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Campfire Effects Lod


Elmer

Question

Hi guys, im trying to figure out a issue without success. The problem is related to fire effects of campfire01burning.nif (the normal sized ones), only trigger if im really close to camp itself like "2 meters". if i disable the DynDOLOD.esp then it works like default "15meters".
 
The options im using to generate is all enabled except (use original lod assignments) and (fake lights selected world).

its legendary ed, also mods are sorted on loot
 
[spoiler=mods]
GameMode=Skyrim

Skyrim.esm=1
Update.esm=1
Dawnguard.esm=1
HearthFires.esm=1
Dragonborn.esm=1
Unofficial Skyrim Legendary Edition Patch.esp=1
ApachiiHair.esm=1
ApachiiHairMales.esm=1
ApachiiHairFemales.esm=1
Unique Flowers & Plants.esm=1
SkyTEST-RealisticAnimals&Predators.esm=1
ClimatesOfTamriel.esm=1
dD - Enhanced Blood Main.esp=1
dD-Dragonborn-Dawnguard-EBT Patch.esp=1
NPC_Overhaul_V_1_.esp=1
Hothtrooper44_Armor_Ecksstra.esp=1
EpisodeParallax.esp=1
SkyUI.esp=1
RaceMenu.esp=1
RaceMenuPlugin.esp=1
Better Dynamic Snow.esp=1
Footprints.esp=1
The Eyes Of Beauty - Elves Edition.esp=1
Realistic Lighting Overhaul - Major City Interiors.esp=1
RealisticWaterTwo.esp=1
Realistic Lighting Overhaul - Major City Exteriors.esp=1
SoS - The Wilds.esp=1
Hothtrooper44_ArmorCompilation.esp=1
Immersive Weapons.esp=1
Bijin NPCs.esp=1
83Willows_101BUGS_V4_HighRes_HighSpawn.esp=1
Animallica.esp=1
Beards.esp=1
Brows.esp=1
NS_HuntingGroundsOutfit.esp=1
DeadlySpellImpacts.esp=1
SSAssist.esp=1
Skytest Animallica.esp=1
KS Hairdos - HDT.esp=1
BS-TheHag_WarPaints.esp=1
DovahBlingJewelryReplacer.esp=1
Realistic Lighting Overhaul - Dawnguard Interiors.esp=1
RealisticWaterTwo - Legendary.esp=1
Cloaks.esp=1
Cloaks - Dawnguard.esp=1
Illustrious HDT Cloaks.esp=1
ClimatesOfTamriel-Dawnguard-Patch.esp=1
ClimatesOfTamriel-Dragonborn-Patch.esp=1
Realistic Lighting Overhaul - Brighter Dungeons.esp=1
manny_Status.esp=1
WondersofWeather.esp=1
SoS - The Wilds-PatchCoT.esp=1
Watercolor_for_ENB_RWT.esp=1
Fusax2.esp=1
Real Roads.esp=1
Better Harvesting.esp=1
SMIM-Merged-All.esp=1
fallentreebridges.esp=1
Skyrim Flora Overhaul.esp=1
HighHrothgarWindowGlow.esp=1
HuskerFollower.esp=1
EirukiFollower.esp=1
TheEyesOfBeauty.esp=1
Realistic Lighting Overhaul - Minor Cities and Town Interiors.esp=1
SFO - Dragonborn.esp=1
Unique Grasses.esp=1
Skyrim Ice Shader Fix.esp=1
CoT-WeatherPatch.esp=1
Supreme Fog - CoT.esp=1
CoT-WeatherPatch_DB.esp=1
CoT_SnowPatch_HQSnowVersion.esp=1
Supreme Storms - Cot Version.esp=1
CoT-WeatherPatch_SupStorms.esp=1
TrueStorms.esp=1
TrueStorms-RLO.esp=1
TrueStorms-SupremeStorms-CoT.esp=1
WhiterunExterior.esp=1
DesyncBirdsOfPrey.esp=1
SolitudeExterior.esp=1


 
I have been tinkering with mesh rules for clutter\woodfires\campfire01burning.nif options, full model, far full etc but i guess it only work on camp model, but the problem is on fire not the stone/woods.

 

Maybe someone can give me a insight.

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This is probably related to the max number of particles in SkyrimPrefs.INI

 

[Particles]

iMaxDesired=750

 

See if raising this value helps.

 

The DynDOLOD Resources LOD fires/waterfalls in Meshes\DynDOLOD\lod\[clutter|effects|water] are all versions that do not use particles. Double check these files are completely installed. Check that DynDOLOD\Edit Scripts\DynDOLOD\cache\DynDOLOD_TES5_dyndolodfiles.txt has a list of those files (around 100 files)

 

Install "Giantfires Low" from Resources to replace the LOD for giantfires with a no particle version. It is just 2 meshes you can install at any time without having to redo LOD or anything. If you uninstall make sure to install the original versions from DynDOLOD Resources - Core Files again.

 

It also could be that something else with lots of particles gets picked up for LOD. I just realize there is no similar txt file in cache that shows all nifs used in dynamic LOD.

So, if above didn't help yet, post DynDOLOD\Logs\DynDOLOD_TES5_log.txt, I may be able to spot something.

Edited by sheson
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This is probably related to the max number of particles in SkyrimPrefs.INI

 

[Particles]

iMaxDesired=750    See if raising this value helps.  

Did test with 2k and 10k still same issue.

 

The DynDOLOD Resources LOD fires/waterfalls in Meshes\DynDOLOD\lod\[clutter|effects|water] are all versions that do not use particles. Double check these files are completely installed.    

yah seens ok, clutter 47 files, effects 45, water 9

 

Check that DynDOLOD\Edit Scripts\DynDOLOD\cache\DynDOLOD_TES5_dyndolodfiles.txt has a list of those files (around 100 files)

 

[spoiler=100 files]  water2048=meshes\dyndolod\lod\water\water2048_dyndolod_lod.nif

water2048x1024=meshes\dyndolod\lod\water\water2048x1024_dyndolod_lod.nif
water1024=meshes\dyndolod\lod\water\water1024_dyndolod_lod.nif
tundrastreamtransition01=meshes\dyndolod\lod\water\tundrastreamtransition01_dyndolod_lod.nif
tundrastreamstraight01waterb=meshes\dyndolod\lod\water\tundrastreamstraight01waterb_dyndolod_lod.nif
tundrastreamstraight01watera=meshes\dyndolod\lod\water\tundrastreamstraight01watera_dyndolod_lod.nif
tundrastreambend01waterb=meshes\dyndolod\lod\water\tundrastreambend01waterb_dyndolod_lod.nif
tundrastreambend01watera=meshes\dyndolod\lod\water\tundrastreambend01watera_dyndolod_lod.nif
apocontrolring01water=meshes\dyndolod\lod\water\apocontrolring01water_dyndolod_lod.nif
sovcandlestick03=meshes\dyndolod\lod\clutter\sovcandlestick03_dyndolod_lod.nif
sovcandlestick03static=meshes\dyndolod\lod\clutter\sovcandlestick03static_dyndolod_lod.nif
sovcandlestick02=meshes\dyndolod\lod\clutter\sovcandlestick02_dyndolod_lod.nif
sovcandlestick02static=meshes\dyndolod\lod\clutter\sovcandlestick02static_dyndolod_lod.nif
sovcandlestick01=meshes\dyndolod\lod\clutter\sovcandlestick01_dyndolod_lod.nif
sovcandlestick01static=meshes\dyndolod\lod\clutter\sovcandlestick01static_dyndolod_lod.nif
silvercandlestick03=meshes\dyndolod\lod\clutter\silvercandlestick03_dyndolod_lod.nif
silvercandlestick02=meshes\dyndolod\lod\clutter\silvercandlestick02_dyndolod_lod.nif
silvercandlestick01=meshes\dyndolod\lod\clutter\silvercandlestick01_dyndolod_lod.nif
ruinsfloorcandlelampsmon=meshes\dyndolod\lod\clutter\ruinsfloorcandlelampsmon_dyndolod_lod.nif
ruinsfloorcandlelampsmon02=meshes\dyndolod\lod\clutter\ruinsfloorcandlelampsmon02_dyndolod_lod.nif
ruinsfloorcandlelampmidon=meshes\dyndolod\lod\clutter\ruinsfloorcandlelampmidon_dyndolod_lod.nif
ruinsfloorcandlelampmidon02=meshes\dyndolod\lod\clutter\ruinsfloorcandlelampmidon02_dyndolod_lod.nif
ruinscandlesconceon02=meshes\dyndolod\lod\clutter\ruinscandlesconceon02_dyndolod_lod.nif
ruinscandlesconceon01=meshes\dyndolod\lod\clutter\ruinscandlesconceon01_dyndolod_lod.nif
impwallsconcecandle02=meshes\dyndolod\lod\clutter\impwallsconcecandle02_dyndolod_lod.nif
impwallsconcecandle01=meshes\dyndolod\lod\clutter\impwallsconcecandle01_dyndolod_lod.nif
impwallsconce02candleon01=meshes\dyndolod\lod\clutter\impwallsconce02candleon01_dyndolod_lod.nif
impchandelliercandle03=meshes\dyndolod\lod\clutter\impchandelliercandle03_dyndolod_lod.nif
impchandelliercandle02=meshes\dyndolod\lod\clutter\impchandelliercandle02_dyndolod_lod.nif
impchandelliercandle01=meshes\dyndolod\lod\clutter\impchandelliercandle01_dyndolod_lod.nif
impcandle01=meshes\dyndolod\lod\clutter\impcandle01_dyndolod_lod.nif
impcandelabracandle02=meshes\dyndolod\lod\clutter\impcandelabracandle02_dyndolod_lod.nif
impcandelabracandle01=meshes\dyndolod\lod\clutter\impcandelabracandle01_dyndolod_lod.nif
glazedcandlesstatic02=meshes\dyndolod\lod\clutter\glazedcandlesstatic02_dyndolod_lod.nif
glazedcandles01=meshes\dyndolod\lod\clutter\glazedcandles01_dyndolod_lod.nif
giantcampfire01off=meshes\dyndolod\lod\clutter\giantcampfire01off_dyndolod_lod.nif
giantcampfire01burning=meshes\dyndolod\lod\clutter\giantcampfire01burning_dyndolod_lod.nif
giantcampfire01burningnoland=meshes\dyndolod\lod\clutter\giantcampfire01burningnoland_dyndolod_lod.nif
dlc2darkelflantern06=meshes\dyndolod\lod\clutter\dlc2darkelflantern06_dyndolod_lod.nif
dlc2darkelflantern05=meshes\dyndolod\lod\clutter\dlc2darkelflantern05_dyndolod_lod.nif
dlc2darkelflantern04=meshes\dyndolod\lod\clutter\dlc2darkelflantern04_dyndolod_lod.nif
dlc2darkelflantern03=meshes\dyndolod\lod\clutter\dlc2darkelflantern03_dyndolod_lod.nif
dlc2darkelflantern02=meshes\dyndolod\lod\clutter\dlc2darkelflantern02_dyndolod_lod.nif
dlc2darkelflantern01=meshes\dyndolod\lod\clutter\dlc2darkelflantern01_dyndolod_lod.nif
candlelanternwithcandle01=meshes\dyndolod\lod\clutter\candlelanternwithcandle01_dyndolod_lod.nif
candlehornwall01=meshes\dyndolod\lod\clutter\candlehornwall01_dyndolod_lod.nif
candlehorntable01=meshes\dyndolod\lod\clutter\candlehorntable01_dyndolod_lod.nif
candlehornfloor01=meshes\dyndolod\lod\clutter\candlehornfloor01_dyndolod_lod.nif
candlehornchandelier02=meshes\dyndolod\lod\clutter\candlehornchandelier02_dyndolod_lod.nif
candlehornchandelier01=meshes\dyndolod\lod\clutter\candlehornchandelier01_dyndolod_lod.nif
campfire01off=meshes\dyndolod\lod\clutter\campfire01off_dyndolod_lod.nif
campfire01landoff=meshes\dyndolod\lod\clutter\campfire01landoff_dyndolod_lod.nif
campfire01landburning=meshes\dyndolod\lod\clutter\campfire01landburning_dyndolod_lod.nif
campfire01burning=meshes\dyndolod\lod\clutter\campfire01burning_dyndolod_lod.nif
fxwaterfallthinspray2048=meshes\dyndolod\lod\effects\fxwaterfallthinspray2048_dyndolod_lod.nif
fxwaterfallthinsheet=meshes\dyndolod\lod\effects\fxwaterfallthinsheet_dyndolod_lod.nif
fxwaterfallthinleak=meshes\dyndolod\lod\effects\fxwaterfallthinleak_dyndolod_lod.nif
fxwaterfallthin512x64=meshes\dyndolod\lod\effects\fxwaterfallthin512x64_dyndolod_lod.nif
fxwaterfallthin512x128=meshes\dyndolod\lod\effects\fxwaterfallthin512x128_dyndolod_lod.nif
fxwaterfallthin4096x256=meshes\dyndolod\lod\effects\fxwaterfallthin4096x256_dyndolod_lod.nif
fxwaterfallthin3096x256=meshes\dyndolod\lod\effects\fxwaterfallthin3096x256_dyndolod_lod.nif
fxwaterfallthin256x128=meshes\dyndolod\lod\effects\fxwaterfallthin256x128_dyndolod_lod.nif
fxwaterfallthin2048x512=meshes\dyndolod\lod\effects\fxwaterfallthin2048x512_dyndolod_lod.nif
fxwaterfallthin2048x128=meshes\dyndolod\lod\effects\fxwaterfallthin2048x128_dyndolod_lod.nif
fxwaterfallthin128x128=meshes\dyndolod\lod\effects\fxwaterfallthin128x128_dyndolod_lod.nif
fxwaterfallskirttallfront=meshes\dyndolod\lod\effects\fxwaterfallskirttallfront_dyndolod_lod.nif
fxwaterfallskirttallfrontslope=meshes\dyndolod\lod\effects\fxwaterfallskirttallfrontslope_dyndolod_lod.nif
fxwaterfallskirtslope=meshes\dyndolod\lod\effects\fxwaterfallskirtslope_dyndolod_lod.nif
fxwaterfallskirtslopenomist=meshes\dyndolod\lod\effects\fxwaterfallskirtslopenomist_dyndolod_lod.nif
fxwaterfallbodytall=meshes\dyndolod\lod\effects\fxwaterfallbodytall_dyndolod_lod.nif
fxwaterfallbodytall02=meshes\dyndolod\lod\effects\fxwaterfallbodytall02_dyndolod_lod.nif
fxwaterfallbodyslope=meshes\dyndolod\lod\effects\fxwaterfallbodyslope_dyndolod_lod.nif
fxrapidsrocks01=meshes\dyndolod\lod\effects\fxrapidsrocks01_dyndolod_lod.nif
fxglowflatrndxbrt=meshes\dyndolod\lod\effects\fxglowflatrndxbrt_dyndolod_lod.nif
fxglowflatrndmid=meshes\dyndolod\lod\effects\fxglowflatrndmid_dyndolod_lod.nif
fxglowflatrndbrt=meshes\dyndolod\lod\effects\fxglowflatrndbrt_dyndolod_lod.nif
fxglowfillroundxbrt=meshes\dyndolod\lod\effects\fxglowfillroundxbrt_dyndolod_lod.nif
fxglowfillroundmid=meshes\dyndolod\lod\effects\fxglowfillroundmid_dyndolod_lod.nif
fxglowfillroundbrt=meshes\dyndolod\lod\effects\fxglowfillroundbrt_dyndolod_lod.nif
fxglowfillrndlitxbrt=meshes\dyndolod\lod\effects\fxglowfillrndlitxbrt_dyndolod_lod.nif
fxglowfillrndlitmid=meshes\dyndolod\lod\effects\fxglowfillrndlitmid_dyndolod_lod.nif
fxglowfillrndlitbrt=meshes\dyndolod\lod\effects\fxglowfillrndlitbrt_dyndolod_lod.nif
fxglowdefault=meshes\dyndolod\lod\effects\fxglowdefault_dyndolod_lod.nif
fxglowdefault9=meshes\dyndolod\lod\effects\fxglowdefault9_dyndolod_lod.nif
fxglowdefault8=meshes\dyndolod\lod\effects\fxglowdefault8_dyndolod_lod.nif
fxglowdefault7=meshes\dyndolod\lod\effects\fxglowdefault7_dyndolod_lod.nif
fxglowdefault6=meshes\dyndolod\lod\effects\fxglowdefault6_dyndolod_lod.nif
fxglowdefault5=meshes\dyndolod\lod\effects\fxglowdefault5_dyndolod_lod.nif
fxglowdefault4=meshes\dyndolod\lod\effects\fxglowdefault4_dyndolod_lod.nif
fxglowdefault3=meshes\dyndolod\lod\effects\fxglowdefault3_dyndolod_lod.nif
fxglowdefault2=meshes\dyndolod\lod\effects\fxglowdefault2_dyndolod_lod.nif
fxglowdefault1=meshes\dyndolod\lod\effects\fxglowdefault1_dyndolod_lod.nif
fxfirewithemberslogs01=meshes\dyndolod\lod\effects\fxfirewithemberslogs01_dyndolod_lod.nif
fxfirewithembers02=meshes\dyndolod\lod\effects\fxfirewithembers02_dyndolod_lod.nif
fxfirewithembers02toggle=meshes\dyndolod\lod\effects\fxfirewithembers02toggle_dyndolod_lod.nif
fxfirewithembers01=meshes\dyndolod\lod\effects\fxfirewithembers01_dyndolod_lod.nif
fxcreekflatlong01=meshes\dyndolod\lod\effects\fxcreekflatlong01_dyndolod_lod.nif
fxcreekflatlarge=meshes\dyndolod\lod\effects\fxcreekflatlarge_dyndolod_lod.nif
c06fxfirebluewithembersheavy=meshes\dyndolod\lod\effects\c06fxfirebluewithembersheavy_dyndolod_lod.nif
 

 

 

 

Install "Giantfires Low" from Resources to replace the LOD for giantfires with a no particle version. It is just 2 meshes you can install at any time without having to redo LOD or anything. If you uninstall make sure to install the original versions from DynDOLOD Resources - Core Files again.

Reinstalled with this option enabled, big camps were working flawless not sure if this works on small ones

 

It also could be that something else with lots of particles gets picked up for LOD. I just realize there is no similar txt file in cache that shows all nifs used in dynamic LOD.

So, if above didn't help yet, post DynDOLOD\Logs\DynDOLOD_TES5_log.txt, I may be able to spot something.

ok i zipped the huge 17618 lines txt.

 

Above steps didnt work, i regenerated the texture and output, uninstalling with nmm and reinstalling overwriting the resource files first with texture and then with output

 

i read somewhere about a command to disable interior particles? if they are loaded together with exterior ones that worth the test. 

 

[spoiler=skyrimini][General]

sLanguage=ENGLISH
uGridsToLoad=7                                       ; <--- change to what you desire. use only odd numbers. highly recommended: Stable uGridsToLoad Mod (SKSE Plugin).       
sIntroSequence=DISABLED.BIK                          ; <--- disables the intro sequence for a faster startup.
bRunHighLevelProcess=1
bMultiThreadMovement=1
bUseThreadedParticleSystem=1
bUseThreadedBlood=1
bUseThreadedMorpher=1
bUseThreadedTempEffects=1
bUseThreadedTextures=1
bUseThreadedMeshes=1
bUseThreadedLOD=1
bUseThreadedAI=1
bSelectivePurgeUnusedOnFastTravel=1 
uStaticNeverFade=1
bUseHardDriveCache=0
fFlickeringLightDistance=8192                        ; <--- helps prevent lighting pop-in.
------
[backgroundLoad]
bUseMultiThreadedFaceGen=1
bBackgroundCellLoads=1
bUseMultiThreadedTrees=1
bUseBackgroundFileLoader=1
------
[Display]
fDefaultWorldFOV=80                                 ; <--- 75 (Standard) and for 16:10, 80 and higher for 16:9 monitors. higher FOV - performance impact.                      
fDefault1stPersonFOV=80
fSunShadowUpdateTime=0.25                            ; <--- Transition time of sun-shadow movement
fSunUpdateThreshold=1.5                              ; <--- Time between sun-shadow movement
fShadowLODMaxStartFade=500.0
fSpecularLODMaxStartFade=3000.0
fLightLODMaxStartFade=20000.0
iShadowMapResolutionPrimary=2048
bAllowScreenshot=0                                   ; <--- Set to 1 if you don't use ENB.
fDecalLifetime=256.5000
iAdapter=0                                           ; <--- for smoothed camera movement, 0 fixes some mouse lags.
iPresentInterval=1                                   ; <--- must be set to 1 or enb's vsync will not work.
bShadowsOnGrass=1
------
[Audio]
fMusicDuckingSeconds=6.0
fMusicUnDuckingSeconds=8.0
fMenuModeFadeOutTime=3.0
fMenuModeFadeInTime=1.0
------
[Grass]
 
bAllowCreateGrass=1
bAllowLoadGrass=0
bGrassPointLighting=1
b30GrassVS=1
iMaxGrassTypesPerTexure=8                           ; <--- set it to 3 if you're not using SFO or other textures. unique grasses users set it to 8. for Tamriel Reloaded Grass - Plants set it to 15.
iMinGrassSize=20                                    ; <--- lower values - denser Grass but greater impact on performance, Grass on Steroids user set it to 75 for best look, 120 for best performance.
------
[GeneralWarnings]
SGeneralMasterMismatchWarning=One or more plugins could not find the correct versions of the master files they depend on. Errors may occur during load or game play. Check the "Warnings.txt" file for more information.
 
[Archive]
sResourceArchiveList=Skyrim - Misc.bsa, Skyrim - Shaders.bsa, Skyrim - Textures.bsa, Skyrim - Interface.bsa, Skyrim - Animations.bsa, Skyrim - Meshes.bsa, Skyrim - Sounds.bsa
sResourceArchiveList2=Skyrim - Voices.bsa, Skyrim - VoicesExtra.bsa
------
[Combat]
fMagnetismStrafeHeadingMult=0.0
fMagnetismLookingMult=0.0
f1PArrowTiltUpAngle=0.7
f3PArrowTiltUpAngle=0.7
f1PBoltTiltUpAngle=0.7
f3PBoltTiltUpAngle=0.7
------
[Actor]
fVisibleNavmeshMoveDist=12288.0000                  ; <--- allows arrow to hit objects as far as the appear to fly.
------
[Papyrus]
fUpdateBudgetMS=1.2                                 ; <--- script-heavy setup and your scripts start to perform badly? increase to 1.6 (then 2.0 at max).
fExtraTaskletBudgetMS=1.2
fPostLoadUpdateTimeMS=500.0
iMinMemoryPageSize=128
iMaxMemoryPageSize=512
iMaxAllocatedMemoryBytes=76800
bEnableLogging=0
bEnableTrace=0
bLoadDebugInformation=0
bEnableProfiling=0
------
[Water]
bReflectLODObjects=1
bReflectLODLand=1
bReflectSky=0
bReflectLODTrees=1
------ 
[Trees]
bForceFullDetail=1
------
[TerrainManager]
bKeepLowDetailTerrain=0
------
[Controls]
bMouseAcceleration=0
------
[saveGame]
bAllowProfileTransfer=1
bUseSaveGameHistory=1
------
[Decals]
bDecalMultithreaded=1
bForceAllDecals=1
------
[interface]
bShowTutorials=0
fBookOpenTime=700.0000
------
[MapMenu]
sMapCloudNIF=0
bWorldMapNoSkyDepthBlur=1
fWorldMapNearDepthBlurScale=0
fWorldMapDepthBlurScale=0
fWorldMapMaximumDepthBlur=0
fMapWorldYawRange=3600.0000
fMapWorldMaxHeight=130000.0000
fMapWorldMinHeight=5000.0000
 

 

 

[spoiler=skyrimprefsini][General]

fBrightLightColorB=1.0000
fBrightLightColorG=1.0000
fBrightLightColorR=1.0000
iStoryManagerLoggingEvent=-1
bEnableStoryManagerLogging=0
fDefaultFOV=80                               ; <--- 75 (Standard) and for 16:10, 80 and higher for 16:9 monitors. higher FOV - performance impact.
------
[imagespace]
bDoDepthOfField=1
iRadialBlurLevel=1
------
[Display]
iBlurDeferredShadowMask=3
fInteriorShadowDistance=3500.0000
fShadowDistance=4000
iShadowMapResolutionSecondary=1024
iShadowMapResolutionPrimary=2048
iShadowSplitCount=2
iMaxAnisotropy=1                            ; <--- Set to 16 if you don't use ENB.
fLeafAnimDampenDistEnd=4600.0000
fLeafAnimDampenDistStart=3600.0000
iTexMipMapMinimum=4
iTexMipMapSkip=0
fGamma=1.4000                                ; <--- Change if your ENB preset wants a different value (RealVision ENB).
iShadowFilter=4
fDecalLOD2=1500.0000
fDecalLOD1=1000.0000
fDecalLODFadeEnd=0.2100
fDecalLODFadeStart=0.3100
iActorShadowCountInt=6
iActorShadowCountExt=6
fSpecularLODStartFade=2500.0000
fShadowLODStartFade=200.0000
fLightLODStartFade=15000.0000
bTransparencyMultisampling=0                 ; <--- Set to 1 if you don't use ENB or EnableTransparencyAA in enblocal.
iWaterMultiSamples=0
iMultiSample=1
iShadowMode=4
bTreesReceiveShadows=1                        :<--- enables shadow rendering on trees (minimal performance impact).
bDrawLandShadows=1                            ;<--- enables shadow rendering on land  (minimal performance impact).
bDrawShadows=1                                ;<--- enables shadow rendering (minimal performance impact).
bDeferredShadows=1
bFull Screen=1
iSize H=1050
iSize W=1680
fMeshLODFadePercentDefault=1.2000
fMeshLODFadeBoundDefault=256.0000
fMeshLODLevel2FadeTreeDistance=2048.0000
fMeshLODLevel1FadeTreeDistance=2844.0000
fMeshLODLevel2FadeDist=9999999.0000
fMeshLODLevel1FadeDist=9999999.0000
fTreesMidLODSwitchDist=100000
bShadowMaskZPrepass=0
bMainZPrepass=0
iMaxSkinDecalsPerFrame=25
iMaxDecalsPerFrame=100
sD3DDevice="NVIDIA GeForce GTX 1070"           ;<-- change to your card.
bFXAAEnabled=0
iShadowMapResolution=4096
fShadowBiasScale=0.45
iShadowMaskQuarter=4
bFloatPointRenderTarget=1                     ; <--- Set to 0 if you don't use ENB.
iScreenShotIndex=0
iAdapter=0
iPresentInterval=1                            ; <--- must be set to 1 or enb's vsync will not work.
bShadowsOnGrass=1
------
[Grass]
b30GrassVS=0
fGrassStartFadeDistance=9000
fGrassMaxStartFadeDistance=9000.0000          ; <--- Can be set up to 20000 but probably not worth it.
fGrassMinStartFadeDistance=400.0000
------
[MAIN]
bGamepadEnable=1
bCrosshairEnabled=1
fHUDOpacity=1.0000
bSaveOnPause=1
bSaveOnTravel=1
bSaveOnWait=1
bSaveOnRest=1
fSkyCellRefFadeDistance=150000.0000
------
[GamePlay]
bShowFloatingQuestMarkers=1
bShowQuestMarkers=1
iDifficulty=2                                  ; <--- Change to your preferred game difficulty. 0 (Novice), 1 (Apprentice), 2 (Adept), 3 (Expert), 4 (Master), 5 (Legendary)
------
[interface]
bDialogueSubtitles=1
bGeneralSubtitles=1
fMouseCursorSpeed=1.0000
bShowCompass=1
------
[Controls]
fGamepadHeadingSensitivity=1.0000
fMouseHeadingSensitivity=0.0180
bAlwaysRunByDefault=1
bInvertYValues=0
bGamePadRumble=1
bMouseAcceleration=0                            ; <--- disable mouse acceleration.
bUseKinect=0
------
[Particles]
iMaxDesired=2000                                 ; <--- if you use the CoT Weather patch increase [Particles] to iMaxDesired=1750 for fog effects.
------
[saveGame]
fAutosaveEveryXMins=10.0000
------
[AudioMenu]
fAudioMasterVolume=1.0000
fVal7=1.0000
uID7=0
fVal6=1.0000
uID6=0
fVal5=1.0000
uID5=0
fVal4=1.0000
uID4=0
fVal3=1.0000
uID3=94881
fVal2=0.4000
uID2=466532
fVal1=1.0000
uID1=554685
fVal0=0.8000
uID0=1007612
------
[Clouds]
fCloudLevel2Distance=262144.0000
fCloudLevel1Distance=32768.0000
fCloudLevel0Distance=16384.0000
fCloudNearFadeDistance=9000.0000
------
[TerrainManager]
fTreeLoadDistance=75000.0000
fBlockMaximumDistance=250000.0000
fBlockLevel1Distance=70000.0000
fBlockLevel0Distance=35000.0000
fSplitDistanceMult=1.5000
bShowLODInEditor=0
------
[NavMesh]
fObstacleAlpha=0.5000
fCoverSideHighAlpha=0.8000
fCoverSideLowAlpha=0.6500
fEdgeFullAlpha=1.0000
fEdgeHighAlpha=0.7500
fEdgeLowAlpha=0.5000
fTriangleFullAlpha=0.7000
fTriangleHighAlpha=0.3500
fTriangleLowAlpha=0.2000
fLedgeBoxHalfHeight=25.0000
fEdgeDistFromVert=10.0000
fEdgeThickness=10.0000
fPointSize=2.5000
------
[Trees]
bUseMultiThreadedTrees=1
bRenderSkinnedTrees=1
uiMaxSkinnedTreesToRender=20
------
[Decals]
uMaxDecals=1000
bDecals=1
bSkinnedDecals=1
uMaxSkinDecals=100
uMaxSkinDecalsPerActor=60
bDecalsOnSkinnedGeometry=1
------
[LOD]
fLODFadeOutMultObjects=15
fLODFadeOutMultItems=15
fLODFadeOutMultActors=15
fLODFadeOutMultSkyCell=1.0000
------
[Launcher]
bEnableFileSelection=1
bShowAllResolutions=1
uLastAspectRatio=3
------
[blurShader]
bUseBlurShader=1
------
[blurShaderHDR]
bDoHighDynamicRange=1
------
[Water]
iWaterReflectHeight=512                         ; <--- change Height and Width to 1024 for higher Water Reflection Resolution. (performance impact).
iWaterReflectWidth=512
bUseWaterDisplacements=1
bUseWaterRefractions=1
bUseWaterReflections=1
bUseWaterDepth=1
 
 

 

 

 

Screens.

Effects off https://bit.ly/2oQ3S8x

And just 4 steps ahead https://bit.ly/2nKJaFp

DynDOLOD_TES5_log.zip

Edited by Elmer
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Install these camp fire meshes (based on the ENB particle patch ones) without particle LOD. That should fix it. Please let me know.

 

The cause is not too many particles but the need to set a flag to prevent objects from "bleeding" into the LOD area. Not setting the flag would prevent this, but then loaded full model fires and LOD fires to show at the same time, causing too bright fires for the time they are both active.

 

There *should* be a INI setting for this just like for decals or envmap fade, but I haven't figured out which one it might be - could be there is none.

In any case your any modern graphics card like your 1070 should have no problem with this either way.

Edited by sheson
  • +1 1
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