
Megaloblast
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Everything posted by Megaloblast
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Any plans to incorporate terrain lod generation in dyndolod?
Megaloblast replied to Megaloblast's question in DynDOLOD & xLODGen Support
Woooo! -
A different approach to adding mesh rules?
Megaloblast replied to Megaloblast's question in DynDOLOD & xLODGen Support
Lod lvl 32 is just for the map right? -
A different approach to adding mesh rules?
Megaloblast posted a question in DynDOLOD & xLODGen Support
I noticed that my mesh rules error whenever I significantly change my active plugins. Can I just add the rules via an esp like this? Obviously I'd have to do this for each static. I'm thinking I might give the heavy snow statics the best lods, as those are more likely to be found on mountain tops. -
So Sheson, your idea about adjusting the snow shaders is golden. Here's vanilla ish here's with identical mountain shaders And here's a zoom in of the vanilla lods @Zilav - that makes a ton of sense, and I'm not sure why I didn't think of it. That also likely explains the flickering of the Hybrid Trees - I'm wondering then if using EVT tree meshes and Dyndolod Vanilla hybrid meshes is the best fix for this. Thoughts?
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I mean, it might be how it works, but I've never noticed the models flickering that badly for 5 full seconds directly in front of my nose. With DynDoLods uninstalled, the same transition is much quicker, and much smoother. https://youtu.be/Rra6hnTfnzc - sorry for the video quality I don't mean to sound accusatory in any way, but something isn't right and I'm hoping I can fix it. Please take a look at the two videos and let me know if you have any advice. Just to verify - I can use full models for the mountain meshes in lod 4 correct? I had done this on a previous run of dyndolods and everything looked great.
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How to force 3D tree lods to load within cell at short distance?
Megaloblast replied to Megaloblast's question in DynDOLOD & xLODGen Support
Thanks Sheson. You're the man. -
How to force 3D tree lods to load within cell at short distance?
Megaloblast replied to Megaloblast's question in DynDOLOD & xLODGen Support
I found this post by shreddit13 that had a similar idea - https://www.reddit.com/r/skyrimmods/comments/4olhbf/im_trying_to_come_up_with_ini_settings_so_my/ So if it's not possible to have them load sooner, I suppose then that the only option to optimize performance is to decrease the value of "fBlockLevel0Distance=distance for object LOD level 4" to load fewer hybrid trees. Is there no way to maintain a high level of detail for distant landscape then if this setting governs both the 3D lods and landscape lods? Would I simply need to add a mesh rule for 'mountaintrim' to load Lod4 meshes in Lod8? I'm mostly concerned about my mountains looking highly detailed. -
Basically, the 3D tree lods for EVT look so damn good I want them to load much, much sooner. The 3D tree lods are already quite dark so I was thinking it might work well to have them load at the end of my shadow distance which is set to - fShadowDistance=5500.0000 I'm also hoping that by loading fewer full mesh trees, the performance impact of having 3D tree lods will be nullified. Is this possible? Is this is a simple as tweaking these settings, and if so, what values would be recommended? fMeshLODLevel1FadeTreeDistance=fMeshLODLevel2FadeTreeDistance=fTreesMidLODSwitchDist=