Oblivion
LOD-issues_1

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Voyager23

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9 comments

  1. bevilex
    bevilex
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    Not really a LOD issue. Probably a conflict between two mods.
    1. Voyager23
      Voyager23
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      The issue was there before adding Battlehorn Upgraded which I kind of hoped would solve it... Since then I've tried TES4LodGen, Land Magic (which had it's own funny way of resolving issues). And even tried renaming the Meshes/Landscape/LOD-drawer just to try and provoke something but to no avail
      Saddest thing is this gaping hole makes it impossible to reach parts of the castle.
      I do vaguely recall some console command for moving objects relatively in the z-axis, but I'm at a total loss here...
    2. Voyager23
      Voyager23
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      I even DL'd the Con.Kit but have no idea how to find which outdoor cell the castle is located at... There *are* patches for Battlehorn Upgraded, but I don't use AFK-weye or the other ones... If it wasn't for the fact that the tear was there before adding BHU, I'd also bet on conflicts... Wish I knew how to look for such.
    3. bevilex
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      2 mods editing the landscape are conflicting or have a wrong load order.
      Try deactivating your .esp files one by one and test each time if the issue is reproducible, and you will find the cause.
    4. mhahn123
      mhahn123
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      Most of the mods which conflict with Battlehorn Upgraded also conflict with the original Battlehorn DLC. Which is why the rip was there before installing Upgraded.

      So the question is what else do you have installed in that area? If not AFK or the others listed on my patch page there must be something else close to the castle causing that problem. Servant of the Dawn adds something close by which causes issues...but doesn't require a patch, just correct load order.

      Look around and see what is there (besides Battlehorn) that isn't part of the vanilla game.
    5. Voyager23
      Voyager23
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      Thank you guys and kudos!!
      BHU replaces the DLC and requires the inofficial patch to be deactivated.
      I couldn't think of any mod editing cells close to the castle, then I recalled a few mod's I added earlier, which is in my opinion not that near, but surely, the tearing is gone!! ^_^
      I uploaded these pictures to ask a certain author, but now that I've disabled A0SC-Straydogs.esp, adTree1DeadlyShadows.esp, Black Rose Manor.esp, adTreeHome.esp and finally HammerfellBorders.esp (which I probably don't even need) my castle is intact!
      Thanks again!
    6. Voyager23
      Voyager23
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      That's 5 mods disabled, now just to figure out which one has the issues...
    7. mhahn123
      mhahn123
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      So here's the thing to keep in mind. There are a lot of mods out there that make what is known as "dirty edits" or "wild edits". In other words unintentional edits which are sometimes far from what the mod is supposed to do.

      This is why mod cleaning is important. For both the mod author and the end user. To help prevent conflicts. It's also why tracking down a conflict can be difficult sometimes. The cause of a conflict may be the least likely suspect because of dirty edits.
    8. Voyager23
      Voyager23
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      Oh believe you me, I use every report from LOOT or BOSS to clean out those mods that don't claim to have wild/dirty edits on purpose, including the DLC's... I was even wondering if it was my cleaning of mod's that caused the issues. I find it pretty lazy or something when you post a mod that's conflicting with a DLC that's almost as old as the game.
      I do believe it was Hammerfall Borders that was the culprit in all this, as that's 1 out of 2 mods I haven't reactivated.... But besides cleaning mods, I'm more or less a total noob/gamer ^_^