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dyndolod sse water reflection problem

dyndolod reflection

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#16 sheson


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Posted 23 January 2019 - 02:17 AM

i finally found the culprit it is static tree lod with treefullfallback=0

i was using it because sfo lods look like ass ****

when treefullfallback=1 problem is gone this time i double tested

so maybe some next dyndolod version will correct this? dyndolod is essential for not **** skyrim lods

maybe you could take a second born?

So supposedly this is caused by using certain full model(s) of a tree in static object LOD. It wouldn't a first that certain full model shader settings do weird things. 


It is also possible that this is a resource issue caused by the enormous LOD files because of full models trees.


The fix is to not use that experimental function, use optimized 3D LOD models or create (hybrid) 3D LOD models yourself.

Edited by sheson, 23 January 2019 - 08:59 AM.

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#17 munha666



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Posted 23 January 2019 - 06:25 PM

your right about resources being too stressfull, but in my stubborness and put 256 tile size and texture size and it fixed while using treefullfallback=0 lol
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