Arthmoor Posted January 7, 2013 Author Share Posted January 7, 2013 Sounds like the old LOD bug rearing its ugly head again. I though that died with Oblivion, but maybe not. It's not specific to the mod either. It's just one of those things about Bethesda's garbage engine. Link to comment Share on other sites More sharing options...
AndalayBay Posted January 7, 2013 Share Posted January 7, 2013 I tried fast travelling to the stables instead and it still did it. I found I could walk through the flickering image of the old gate to your gate, then click on that and it would open to the city. More flickering statics inside. I went to the thieves guild entrance under the tomb and there was another flickering mesh (laying horizontally) under the coffin. I was able to walk through that and then the stairs appeared. If it's LOD, it really seems to be showing LOD where there shouldn't be any. I've never seen anything like this before. Very odd. Link to comment Share on other sites More sharing options...
Arthmoor Posted January 8, 2013 Author Share Posted January 8, 2013 A screenshot is in order then. Link to comment Share on other sites More sharing options...
AndalayBay Posted January 8, 2013 Share Posted January 8, 2013 Here you go. This one shows how all doors and windows are replaced with a really weird texture. You'll also see that the ground is pretty weird too. Another view showing the boardwalk and doors: This is the view after pressing the button to move the crypt leading to the thieves guild: And you can walk through that "mist" to discover the stairs and the hatch: I've no idea what is causing this. I am running the high res DLC and SMIM. Here's my load order: Active Mod Files: 00 Skyrim.esm 01 Update.esm 02 Dawnguard.esm 03 HearthFires.esm 04 ApachiiHair.esm 05 Unofficial Skyrim Patch.esp [Version 1.2.6] 06 Unofficial Dawnguard Patch.esp [Version 1.1.3] 07 Unofficial Hearthfire Patch.esp [Version 1.0.2] 08 StaticMeshImprovementMod.esp 09 Economics of Skyrim.esp 0A Economics of Skyrim - Dawnguard.esp 0B Ars Metallica.esp [Version 1.1.3] 0C Ars Metallica - Dawnguard.esp [Version 1.1.3] 0D Ars Metallica - Hearthfire.esp [Version 1.1.3] 0E Back off, Barbas!.esp 0F Bag of Holding.esp 10 Commute.esp 11 Decorator Assistant - SKSE.esp [Version 1.4] 12 Where's My Horse Gone.esp 13 Convenient Horses.esp 14 Gildergreen Regrown.esp [Version 1.2.3] 15 Run For Your Lives.esp [Version 1.1.3] 16 When Vampires Attack.esp [Version 1.0] 17 The Paarthurnax Dilemma.esp [Version 1.2.3] 18 Lightweight Potions and Poisons.esp 19 lesssnowywinterhold.esp 1A Uncle Sheo.esp 1B Open Cities Skyrim.esp [Version 0.9.6] 1C Mighty Magick - Alteration.esp 1D Mighty Magick - Alteration Extras.esp 1E Mighty Magick - Conjuration.esp 1F Mighty Magick - Conjuration Extras.esp 20 Mighty Magick - Destruction.esp 21 Mighty Magick - Dual Casting.esp 22 Mighty Magick - Fortify Magic School Enchantment and Alchemy Reversed.esp 23 Mighty Magick - Illusion.esp 24 Mighty Magick - Illusion Extras.esp 25 Mighty Magick - Restoration.esp 26 Mighty Magick - Restoration Extras.esp 27 Mighty Magick - Scaling.esp 28 Alternate Start - Live Another Life.esp [Version 2.1.8a] 29 WATER.esp 2A Warburg's 3D Paper World Map - Texture 2.esp 2B warburg's 3d paper world map - dawnguard.esp 2C MyTweaks.esp 2D Bashed Patch, 0.esp Link to comment Share on other sites More sharing options...
Vorians Posted January 8, 2013 Share Posted January 8, 2013 I haven't been following anything Skyrim-related for months, but as Arthmoor mentioned, it clearly looks to me like the LOD/VWD objects are still visible when close up. In the second screenshot you can see bottom-right the proper boardwalk visible briefly before a low-res version overlaps and covers the rest of it. And where the doors belong, those will most likely be the walls from the low-res LOD building mesh which overlap the doorway and hide the door. Whatever is meant to tell the game to disable the LOD meshes when close-up isn't triggering, and since in Oblivion this was hard-coded I would expect it to be so in Skyrim as well, and so it must be a bug like Arthmoor said - tell Bethesda! Link to comment Share on other sites More sharing options...
Thomas Kaira Posted January 8, 2013 Share Posted January 8, 2013 But you're forgetting it's all Arthmoor's fault! Why? Because everyone else said so! And they can't be wrong! Link to comment Share on other sites More sharing options...
AndalayBay Posted January 8, 2013 Share Posted January 8, 2013 It's always Arthmoor's fault. Link to comment Share on other sites More sharing options...
Arthmoor Posted January 8, 2013 Author Share Posted January 8, 2013 That's definitely the LOD bug rearing its ugly head. Funny how their "new" engine still has all the same problems as the old one Nothing I can do with that. Also whenever I get around to pushing 0.9.8, it will have a SkyUI menu to toggle the OBGates. Will be the only way I'm going to officially support that. It will also allow turning the gate attendants on and off, as well as the outdoor lighting system. Link to comment Share on other sites More sharing options...
AndalayBay Posted January 8, 2013 Share Posted January 8, 2013 Nice! I just upgraded to SkyUI 3.0. I'll leave the gates on actually - I've grown used to them and don't mind them at all. Link to comment Share on other sites More sharing options...
Arthmoor Posted January 8, 2013 Author Share Posted January 8, 2013 MCM is pretty slick. The only thing I don't care much for with SkyUI 3.0 are the colored icons. They feel out of place. Link to comment Share on other sites More sharing options...
Arthmoor Posted January 15, 2013 Author Share Posted January 15, 2013 Open Cities Skyrim v0.9.8 General: Syncronized fixes from updates to the USKP. General: Implemented a SkyUI MCM menu to provide a means to enable or disable the following: Oblivion Gates, City Gate Attendants, Outdoor Lighting System. Note that no other optional toggle system will be supported. SkyUI 3.1 or above is required for this to work, and SKSE is required for SkyUI. SKSE will not be a strict requirement for OCS though. Without SKSE, the MCM menu simply won't function. General: Removed several navmeshes that the mod does not need to edit, which should help improve compatibility with mods that edit things near the cities. Solitude: The decorations for the wedding scene during the Dark Brotherhood are never cleared once the quest is done. This fix will rely on the USKP to trigger it at the appropriate time. Riften: Added another AI door for the children at the orphanage to prevent them from sometimes getting stuck outdoors in the closed worldspace. Markarth: Fixed the trigger that modifies Dryston's ambush and brawl scene during Forsworn Conspiracy (MS01). Link to comment Share on other sites More sharing options...
Dwip Posted February 2, 2013 Share Posted February 2, 2013 So, Riften south gate. Couple of pretty huge gaps between the city street and the outside road right at the gate. Link to comment Share on other sites More sharing options...
Arthmoor Posted February 14, 2013 Author Share Posted February 14, 2013 So it seems that there may be some problems with being able to return to Windhelm from Raven Rock. Specifically, the load screen seems to be hanging regardless of whether one pays for the boat ride or uses the fast travel marker.It also appears as though using the hi-res texture DLC isn't helping this either.After trying a bunch of stuff, I ended up having to redirect the return travel marker so you arrive in Dawnstar instead of Windhelm. Yes, I know, that probably sucks, but it works. So I'm wondering. Would people hate that as a solution in the Dragonborn patch? Is this even an issue for anyone else? Link to comment Share on other sites More sharing options...
Ysne58 Posted February 14, 2013 Share Posted February 14, 2013 Not for me. Â I'd be fine with that. Link to comment Share on other sites More sharing options...
Leonardo Posted February 15, 2013 Share Posted February 15, 2013 Same here. I don't see a problem with that a least the game is working right. Link to comment Share on other sites More sharing options...
Arthmoor Posted February 28, 2013 Author Share Posted February 28, 2013 Open Cities Skyrim v0.9.9Solitude: The bridge scene during To Kill an Empire (DB09) would freeze the player's controls out and never re-enable them after Maro's monologue.Solitude: Maro's monologue scene in To Kill an Empire (DB09) had him delivering it from behind the 3 guards due to the lack of a navmesh at the scene marker he's supposed to use.Solitude: Vittoria's wedding scene during Bound Until Death (DB05) was not functioning correctly due to the lack of a navmesh on the balcony where she gives the speech.Solitude: Some of the audience members for Vittoria's wedding were not in the correct worldspace due to the AI markers not having been moved properly.Solitude: A smelter has been added in front of the Fletcher's shop. (Issue #12162)Whiterun: During the battle to defend the city on the Imperial side, the city gate needs to be unlocked. The trigger governing the lock state during the battle did not take Imperial players into account. (Bug #11875)Markarth: Margaret and Weylin were not always at the proper scene markers for Forsworn Conspiracy (MS01) due to one of the markers being held as a script property. (Bug #11905)Riften: The landscape edits under the south gate somehow got lost, leaving an ugly gap below the road. Link to comment Share on other sites More sharing options...
Leonardo Posted February 28, 2013 Share Posted February 28, 2013 Solitude: A smelter has been added in front of the Fletcher's shop. (Issue #12162)  I've always wonder why there were no smelter in Solitude, so this update makes me happy. Btw... What was the cause for this issue anyway?  Thanks for the update mate. Link to comment Share on other sites More sharing options...
Arthmoor Posted February 28, 2013 Author Share Posted February 28, 2013 No cause. Bethesda never put one in the city to start with. Link to comment Share on other sites More sharing options...
Leonardo Posted March 2, 2013 Share Posted March 2, 2013 Ah I see. I thought there were an issue and you fix it. Link to comment Share on other sites More sharing options...
Arthmoor Posted March 12, 2013 Author Share Posted March 12, 2013 Open Cities Skyrim v0.9.9aFixed improper initialization of the MCM menu. Link to comment Share on other sites More sharing options...
Arthmoor Posted June 9, 2013 Author Share Posted June 9, 2013 Open Cities Skyrim v1.0All: The gate attendants did not have persist locations set, so their AI schedules were not running properly.Windhelm: Due to complications brought on by the civil war, the Battle of Windhelm will now take place in the closed city instead of in the open. (Bug #12164)Whiterun: Due to continuing minor complications, the Battle of Whiterun will now take place in the closed city for both Stormcloaks and Imperials.Solitude: Due to continuing complications in the civil war, the Battle of Solitude will now take place in the closed city instead of in the open.Windhelm: Brunwulf Free-Winter's house occasionally disappeared upon entering the city. This has now been corrected by flagging the mesh as IsFullLOD which will force it to load regardless. (Bug #3)Whiterun: Two of Irileth's guards she dispatches to Riverwood were using the wrong marker targets. (Bug #1)Riften: The city gate mesh will not merge and become one with the northern gate tunnel. It can never be fully corrected though due to the way that spot is set up. (Bug #12794) Link to comment Share on other sites More sharing options...
Leonardo Posted June 10, 2013 Share Posted June 10, 2013 So at last you finally made the OCS 1.0 public. Thanks for update and your hard work on this. Link to comment Share on other sites More sharing options...
Leonardo Posted June 20, 2013 Share Posted June 20, 2013 Just a quick question... What mod (never heard of it before, have been away from Skyrim mods too long I suppose) is this patch for?   Compatibility PatchesCL Cities - Whiterun  Link to comment Share on other sites More sharing options...
Arthmoor Posted July 28, 2013 Author Share Posted July 28, 2013 Open Cities Skyrim v1.0.1Whiterun: The city gate now has a properly combined gatehouse mesh with real collision instead of crappy collision planes and a bad landscape hack.Riften: The Argonian north gate attendant now has a voiced dialogue line.Markarth: The large dam that makes up the southern portion of the east wall now has real collision and the duplicated mesh parts have been trimmed, along with the fake collision planes removed. Link to comment Share on other sites More sharing options...
Leonardo Posted July 28, 2013 Share Posted July 28, 2013 Thanks for the update mate! Link to comment Share on other sites More sharing options...
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