box in the top left corner. That will lead you to the cell. Afterwards you just have to reinstate this specific cell into your esp and that should (hopefully) be it.
    4. darksynth0
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      LoD7995, for lazy folks like me, any change of getting our hands on the stripped down version?
      if it's not much of a hassle, can you upload the .esp somewhere and share?
    5. SpookaXX
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      Would appreciate a file link.
    6. SpookaXX
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      It's actually quite easy to do now that I've done it. And the good thing about doing it yourself is that culling isn't removed from EVERYWHERE (like places you can't see it which represents like 99% of the culling) like this mod does so you save FPS.

      Sheson explained it to me here: http://forum.step-project.com/topic/13290-missing-land-near-winterhold/?p=219846
    7. Featherywolf
      Featherywolf
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      Thanks for the assist, LOD7995
    8. deleted28570945
      deleted28570945
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      Yeah I'm doing 2160p so I am hesitant to try this until the performance heavy cells are removed. I don't think I have ever edited cells in an esp in xEdit.
    9. macrocosm144
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      I love this mod, cheers for the tip to fix it! Works great to make a custom light one, hopefully anyone that finds more cells to add will post them here, maybe it can be updated with the light version eventually, the author is still active. :)
    10. User_5951927
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      Can I have your copy please I'm not understanding it.
    11. theicedevil
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      Thanks for the image. It didn't take me long to remove the unnecessary OC removals in xEdit. As I haven't discovered any other OC bugs in the game, other than the Sea Of Ghosts, the removal of the rest of the OC data is a bit excessive, imho. So thank you for showing me how to optimize this mod.
    12. headfullofdread
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      Is it the cell that has the OC bug or the cell you see the bug from that you remove occlusion data? I'm guessing the cell itself, but I'd like to make sure before go around building a patch completely wrong or with excessive removals.
    13. LoD7995
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      It's the cell itself.
    14. Calistin
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      Can I possibly have the "lite" version of this from someone please? Otherwise my brain may melt..lol
    15. Artica87
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      I started doing this myself, but my god it's a time-consuming process finding all the individual cells. Thanks for sharing, LoD.
    16. nico21000
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      LoD7995, you're wrong.

      Disable this mod, go to Azura's shrine and look at the north sea, you'll see the glitch. The glitch VISUALLY affects the distant sea cell because of incorrect culling data IN THE CELL WHERE YOUR CHARACTER IS at this very specific moment. Type 'tcl' in console and then move your character straight forward to the VISUAL issue. The visual glitch will vanish as you are changing your CURRENT CHARACTER'S CELL, because this new cell where YOU are PHYSICALLY contains proper culling data. Move again in any direction so as to place your character in an adjacent cell and the visual issue will pop-up again, or affect different areas in your field of view.

      The 'culling data' is indeed a huge amount of sunglasses that you are forced to change in each and every cell you go. When you are in a specific cell you are forced to use the pair of sunglasses that was specifically designed for it. When you move to the next cell you are forced to abandon your pair of sunglasses and get the new one that is, here again, specifically designed for the new cell in which you are NOW. In the Tamriel worldspace each cell has its own pair of sunglasses, and some of them have cracks. THAT IS THE REAL ISSUE.

      What my mod achieves is just removing ALL sunglasses... It works as intended, but has a severe impact on performance.
    17. LoD7995
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      "The glitch VISUALLY affects the distant sea cell because of incorrect culling data IN THE CELL WHERE YOUR CHARACTER IS at this very specific moment." That's what I was trying to say, maybe I didn't phrase it well. Otherwise it would be close to impossible to determine the "glitched" cell.
    18. LoD7995
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      But thanks for the clarification! That's a very good way to explain it.
    19. LoD7995
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      But what I wrote initially is kind of wrong, maybe you could delete the conversation, so it doesn't create more confusion and sticky the explanation you just wrote.
      Sheson said he knows how to calculate occlusion culling properly btw, but it's quite tedious and time consuming. So probably won't happen.
    20. heleanarodo2012
      heleanarodo2012
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      So, do we have the Lite version posted somewhere to get it, please?
    21. LoD7995
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      You don't need it anymore, use xLODGen instead.
  6. hinter1
    hinter1
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    LOOT places the mod in higher priority, which doesn't fix the issue.
    I place it manually last and everything's o.k. Is it safe to do so?
    No performance issues however.
    Thanks for the great mod.
    1. GravitationalPull
      GravitationalPull
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      edit meta data in loot tick high priority and load after your highest priority mods which should fix the issue. you can also do this in vortex if u have it.
  7. elzee
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    The plugin needs an esl flag and cleaning.
  8. Eldaroth420
    Eldaroth420
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    Is there any chance of adding support in your mod for this cell? I am standing at High Hrothgar looking at Whiterun Valley, and there seems to be a missing mountain texture north of Whiterun ruining the view.

    https://imgur.com/iTLPDnO

    Thanks
    1. nico21000
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      This mod already supports every possible cell. Your issue is probably caused by ignoring what I said in the instructions : this mod MUST be placed at the last and deepest slot in your load order, no matter which plugin manager you are using, and no matter what it says...
    2. wizkid34
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      the best way to use this really useful plugin is to make an handmade patch and, as just said by @nico2100, place it at the very bottom of the load order. Mod such Realistic Water Two, Unique Region Names, T'Skyrim, MEZF - Missing Encounter Zones FIXED, and a tons of other mods, if placed below Culling data glitch fix, reverts its changes, which then are the systematic deletion of TVDT - Occlusion data in each cell of the entire Skyrim worldspace. This is the only way to avoid any visible big square in distance view, 100% tested :)

      note: doing a bashed or a smashed patch does not guarantee an excellent result, as in any other conflict situation, these patches are made without take in account a large number of factors and often create other issuess or in the best cases make mods not properly working as intended. As usual it is always better to know how to use SSEEdit if you want to mod Skyrim in a decent way.
  9. EdmondNoir
    EdmondNoir
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    Lookikng at what you did set me in the right direction - thank you for this - for end users I would say a version just affecting the sea of ghosts and college of winterhold is all that is needed i dont see issue with thrustum culling anywhere else really. In any case kuddos
  10. AdmiralAlbia
    AdmiralAlbia
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    Is it possible to get the original xEdit script from somewhere? I have a large LO and I manually make my conflict patches - I don't really want to go through every cell in the game by hand to merge this change in!