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Will DyndoLOD fix LODs not faiding in mod-added zones?


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Posted

Any mod added zones (e.g. those from BS Bruma, Beyond Reach, Glenmoril) have LODs which do not fade when I get close. Is this something DyndoLOD can potentially fix?

Thanks! =)

4 answers to this question

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Posted
1 hour ago, afrodeeziac said:

Any mod added zones (e.g. those from BS Bruma, Beyond Reach, Glenmoril) have LODs which do not fade when I get close. Is this something DyndoLOD can potentially fix?

Thanks! =)

By zones do yo you mean different worldspaces? https://ck.uesp.net/wiki/World_Spaces
DynDOLOD generates a LOD patch for the current load order and the select worldspaces and fixes several game engine bugs related to LOD.
There is no known engine issue with LOD just because a plugin adds a new worldspace. It typically works fine with default INIs.

If there is a problem with LOD for trees showing in the same cell the player is in see https://dyndolod.info/FAQ#Billboard-tree-LOD-shows-in-active-exterior-cells

If there is a problem with object LOD showing in the same cell the player is in see https://dyndolod.info/FAQ#Object-LOD-shows-in-active-exterior-cells

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Posted

Yes, that second issue (object LOD showing in the same cell the player is in) is exactly what I'm dealing with, but it is only for worldspaces added by plugins. I don't have any issues with LODs in Vanilla worldspaces. I don't use fast travel so sadly none of the FAQs for stuck object LOD are pertinent. 

So I guess this is not something dynDOLOD would have any effect on, correct? Or should I give it a try and hope for the best, haha. 

Thanks for your time, I sincerely appreciate it. 

  • 0
Posted

Culprit found: Paper World Map

The ini settings had both:

uLockedObjectMapLOD=32
uLockedTerrainLOD=32

Deleting these lines from its "Paper World Map.ini" solved the issue. Hopefully if someone else encounters this problem, they find this thread!

I appreciate your assistance, Sheson!

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Posted
10 hours ago, afrodeeziac said:

Culprit found: Paper World Map

The ini settings had both:

uLockedObjectMapLOD=32
uLockedTerrainLOD=32

Deleting these lines from its "Paper World Map.ini" solved the issue. Hopefully if someone else encounters this problem, they find this thread!

I appreciate your assistance, Sheson!

You have a mod that only adds the required LOD level 32 object LOD files for the vanilla worldspaces. 

As explained by the https://dyndolod.info/FAQ#Object-LOD-shows-in-active-exterior-cells answer since years, either generate object LOD Level 32 files for the worldspaces with DynDOLOD or restore the default setting uLockedObjectMapLOD=16. Restoring the default setting will cause the map mod to not work correctly anymore in the vanilla worldspaces. In that case it probably would be best to just remove the mod entirely.

The uLockedTerrainLOD=32 is the default setting as explained in https://dyndolod.info/Mods/Maps-And-Map-Mods which is linked from the FAQ answer.

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