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About gmahadhika91

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    Dual Sheath Redux
  1. So if there are no objects placed by REFR then DynDOLOD won't generate an object LOD for that particular cell right? So what would you recommend for the mountains rule? OK I'll try to increase that particular setting.
  2. Yes I just need a confirmation whether it's true that object added by mod is in the worldspace category. Also, the mountain thing is still happening even though I've disable SSE FPS Stabilizer. I do however added a rule for mountains (forgot what mod suggest me to do so, maybe no grass in object): Mesh mask: mountains VWD LOD level 4: Level0 LOD level 8: Level0 LOD level 16: Level1 LOD level 32: None Grid: FarLOD Reference: Unchanged Or maybe the mountain thing is a problem from my skyrimpref.ini setting? (I use BethIni) And back to my animated banner LOD, I tried using high preset and I set it exactly the same as before but the banner won't show at very far distance, but it does show as I got closer and it didn't fade. Just not showing at very far distance. Sheson I thank you from all my heart that you created DynDOLOD it really does make a difference. I refuse to play Skyrim without DynDOLOD, it's too jarring. I'm sorry if I'm bothering you I swear I've read the RTFM but I'm afraid I'm having difficulties understanding the whole thing and what does what under the hood of DynDOLOD.
  3. Oh wow you know the answer right off the bat. Ok thank you so much! Edit: One last thing, how do I delete Warzones object using SSEEdit? Should I just remove all worldspace edit from that mod (the EDID record)? Thank you again.
  4. Hello, I'm playing using this mod (Warzones - Civil Unrest): https://www.nexusmods.com/skyrimspecialedition/mods/2360 It adds plethora of combative NPCs. Unfortunately, it also adds some objects like tents and burned debris. Can I delete those objects using SSEEdit? If so, how? Do I just need to delete ALL WZ records in the Worldspace category? Thank you.
  5. I guess it does have LOD. Sorry I've been quite busy so I didn't notice/can't check much in game. What about mountains? Sometimes a mountain just appear in the distant and the next second it disappears. How do I fix this?
  6. Are those automatically applied even in low preset?
  7. Hello, I'm playing SSE with the warzones mod. It adds plethora of combative NPC and some temporary "tent" object (of which by default does not shows from a distance). It's temporary because once the combat ends, it will disappear when the player got too far from the tent object. It will just disappear even when the PC is looking at it. If possible I would like to disable these tents from appearing altogether, but that's warzones problem, not DynDOLOD. My questions are: 1. What happens when I add LOD to these objects? I imagine it would be good *before* combat ends because it shows from a distance. But when the combat ends, the LOD would still be there but when the PC got close it will disappear (as the original object disappear once combat ends). Will this be the case? 2. If I were to add LOD to these objects, what are the recommended settings? 3. I'm fine with it disappears after combat ends (I just imagine it being burned/demolished to the ground), but I wish it to shows from a distance before combat ends. Thank you in advance.
  8. Hello, I'm continuing my thread from here: I've set the banner to be Neverfade Full and it looks good at very far distance. However when I got closer, it actually fades and disappear. When I got even closer, it shows up again. i've set all levels to be full. How do I get it to actually never fades? Thank you in advance.
  9. Thank you! I've used DynDOLOD 3 alpha test and the problem is gone. Does this mean I don't need *any* lodgen folder from any other mods?
  10. Thank you, it looks amazing! One last thing, I am using https://www.nexusmods.com/skyrimspecialedition/mods/11446/?tab=description for tree billboards. However, as I said, I am hurting for performance so I can't afford tree mods like SFO. Currently, the dead trees near Solitude shows a LOD of leafy pines, but when I get close to it, it changes into dead tree and it's pretty jarring. Where can I get proper billboards for those dead trees? Thank you again.
  11. Thank you again, the banner now shows at greater distance. However, is it possible to make it always show full model regardless of distance instead?
  12. Thank you so much for your help, I have some questions however: 1. How do I get the correct filename(s)? Using informative console mod? If I have the .nif I want, do I just type it in the Mesh Mask Column? 2. What would be different if I use Near/Far LOD? 3. What about Upgrade NearGrid Large Refs? Is it a good idea to always check it regardless of presets? 4. So for the road I just need to delete the \roads\ rule yes? 5. If possible, would you kindly show me a screenshot of the banner rule as you just descripted? Again, thank you for helping me!
  13. Greetings, I've been using DynDOLOD for years. But I've only been using the template provided by default. I wish to set all animated banners (for example, the flowing banner on top of the tower where we first fight a dragon) and roads to be neverfade and always viewable and animated when distance on low template. I think they are already sets like that on medium template, but my old laptop can't even tolerate medium. I've been reading the manual but I still don't understand. Please help me on the bits about adding meshes and the rules, thank you.
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