Turns out disabling RWT fixes the distant water texture. Might have to delve into SSEedit and see what's going on with that particular option for which one RWT is choosing.
Further to this. It appears on my world map, the water isn't rendered at all. Like basically, you can see through the world to the sky. It's definitely strange.
I tried disabling XLODgen, Dyndolod, Texgen and no change.
https://imgur.com/FHnS3fD
If you look here in particular, all you can see is a Skybox. No water actually rendered. So something somewhere at a distant setting just isn't putting water in.
So basically:
https://imgur.com/vs7JOYU
My water loading distance seems to be a bit screwed up. I ran xLODgen, then Texgen, then Dyndolod and built occlusion with Dyndolod. I don't know whether Skyrim just can't render water detail past that distance in my screenshot but it looks awful, it's basically just some kind of dodgy looking reflection or something. Sky reflections are disabled as recommended by RWT. Load order is how it should be. Spent hours trying to work it out but can't seem to find a reason.
Anyone else experienced this? Am I missing something simple...
Thank you. Judging by how good my game looks using Level 4 - LOD 0 and then Level 8 and 16 as Billboard 1 I guess I shouldn't mess with the current setup. I'd probably only lower performance if I changed it from that.
So i've never bothered changing any settings in the tool. I hit Ultra and always let it do it's thing. What would be the impact of changing the LOD options below? So if I changed LOD Level 8 to say Level 1?
My billboards look amazing using the Happy Little Trees LOD file anyway but i'm just curious how these settings work, would they change the way you see that little transition between the game swapping to Level 4? Which has LOD 0 assigned? Or is that all just controlled by the distance settings in-game which I currently have setup as 70000, 120000 and 300000. Sorry for so many questions, you guys are the experts and i've learnt loads from asking in here when i'm unsure what the instractions and FAQ mean.
Alos, what are the implications of the following message after generation?
Warning: Texture resolution 2500x2500 not a power of 2 Texture textures\architecture\whiterun\wrcitywall01.dds Used by meshes\lod\imperial\impextblocks02_lod_0.nif DynDOLOD.esm XJKImpExtBlocks02_DynDOLOD_LOD [STAT:D4012A59]
Warning: Texture resolution 2500x2500 not a power of 2 Texture textures\architecture\whiterun\wrcitywall01_n.dds Used by meshes\lod\imperial\impextblocks02_lod_0.nif DynDOLOD.esm XJKImpExtBlocks02_DynDOLOD_LOD [STAT:D4012A59]
Thank you so much for clearing all of this up for me! Next up i'm gonna learn how to xlodgen my terrain as i've never tried that before. I have MM overwriting resources as stated, TexGen overwrites everything that isn't covered by HD LOD Textures SE as well and Dyndolod is overwriting all the relevant files. Thanks to your help I think I have it setup perfectly.
Much appreciated!
Hello everyone. I've read the FAQs, etc. Recently upgraded to Dyndolod 3.0 which is fantastic but I just want a little clarification. I understand billboards are no longer needed but do I still need these LOD packs below for generation?