Jump to content
  • 0

Floating Light Spheres Not Attached to Any Light Source


DsevenO

Question

I'm in the process of installing my dyndolod output mod for about the 15th time, and I can't seem to find a setting that allows lod lighting to show up without also having floating balls of light that aren't attached to anything. Starting in Whiterun, as soon as I get outside the city gates there's one ball of light hanging over the city just inside the wall. There's another hanging over the planes toward the tower where the first dragon encounter happens. When I turn on the free camera I'm able to find another one hanging over the entrance to Dragonsreach. I have been able to find any documentation so far that explains this, so if anyone has any insight I'd be grateful. Thanks.

Link to comment
Share on other sites

5 answers to this question

Recommended Posts

  • 0

Advanced options, Fake lights selected worlds / Fake lights child world.

 

DynDOLOD_Manual.html Glow LOD - Fake Lights

 

Like all other dynamic LOD references added into DynDOLOD plugins, their EditorID will lead to the plugin.esp/FormID of the source.

Edited by sheson
  • +1 1
Link to comment
Share on other sites

  • 0

Thanks you for the reply. Based on what I've read in the manual, "light sources that light up objects / textures can not be done as true LOD". I'm assuming this means that the fake lights options have to be used if you want to see light lod for cities/city interiors. That being the case, are the light artifacts I described in my original post just something you have to live with if you plan on using the fake lights options? The light artifacts I described may indeed be attached to an original light source, but whatever that source may be it isn't anywhere near where the fake version of the light is. Locating the sources via ID is beyond my skill set atm, and even if I could find it the fake version of some of these light sources seems to be quite detached from any original light source. The light hanging over Whiterun plains in particular seems out of place; it essentially mimics a small moon. If there are ways I can manually edit something so that these artifacts don't show up I'm happy to learn (not expecting a tutorial here, but just a point in the right direction would be awesome). Thanks again.

Edited by DsevenO
Link to comment
Share on other sites

  • 0

That being the case, are the light artifacts I described in my original post just something you have to live with if you plan on using the fake lights options?

That are not artifacts. The fake lights are a round FX Glow mesh as explained in the manual. Just the same way the vanilla game uses them here or there.

 

The light artifacts I described may indeed be attached to an original light source, but whatever that source may be it isn't anywhere near where the fake version of the light is.

DynDOLOD does not invent light sources or their positions. If the Fake Lights Child Worlds is checked it will create fake lights in the parent world (Tamriel) for light sources located in the child world (like Whiterun).

 

Locating the sources via ID is beyond my skill set.

Go close to object, open console, click object. Note the 8 digit form id. Look up that form id in xEdit. Note the Editor ID of the object. If it is a dynamic LOD object from DynDOLOD it will be something like pluginsesp_123456 pointing to the source reference.

Replace pluginsesp with its hex load order to get the complete 8 digit form id of the source reference. Repeat in case the source reference is in a DynDOLOD plugin.

 

If you do not like the fake light options, do not check either Fake light checkbox when generating LOD.

Edited by sheson
Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.