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Short or changing LOD distances


Alexanderman95

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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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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 ;)
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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.
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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
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Hello, I seem to have an issue that was not present before uninstalling DynDOLOD and reinstalling it to an updated version. When I am inside Whiterun, the LODs render incredibly short. But when I am somewhere else like Windhelm, this is not the case. Any idea of what is happening?

https://drive.google.com/file/d/1zxwr9Dv0gm2XhW-ucsGMlLLK1-kO6f8b/view?usp=sharing

https://drive.google.com/file/d/1wSsiz1OG_FJDNMAbLJHV60dH0v_KH0zZ/view?usp=sharing

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7 hours ago, Rumblestrut said:

Hello, I seem to have an issue that was not present before uninstalling DynDOLOD and reinstalling it to an updated version. When I am inside Whiterun, the LODs render incredibly short. But when I am somewhere else like Windhelm, this is not the case. Any idea of what is happening?

https://drive.google.com/file/d/1zxwr9Dv0gm2XhW-ucsGMlLLK1-kO6f8b/view?usp=sharing

https://drive.google.com/file/d/1wSsiz1OG_FJDNMAbLJHV60dH0v_KH0zZ/view?usp=sharing

You have a mod like SSE FPS Stabilizer that shortens LOD distances or a plugin that unsets the "Use LOD Data" flag from the WhiterunWorld worldrecord 0001A26F.

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