But as you saw from my screenshot of the file you sent, the bug is still there. So it must be some other thing besides glow. I can't find any other explanation.
It's also not mod related, I already tried with all the fire and campfire mods disabled. Even disabled ENB light mod. The only thing that makes it disappear is disabling [COMPLEXPARTICLELIGHTS]
EDIT: I zoomed in into the second screenshot you sent and the bug is there, although barely visible:
It depends on the lighting conditions - try with higher intensity values under [COMPLEXPARTICLELIGHTS]
(I'm beginning to suspect it's some kind of shadow that surrounds the player and is visible in certain conditions.)
PS: sorry for bothering you with this.
TES Skyrim SE 0.452
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- *blah-blah-blah maniac*
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Re: TES Skyrim SE 0.452
Thanks but I'm afraid it's not, it's just that the texture makes it seem so. And yes, I decided to take another look and inspect to make sure. No rendering glitches here.
If you look carefully, you will notice that the buggy geometry matches the glow mesh, you can actually even see the individual edges if you look closely. And the glow mesh does use, in vanilla, alpha and shader properties which causes exactly this kind of issue.
Whether one of your mods have an effect I can't know, but I do know that many mods change the fire sources into something else, sometimes using custom meshes.
If you look carefully, you will notice that the buggy geometry matches the glow mesh, you can actually even see the individual edges if you look closely. And the glow mesh does use, in vanilla, alpha and shader properties which causes exactly this kind of issue.
Whether one of your mods have an effect I can't know, but I do know that many mods change the fire sources into something else, sometimes using custom meshes.
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Re: TES Skyrim SE 0.452
Ok, but I already tried with all the fire related mods disabled and glow mesh deleted but the bug is still there for me. It seems that the glow mesh just makes it more visible but the culprit is something other.
If I set the intensity values under [COMPLEXPARTICLELIGHTS] really high (50 for example), then the bug becomes visible on all the different fires. (except on Skyforge for some reason)
I'll try to mix up some test, by creating a totally new fire to replace some buggy one, then, hopefully, it shines some light on the issue. (pun intended)
If I set the intensity values under [COMPLEXPARTICLELIGHTS] really high (50 for example), then the bug becomes visible on all the different fires. (except on Skyforge for some reason)
I'll try to mix up some test, by creating a totally new fire to replace some buggy one, then, hopefully, it shines some light on the issue. (pun intended)
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Re: TES Skyrim SE 0.452
I found the culprit - it's the game's default fire. In case of the campfire, it's ID is ff0029b6 (it cannot be found using SSEEdit, but it can be clicked on, using console) If I disable the ff0029b6, then the default fire disappears and also the bug disappears. The problem is, that in order to click on this, I have to disable other fires and effects first, because the ff0029b6 is buried under these.
The original campfire01burning.nif, for example, does not have any fire on the mesh. The fire gets added by the game. That's why it is impossible to disable the bug by editing this mesh.
So, the faulty element is game's default fire. Does anyone know the name and location of it ?
The original campfire01burning.nif, for example, does not have any fire on the mesh. The fire gets added by the game. That's why it is impossible to disable the bug by editing this mesh.
So, the faulty element is game's default fire. Does anyone know the name and location of it ?
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Re: TES Skyrim SE 0.452
You’re now confusing things. There is no such thing as “game’s default fire” anywhere. What I believe is happening here is that one of your mods is placing duplicate fire objects on top of the original objects. In the base game, the campfire is just one object, the one I sent you, although there’s one other one used for specific purposes.
I’ve always said that when in doubt, test with no mods. Since it’s so easy, I don’t quite see why waste time and bang your head in the wall.
I’ve always said that when in doubt, test with no mods. Since it’s so easy, I don’t quite see why waste time and bang your head in the wall.
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Re: TES Skyrim SE 0.452
Open the campfire01burning.nif with Nifskope and you'll see that there is no flames in it.
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Re: TES Skyrim SE 0.452
Of course not, Nifskope can’t render particles.
Anyway - this is already way off topic.
Anyway - this is already way off topic.
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Re: TES Skyrim SE 0.452
This is that buggy mesh. It's not sprite, it's volume of low res sphere model. Impossible to compute center of it from UV (unless it have some code which map uv to it by screen), so it can't work right with particles. Delete it or replace it
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Re: TES Skyrim SE 0.452
Ok, an update - finally found out what was the problem. It was two bugs of the same type at once. One was the buggy mesh and the other was the same mesh from another file - a mod named "Dynamic fires" added only the buggy glow. The rest of the campfire used default mesh (also with buggy glow)
So yeah, it really was a mod. And also a faulty vanilla mesh. Two things on top of each other. That's why I didn't get rid of it so easily.
Thank you both for your help, it made it easier to solve this.
I'm guessing that most players face the same problem (even without mods) and I hope that reading this topic helps to solve it.
So yeah, it really was a mod. And also a faulty vanilla mesh. Two things on top of each other. That's why I didn't get rid of it so easily.
Thank you both for your help, it made it easier to solve this.
I'm guessing that most players face the same problem (even without mods) and I hope that reading this topic helps to solve it.