Jump to content

issue with my trees in the distance


Recommended Posts

Just finished installing skyrim revisted and everything seems to be okay minus two things.

 

One my trees in the distance are messed up. Only half the tree loads and there also white. Once i get close they pop in and look fine.

 

My second issue is some ground textures far in the distance are green. They also fix themselves as i get closer.

 

Heres a screenshot of the trees:

2015-03-04_00002_zpsw1pa9f0e.jpg

 

i dont have a screen shot of the green ground texture issue yet but ill take  out and update this post.

 

Anyone know whats going on? Thank you.

Link to comment

Just reinstalled all my distance mods to make sure i got those right and im still having the issue.

 

Heres my ini's maybe i screwed something up in there.

 

General]

sLanguage=ENGLISH

sIntroSequence=

fFlickeringLightDistance=8192

 

uExterior Cell Buffer=36

 

[Display]

fSunShadowUpdateTime=0

fSunUpdateThreshold=2.0

ipresentinterval=1

fShadowLODMaxStartFade=1000.0

fSpecularLODMaxStartFade=2000.0

fLightLODMaxStartFade=3500.0

iShadowMapResolutionPrimary=4096

bAllowScreenshot=1

fDefault1stPersonFOV=85.0

fDefaultWorldFOV=85.0

 

[Audio]

fMusicDuckingSeconds=6.0

fMusicUnDuckingSeconds=8.0

fMenuModeFadeOutTime=3.0

fMenuModeFadeInTime=1.0

 

[Grass]

iMaxGrassTypesPerTexure=7

bAllowCreateGrass=1

bAllowLoadGrass=0

 

[GeneralWarnings]

SGeneralMasterMismatchWarning=One or more plugins could not find the correct versions of the master files they depend on. Errors may occur during load or game play. Check the "Warnings.txt" file for more information.

 

[Archive]

sResourceArchiveList=Skyrim - Misc.bsa, Skyrim - Shaders.bsa, Skyrim - Textures.bsa, Skyrim - Interface.bsa, Skyrim - Animations.bsa, Skyrim - Meshes.bsa, Skyrim - Sounds.bsa

sResourceArchiveList2=Skyrim - Voices.bsa, Skyrim - VoicesExtra.bsa

 

[Combat]

fMagnetismStrafeHeadingMult=0.0

fMagnetismLookingMult=0.0

f1PArrowTiltUpAngle=0.7

f3PArrowTiltUpAngle=0.7

f1PBoltTiltUpAngle=0.7

f3PBoltTiltUpAngle=0.7

 

[Papyrus]

fPostLoadUpdateTimeMS=500.0

bEnableLogging=1

bEnableTrace=1

bLoadDebugInformation=1

[Water]

bReflectLODObjects=1

bReflectLODLand=1

bReflectSky=0

bReflectLODTrees=0

 

[Actor]

fVisibleNavmeshMoveDist=12288.0000

 

 

 

 

 

 

eneral]

fBrightLightColorB=1.0000

fBrightLightColorG=1.0000

fBrightLightColorR=1.0000

iStoryManagerLoggingEvent=-1

bEnableStoryManagerLogging=0

[imagespace]

bDoDepthOfField=1

iRadialBlurLevel=2

[Display]

iBlurDeferredShadowMask=1

fInteriorShadowDistance=3000.0000

fShadowDistance=2500.0000

iShadowMapResolutionSecondary=4096

iShadowMapResolutionPrimary=4096

iShadowSplitCount=2

iMaxAnisotropy=1

fLeafAnimDampenDistEnd=4600.0000

fLeafAnimDampenDistStart=3600.0000

fTreesMidLODSwitchDist=3600.0000

fGamma=1.0000

fDecalLOD2=1500.0000

fDecalLOD1=1000.0000

fSpecularLODStartFade=2000.0000

fShadowLODStartFade=400.0000

fLightLODStartFade=3500.0000

iTexMipMapMinimum=0

iTexMipMapSkip=0

iWaterMultiSamples=0

iMultiSample=1

iShadowMode=3

bTreesReceiveShadows=1

bDrawLandShadows=1

bFull Screen=1

iSize H=2160

iSize W=3840

fMeshLODFadePercentDefault=1.2000

fMeshLODFadeBoundDefault=256.0000

fMeshLODLevel2FadeTreeDistance=2048.0000

fMeshLODLevel1FadeTreeDistance=2844.0000

fMeshLODLevel2FadeDist=10000000.0000

fMeshLODLevel1FadeDist=10000000.0000

iScreenShotIndex=2

bShadowMaskZPrepass=0

bMainZPrepass=0

iMaxSkinDecalsPerFrame=250

iMaxDecalsPerFrame=800

bFloatPointRenderTarget=1

sD3DDevice="NVIDIA GeForce GTX 980"

bFXAAEnabled=0

iShadowMapResolution=4096

fShadowBiasScale=0.3000

iShadowMaskQuarter=4

iAdapter=0

iPresentInterval=0

iShadowFilter=3

bShadowsOnGrass=1

bTransparencyMultisampling=0

bDeferredShadows=1

bDrawShadows=1

[Grass]

b30GrassVS=0

fGrassStartFadeDistance=18000.0000

fGrassMaxStartFadeDistance=7000.0000

fGrassMinStartFadeDistance=0.0000

[MAIN]

bGamepadEnable=1

bCrosshairEnabled=1

fHUDOpacity=1.0000

bSaveOnPause=0

bSaveOnTravel=0

bSaveOnWait=0

bSaveOnRest=0

fSkyCellRefFadeDistance=150000.0000

[GamePlay]

bShowFloatingQuestMarkers=1

bShowQuestMarkers=1

iDifficulty=2

[interface]

bDialogueSubtitles=1

bGeneralSubtitles=1

fMouseCursorSpeed=1.0000

bShowCompass=1

[Controls]

fGamepadHeadingSensitivity=1.0000

fMouseHeadingSensitivity=0.0125

bAlwaysRunByDefault=1

bInvertYValues=0

bGamePadRumble=1

bMouseAcceleration=1

bUseKinect=0

[Particles]

iMaxDesired=750

[saveGame]

fAutosaveEveryXMins=60.0000

[AudioMenu]

fAudioMasterVolume=1.0000

fVal7=1.0000

uID7=2063802548

fVal6=1.0000

uID6=2063802546

fVal5=1.0000

uID5=3954

fVal4=1.0000

uID4=352737393

fVal3=1.0000

uID3=94881

fVal2=0.4000

uID2=466532

fVal1=1.0000

uID1=554685

fVal0=0.8000

uID0=1007612

[Clouds]

fCloudLevel2Distance=262144.0000

fCloudLevel1Distance=32768.0000

fCloudLevel0Distance=16384.0000

fCloudNearFadeDistance=9000.0000

[TerrainManager]

fTreeLoadDistance=75000.0000

fBlockMaximumDistance=250000.0000

fBlockLevel1Distance=70000.0000

fBlockLevel0Distance=35000.0000

fSplitDistanceMult=1.5000

bShowLODInEditor=0

[NavMesh]

fObstacleAlpha=0.5000

fCoverSideHighAlpha=0.8000

fCoverSideLowAlpha=0.6500

fEdgeFullAlpha=1.0000

fEdgeHighAlpha=0.7500

fEdgeLowAlpha=0.5000

fTriangleFullAlpha=0.7000

fTriangleHighAlpha=0.3500

fTriangleLowAlpha=0.2000

fLedgeBoxHalfHeight=25.0000

fEdgeDistFromVert=10.0000

fEdgeThickness=10.0000

fPointSize=2.5000

[Trees]

bRenderSkinnedTrees=1

uiMaxSkinnedTreesToRender=20

[Decals]

uMaxDecals=1000

bDecals=1

bSkinnedDecals=1

uMaxSkinDecals=100

uMaxSkinDecalsPerActor=60

[LOD]

fLODFadeOutMultObjects=15.0000

fLODFadeOutMultItems=15.0000

fLODFadeOutMultActors=15.0000

fLODFadeOutMultSkyCell=1.0000

[Launcher]

bEnableFileSelection=1

bShowAllResolutions=1

uLastAspectRatio=3

[blurShaderHDR]

bDoHighDynamicRange=1

[blurShader]

bUseBlurShader=0

[Water]

iWaterReflectHeight=512

iWaterReflectWidth=512

bUseWaterDisplacements=1

bUseWaterRefractions=1

bUseWaterReflections=1

bUseWaterDepth=1

Link to comment

You just have a LOD texture that does not have the right scales for what is inside of it. 

Most often happens if you use SFO and do not use an SFO LOD texture. or If you have SFO and use a vanilla LOD texture. 

 

The specific path to the texture is 

...\textures\terrain\tamriel\trees

Link to comment

You just have a LOD texture that does not have the right scales for what is inside of it. 

Most often happens if you use SFO and do not use an SFO LOD texture. or If you have SFO and use a vanilla LOD texture. 

 

The specific path to the texture is 

...\textures\terrain\tamriel\trees

how do i go about fixing it? do i need to replace the texture with something else and if so what or remove it all together?

 

i dont have that file in my skyrim flora overhaul folder but i do in my aspen trees folder. Should i delete the one in my aspen trees?

Edited by neal0790
Link to comment

So i tried to just remove aspen trees all together and use the SFO lods and that still didnt fix it. I think something is screwed up with my distance because i just saw this in solitude.

2015-03-04_00004_zpsixrh2li5.jpg

 

if you look at the windmill the texture is red and textures on the wall are messed up. But if i move 20 feet towards them they will load fine.

Edited by neal0790
Link to comment

i figured out my problem. For some reason my optomized vanilla textures fell out of order. So they were overwriting the aspen trees lod. Once i put it back up top my issue went away.

 

Fixed my tree and my textures on the ground.

 

The only real issue im still having is i feel like the trees should be loading sooner as i walk towards them. They go from looking real thin to full on bushy pretty close to me. If there something i can edit to get thing to load further away? I got a 4790k and 2 980's so im not to concerned if i loose a few fps if i can get the pop in to be less noticable.

Link to comment

Other than the currently experimental Dynamic LODS you can set uGridsToLoad to 7 or 9 but this will cause AI / Events to trigger farther from the player as well. I never had trouble with 7 but 9 might be pushing it playability wise as people will start talking / quest events will happen outside of earshot.

Link to comment

Would lowering actor distances help prevent this issue while allowing more ugrids?

The difference between ugrids 11 and 7 is far off in the distance, but if ugrids 7 is what's causing the problem with the Whiterun giant, I'd like to fix it if that's at all possible.

Link to comment
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.