What is the furthest extent to which animated dynamic lods created by dyndolod can be made to show? I believe I read somewhere here that normally after 11 cells they go to static lod? I'm curious because I'm having an issue where at quite a distance the moving waterfall lod will unload but no static lod model replaces it. This is using high rules in advanced settings. I do get a static waterfall on the map though. Also at this distance the moving windmill blades disappear but the static lod appears at that point. So with all things working correctly, at some point the animated lods do become plain static lods (before level 32 I mean)? Any help or insight is appreciated.
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MisterMorden
What is the furthest extent to which animated dynamic lods created by dyndolod can be made to show? I believe I read somewhere here that normally after 11 cells they go to static lod? I'm curious because I'm having an issue where at quite a distance the moving waterfall lod will unload but no static lod model replaces it. This is using high rules in advanced settings. I do get a static waterfall on the map though. Also at this distance the moving windmill blades disappear but the static lod appears at that point. So with all things working correctly, at some point the animated lods do become plain static lods (before level 32 I mean)? Any help or insight is appreciated.
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sheson
Starting with DynDOLOD Alpha-59 I updated the waterfall rule for Skyrim Special Edition so there is a static LOD model in object LOD Level 4 already. They are slightly moved down and back so it should
sheson
Read https://dyndolod.info/Help/Dynamic-LOD and https://dyndolod.info/Help/Mesh-Mask-Reference-Rules and https://dyndolod.info/Help/Advanced-Mode Then check the mesh rules for fxwaterfallbody. Yo
sheson
As you must know, the windmill building and the windmill fan are separate models. One has static object LOD and the other has dynamic LOD. You now know that the static object LOD for waterfalls b
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