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Ultra Trees DynDOLOD not showing past some point

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#1 Alexanderman95

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Posted 12 August 2020 - 03:25 PM

Hello there. 

 

Recently I have encountered a wierd thing, wich might not be a bug, but still I'd like to know how to fix it.

I'm using 3d trees mode with generated ultra trees LODs, but at some point the game does not spawn LODs way in the distance. It's not a big problem when not looking far away, but the moment I look in the distance from some mountain, I can clearly see that there are no LODs for trees.

In the screenshots below you can see how I look at Morthal marsh region and there are no trees at all(1st shot), but if I 'tcl' myself closer, LODs appear(2nd shot), but even past that point you can see how the groung further away is empty.

https://imgur.com/a/MaTpSvb

So I've been trying to regenerate LODs several times, but the problem still stays. 

What exactly might be the cause for this? Are those some .ini file settings, or am I missing something in the DynDOLOD settings that I should change?


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#2 z929669

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Posted 12 August 2020 - 03:38 PM

I think this is likely due to certain INI settings at least in part, but someone chime in if there is more to it:
[TerrainManager]
fBlockLevel0Distance=50000.0000
fBlockLevel1Distance=72500.0000
fBlockMaximumDistance=94000.0000
fSplitDistanceMult=4.0000
fTreeLoadDistance=72500.0000
I'm not sure if tree LOD display is locked to LOD levels 4/8/16 (fBlockLevel*Distance & fBlockMaximumDistance) or strictly governed by fTreeLoadDistance, but you could try increasing some of those values to check. At least you don't need to regenerate DynDOLOD to do this ;)

#3 Alexanderman95

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Posted 12 August 2020 - 05:08 PM

These settings are the exact same as you wrote. Probably some other thing.


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#4 z929669

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Posted 12 August 2020 - 05:20 PM

These settings are the exact same as you wrote. Probably some other thing.

OK, but those are default for ultra. Try increasing them, load game, compare screens to verify your assumption.
 
Try something like this:
[TerrainManager]
fBlockLevel0Distance=70000.0000
fBlockLevel1Distance=300000.0000
fBlockMaximumDistance=350000.0000
fSplitDistanceMult=4.0000
fTreeLoadDistance=150000.0000
If it works, then isolate which may be affecting tree LOD in your case by throttling all but the value in question.

#5 sheson

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Posted 13 August 2020 - 02:55 AM

Check the log for report that shows if all LOD levels have LOD assets as explained in Docs/trees.ultra/DynDOLOD-Trees.html. Something like:
 
TreeAspen01 [TREE:0006A9E6] meshes\landscape\trees\treeaspen01.nif
	Billboard found, 3D LOD found
	LOD4: meshes\dyndolod\lod\trees\treeaspen01passthru_lod.nif
	LOD8: textures\terrain\lodgen\skyrim.esm\treeaspen01_0006a9e6.dds using Internal
	LOD16: textures\terrain\lodgen\skyrim.esm\treeaspen01_0006a9e6.dds using Internal
Read the chapter How LOD works in the DynDOLOD/Docs/DynDOLOD_Manual.html
 
The LOD distances can also be adjusted in the SkyUI MCM Settings page as explained in the chapter Mod COnfiguration Menu (SkyUI MCM) in the DynDOLOD_Manual.html

Edited by sheson, 13 August 2020 - 02:55 AM.

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#6 Alexanderman95

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Posted 13 August 2020 - 07:53 AM

I found the problem and fixed it. Completely forgot about FPS Stabilizer mod. Thank you for help, and I apologize for wasting time. 


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#7 z929669

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Posted 13 August 2020 - 12:41 PM

I found the problem and fixed it. Completely forgot about FPS Stabilizer mod. Thank you for help, and I apologize for wasting time. 

OK, so to button up what the issue was for you: INI TerrainManager settings were being dynamically altered by "SSE FPS Stabilizer" mod? Meaning that it was the skyrimprefs.ini [TerrainManager] settings?



#8 Alexanderman95

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Posted 14 August 2020 - 03:36 PM

Yep. Since my ini file wasn't 'read only' at the moment, I launched the game with the mod. To fix it I had to disable mod and crank those setting waaaay higher than they saved.


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#9 DoubleYou

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Posted 14 August 2020 - 04:56 PM

Just for reference, you can set fTreeLoadDistance to 0 if you are using 3d trees, since you are no longer using tree lods, as the trees are input into the object lod.



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