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Rendering Bug on Pointlookout and The Pitt

General discussion of Tale of Two Wastelands
kb777
Posts: 11
Joined: Tue Jul 02, 2013 1:16 am

Rendering Bug on Pointlookout and The Pitt

Post by kb777 » Tue Jul 02, 2013 5:34 am

I been having a bug with my Tale of two wastelands where the rendering is too short and i can't fix it ive tried disabling all my mods but nothing happens it still does not render far the trees just pop up out of no where really close.


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plumjuice
Posts: 460
Joined: Wed Dec 12, 2012 11:59 am

Sounds like an lod issue to

Post by plumjuice » Tue Jul 02, 2013 8:55 am

Sounds like an lod issue to me. Load order and pictures please.


Read before asking for help. Please. >>>>>> http://taleoftwowastelands.com/content/read-asking-help



kb777
Posts: 11
Joined: Tue Jul 02, 2013 1:16 am

I posted the picture click

Post by kb777 » Tue Jul 02, 2013 1:15 pm

I posted the picture click the link im new to this so i don't know how to post it right



JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

You posted the picture just

Post by JaxFirehart » Tue Jul 02, 2013 2:03 pm

You posted the picture just fine, now we still need a load order.


Do you need help retrieving a load order?



TrickyVein
Posts: 982
Joined: Fri Mar 29, 2013 3:04 pm

For a quick fix:

Post by TrickyVein » Tue Jul 02, 2013 5:04 pm

For a quick fix:


Make sure that you have lod settings for your worldspaces in the .bsas for the plugins that are in your NV data directory. 


You can inspect the .bsa for each yourself using the .bsa browser capability in FOMM - open up 'The Pitt - Main' and look under 'lodsettings' for anything named beginning with 'dlc01.' There should be four in total. 


Similarly, for Point Lookout, open up 'Point Lookout - main' and look for just two files under 'lodsettings' beginning with 'dlc04.'


If any of these files aren't there, you can extract them from the appropriate archive from your Fallout 3 data directory to the NV data folder instead of having to run the installer again. 



plumjuice
Posts: 460
Joined: Wed Dec 12, 2012 11:59 am

There was some experiencing

Post by plumjuice » Tue Jul 02, 2013 10:25 pm

There was some experiencing this in the CW, and I recall a thread about someone having this in Anchorage. Are these errors Installer related and are people getting errors and just ignoring them?


OT: Do what tricky said.


Read before asking for help. Please. >>>>>> http://taleoftwowastelands.com/content/read-asking-help



JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

These aren't likely to be

Post by JaxFirehart » Tue Jul 02, 2013 10:31 pm

These aren't likely to be installer errors. I actually encountered bad LOD issues in Anchorage once, but then it went away and I have no idea why.



kb777
Posts: 11
Joined: Tue Jul 02, 2013 1:16 am

I checked the lod and all of

Post by kb777 » Tue Jul 02, 2013 10:56 pm

I checked the lod and all of them are there



kb777
Posts: 11
Joined: Tue Jul 02, 2013 1:16 am

All LOD files are there

Post by kb777 » Tue Jul 02, 2013 11:03 pm

All LOD files are there and it is still messed up



TrickyVein
Posts: 982
Joined: Fri Mar 29, 2013 3:04 pm

Uh huh. We gotcha. 

Post by TrickyVein » Tue Jul 02, 2013 11:49 pm

Uh huh. We gotcha. 


Looking at your pic again, it looks like terrain is visible from a distance as well as LOD objects. Trees have their own LOD settings, or can be generated separately from placing them in the world like you would other static objects. Bethesda is fond of doing this.


Also check in 'meshes\landscape\lod\[name of the worldspace, in this case beginning with dlc01 and dlc04]\trees'


To see if anything is there. People were experiencing issues with 'ghost' trees or somesuch in the capital wasteland. Not sure if that was resolved or what. 


In my experience, if after generating object LOD and by extension special tree LOD, deleting any object - even if you move it around - that is flagged as being 'visible from a distance' will cause the LOD mesh to persist in place of the deleted/nudged object. 



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