Jump to content

incredibly low view distance


cheeseninja333

Recommended Posts

I've set every view distance setting in the launcher to max yet I'm still noticing terrible pop-in with everything over ~100 metres. In large interior cells everything over a certain distance doesn't load at all meaning that it appears as though I'm following/walking away from a white void when in tunnels etc.

Link to comment
Share on other sites

The launcher has limits that can be circumvented by directly editing the INI files. Suggest you read this section of the "Fallout NV Mod Conflict Troubleshooting" guide, which I just updated with information on which settings are not actually used.

 

You may not be aware, but the game divides space into "fore, mid, and back-ground" areas. LOD is "background", but "mid-ground" may use textures from either of the others depending upon what files are available; which is why you get "pop-in". "Objects" such as buildings in the background, especially those added by mods, are not automatically incorporated. See the "LOD/VWD Overview" description on TESTG for details.

 

-Dubious-

Edited by dubiousintent
Link to comment
Share on other sites

  • 2 weeks later...

I've adjusted plenty of settings and tried several LOD tools but none of them have worked, mostly because they're designed to fix the distance at which things increase in quality, whereas I'm having issues with entire towns being literally invisible until I'm close to them. Resetting the .ini files to their defaults and changing any of the settings seems to do nothing.

Link to comment
Share on other sites

Towns, trees, billboards, etc. are all subject to the "fore-, mid-, back-ground" separation. At a distance, a town is an LOD "feature". There has to be a "_far.nif" file for the feature to appear in the background, especially when added by a mod. Otherwise it "pops-in" as part of the fore-ground.

Not knowing which specific "LOD Tools" you have used, suggest you look at and try "Checklist" items 15-16 in the "Fallout NV Mod Conflict Troubleshooting" guide, as well as the previously referenced "LOD/VWD Overview" description on TESTG for details (just updated). They work for me when used in the order suggested. Some tweaking is required.

Here is a basic "batch file" script for TES4LL. Adjust pathing as necessary for your situation.

@echo off
pushd "E:\Games\SteamLibrary\steamapps\common\Fallout New Vegas\Data"
set tes4ll_bat=1
@echo on
call tes4ll_make_texture_cache.bat
call tes4ll_make_normal_meshes.bat
call tes4ll_make_colormaps_with_rockyfilter.bat
call tes4ll_make_normalmaps.bat
@echo off
set tes4ll_bat=
popd
pushd "E:\Games\Fallout New Vegas Mods\FNV Tools\FNVLODGen"
@echo SCRIPT: Manually run FNVLODGen (after LOOT) ...
pause
exit

The "set tes4ll_bat=" variable is a flag passed to each of the "call tes4ll_make_..." batch files, which have been modified by adjusting these parameters in each "called" batch file below to work with FNV:

 ... _gamemode=FalloutNV _worldspace=WastelandNV _worldspaceid=894758 _worldspaceidhex=000DA726 ...

and adding the line:

if %tes4ll_bat%~==1~  goto :EOF

just above the existing line:

@set /p dummy= Please close this window

so each called script doesn't wait for user input before proceeding. If you want to pause to view the results of each called script, just set "tes4ll_bat=0" (or any value other than "1") in the main script.

Allow TES4LL a couple of hours to process all the files. FNVLODGen usually only takes a few minutes. YMMV depending upon your hardware.

Edit to include "tes4ll_make_" file parameter changes.

 

-Dubious-

Edited by dubiousintent
Link to comment
Share on other sites

  • Recently Browsing   0 members

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