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Issue Data
Status: Closed
Issue Type: Bug Report
Project: Unofficial Skyrim Special Edition Patch
Component: Skyrim SE: Vanilla
Category: Meshes
Assigned To: Nico coiN
Platform: All
Severity: Low
Votes: 0
Watching: N/A
Opened By Nico coiN on Dec 15, 2016 3:21 pm
Last Edited By Arthmoor on Mar 11, 2017 10:19 pm
Closed By Arthmoor on Mar 11, 2017 10:19 pm
Resolution: Fixed
Comment: Fixed for USSEP 4.0.6b

Issue #21723: [Fix Provided] Horse and Rider Loadscreen broken

 
Issue 17123 affects an unused mesh to a loadscreen.
The issue here is specific to Special Edition. Maybe Bethesda didn't convert the mesh in a proper way as it's unused in vanilla.
In SE the face, arms and hands (parts showing skin) are unrendered in the CK previewer, and rendered plain black ingame. Eyes also have a 'strange' blueish background color.

meshes\loadscreenart\loadscreenhorse_and_rider.nif

Related Issues: 17123  34039  

Comments

10 comment(s) [Closed]
Nico coiN said:
 
I did my best to fix everything. Fix [[http://host.conseiljedi.com/~nico/Skyrim/Fixs%20persos%20pour%20USKP/Fix%20Issue%2021723.7z|here]]. Looks ok in CK previewer. Occurs quite rarely ingame, so I couldn't check.

Nico coiN said:
 
Note : looks like this mesh was already included in USSEP and USLEEP. Undocumented, however. I took it as base for my work. For SE only.

Arthmoor said:
 
Reopened due to CTD reports from mods using this mesh in unusual ways. IE: As figurines or statues.

Nico coiN said:
 
Ok, that was more picky than I thought because of SSE Nif Optimizer not working properly on this mesh. I had to restore specific values by hand with the help of Nifskope.

It ends with new fixes for both LE and SSE. First, blue eyes removed for LE. Next, converted mesh for SSE with proper flags and settings restored by hand. Fixes [[http://host.conseiljedi.com/~nico/Skyrim/Fixs%20persos%20pour%20USKP/Fix%20Issue%2020723%20REDONE.7z|here]].

Only meshes should be updated in USLEEP and USSEP. esps are there only for testing purpose (tweaks to make the loadscreen trigger much more often).

Arthmoor said:
 
Ok, so. Your mesh didn't solve the entire problem. It still scaled wrong when used in game. So I had a go at it myself to retain the scaling but fix the bugs. USLEEP is now working fine with that, but the USSEP mesh still doesn't render skin, although it now scales right and doesn't CTD the game anymore.

Could you try fixing whatever is missing here with this mesh? It's the converted SSE version so no need to do anything more than fix those flags you're talking about, then I can test it again.



Attached Files:

loadscreenhorse_and_rider.7z

Nico coiN said:
 
Why the mesh turns so crappy when ported to SSE is beyond my understanding. I'm not even sure to understand what you really want to achieve (only a USSEP fix ?). Here are 2 screenshots showing which settings and flags have to be applied to the SSE converted mesh :
[[http://host.conseiljedi.com/~nico/Skyrim/Fixs%20persos%20pour%20USKP/Issue%2021723-1.jpg|http://host.conseiljedi.com/~nico/Skyrim/Fixs%20persos%20pour%20USKP/Issue%2021723-1.jpg]]
[[http://host.conseiljedi.com/~nico/Skyrim/Fixs%20persos%20pour%20USKP/Issue%2021723-2.jpg|http://host.conseiljedi.com/~nico/Skyrim/Fixs%20persos%20pour%20USKP/Issue%2021723-2.jpg]]

Arthmoor said:
 
The main thing is trying to resolve the CTD when it's used as a static in a cell rather than just on the loading screen. There should be no reason for this to not work, yet here we are.

We're 3/4 of the way there. It works both ways in USLEEP now, and renders properly in the cell, but as a load screen it renders the skin black. That's the last bit we need to fix to get this working completely.

Arthmoor said:
 
Ok, I've applied your flag fixes to the mesh and it's now working 100% properly for SSE so I think we're good to go on this now.

Nico coiN said:
 
The mesh renders without CTD in Loadscreen but I can't see it. For me it's totally overscaled and I can see only a horse foot.

Arthmoor said:
 
Yes, it also needed adjustments in our esp to scaling and offset to get it to work without having to alter the mesh.

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