You tried it with a new save or an old one? Because with the files i've edited the faces are working fine before and after that quest ( an old save patch 1.07)It's definitely a game related glitch, because it only happened to me after a certain point in the game (just before starting "The Last Wish" quest. It then cached the bugged lod faces, and it's now bugged also in saves before that, of which were working perfectly until that point.
It only seems to happen once you reach a certain point in the MQ after 1.10. Loading save files past that point that are before 1.10, may not show it. But you could try loading that file, then saving it in another slot, to see if it's present.You tried it with a new save or an old one? Because with the files i've edited the faces are working fine before and after that quest ( an old save patch 1.07)
I've updated my lod / vfx mod again earlier. Includes more vfx improvements, and also a lot of lod additions. Such as: geralt's armor, scabbards, monsters with hair / fur, animals, etc. Not sure If something similar is already done with that batch lod mod on nexus, though. So may not be compatible, if people are using that.
Also, I've finally been hit with that main char face lod bug that people have been reporting (I couldn't reproduce until now).
It's definitely a game related glitch, because it only happened to me after a certain point in the game (just before starting "The Last Wish" quest. It then cached the bugged lod faces, and it's now bugged also in saves before that, of which were working perfectly until that point.
Seeing as I can reproduce it now, I can work around it. I've had to change up how I do the lod for the main char faces (Geralt is still fine). They don't quite have the cutscene faces in-game anymore, but it's still higher quality than vanilla. But, they work fine, no disturbing, droopy face glitching.
I suspect the Triss lod mod on Nexus doesn't cause the glitch, because it was created before 1.10. It's doing it a bit of a hacky way, in removing things, instead of increasing the range. But I tried doing it that way with current version as a test, and it didn't help.
This has gotten pretty substantial in scope over time. As of the current version, I've hand-done over 600 model lod & VFX files, thus far.
If anyone wants the latest, here it is;
modLodAndFX_1.52 <- Lod, and VFX changes
modVisualFX_1.52 <- VFX changes only
You could use all of them, like i do, and set their priority as you wish.Asmodean, what lods does your mod cover? I want to know if I should use it with different mods. The large increased Lod mod also comes in individual packs: characters, environment, architecture. Holgar96 also just released a lod mod for all characters in the game.
Ta for the confirmation. Yeah, typically speaking asset conflicts (as in, not script ones) are fine, as long as you've got them loading in the order you want them to. Just load to big batch lod mod first, then load mine after it.Just tried your latest lodandfx version and I can confirm I am no longer getting the face bug! Great work. So much better than vanilla.
I have like 400+conflicts though between your mod and increased lod but I guess it should be ok as long as I set their alphabetical priorities correctly.
To confirm I have your mod named as "modYlodandfx" and the large lod mod as "modzzzlodall". Your mod should take priority over that one right?Ta for the confirmation. Yeah, typically speaking asset conflicts (as in, not script ones) are fine, as long as you've got them loading in the order you want them to. Just load to big batch lod mod first, then load mine after it.
Yeah. Apparently it's ascending load order, so A has a higher priority than B for example, and so on. I haven't really looked in-depth into the load order stuff though, because I've got no conflicting stuff. As I've done most of it myself lol.To confirm I have your mod named as "modYlodandfx" and the large lod mod as "modzzzlodall". Your mod should take priority over that one right?
Mods which do not appear in the mods.settings file are enabled by default and are loaded in alphanumerical[modName1] ← name of the mod in square brackets
Enabled=1 ← 0 or 1, 1 means the mod is enabled and 0 turns it off
Priority=100 ← from 0 to 9999, lower number means higher priority, eg.: 5 before 8
[modName2] ← the same for all mods installed
Enabled=1
Priority=100
[modAwesomeTriss]
Enabled=1
Priority=1
[modLODCharacters]
Enabled=1
Priority=100
Mods which do not appear in the mods.settings file are enabled by default and are loaded in alphanumerical descending order.