Advertisement
Guest User

Untitled

a guest
Jan 20th, 2024
41
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 22.42 KB | None | 0 0
  1. ; This is the DynDOLOD.INI for Skyrim Special Edition and Skyrim VR / SSE or TES5VR game modes (see https://dyndolod.info/Help/Game-Mode)
  2.  
  3. [DynDOLOD]
  4. ; set to 1 to start in wizard mode, 0 to start in advanced mode
  5. ; https://dyndolod.info/Help/Wizard-Mode
  6. ; https://dyndolod.info/Help/Advanced-Mode
  7. Wizard=1
  8.  
  9. ; set to 1 for expert LODGen options in advanced mode, disables wizard automatically
  10. ; https://dyndolod.info/Help/Expert-Mode
  11. Expert=0
  12.  
  13. ;TreeLOD=1 This setting does not work anymore, check [x] Ultra in the advanced options window for generating LOD for trees in object LOD
  14.  
  15. ; Vertexcolor multipliers for tree LOD models used in object LOD, see https://dyndolod.info/Help/Ultra-Tree-LOD
  16. CrownBrightness=1
  17. TrunkBrightness=1
  18. FlatTrunkBrightness=1
  19.  
  20. ; Do not change this setting
  21. ; 0 -> FullModel; 1 -> Billboard1, 2 -> Billboard2, 3 -> Billboard3 etc.
  22. ; NOTE: This setting changed meaning in version 2.44
  23. ; RTFM before changing this setting
  24. ; set to 0 to use tree full model for static object LOD instead of billboard if a tree 3D LOD model is not found
  25. ; this can create HUGE static object LOD files and can potentially cause CTD because of invalid nif settings copied to *.bto
  26. ; identify the largest full models and create 3D LOD models, see https://dyndolod.info/Help/3D-Tree-LOD-Model
  27. ; Do not set this to 0
  28. TreeFullFallBack=1
  29.  
  30. ; Billboard templates to use for tree LOD done in static object LOD
  31. ; set to desired billboard NIF file or Internal (traditional tree LOD style 2 plane X similar to DynDOLOD_flat_lod_2x2.nif)
  32. ; files with same name found in games ..\Data\DynDOLOD\ folder have priority over files found in this ..\DynDOLOD\Edit Scripts\DynDOLOD\ folder
  33. ; Internal will be used automatically if NIF file can not be found
  34. TreeBillboard1=Internal
  35. TreeBillboard2=DynDOLOD_flat_2x2_lod.nif
  36. TreeBillboard3=DynDOLOD_flat_3x2_lod.nif
  37. TreeBillboard4=DynDOLOD_flat_4x2_lod.nif
  38. TreeBillboard5=Internal
  39. TreeBillboard6=LODGen_flat_lod.nif
  40.  
  41. ; tree LOD ignores X/Y rotation values. If the rotation exceeds the max tilt, the tree will be done as object LOD
  42. TreeLODMaxTilt=30
  43.  
  44. ; set to 1 to generate LOD Level 32 *.bto files
  45. ; if all mesh mask rules for LOD Level 32 are None, LOD Level 32 is indentical to LOD Level 16 but without any billboard trees
  46. ; set [MapMenu] uLockedObjectMapLOD=32 in Skyrim.ini
  47. Level32=0
  48.  
  49. ; set to 1 to force the HD flag on every shape with snow/ash in LOD Level 32 *.bto files
  50. ; set to -1 to unset HD flags on snow/ash
  51. AllHDLOD32=0
  52.  
  53. ; Because Bethesda simply does not comprehend people are modding exterior worldspaces ...
  54. ; set to 1 if uLargeRefLODGridSize=5 (value of uGridsToLoad) in SkyrimPrefs.ini, do this if it is certain that the large references system will not be used, so that no DynDOLOD.esm is created
  55. ; set to 0 if uLargeRefLODGridSize>5 (value of uGridsToLoad) in SkyrimPrefs.ini
  56. IgnoreLargeReferences=0
  57.  
  58. ; THIS SETTING DOES NOT WORK ANYMORE see https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds
  59. ; WorkaroundLargeReferencesBugs=0
  60.  
  61. ; minimum size for a tree to be considered large in case large reference workarounds are used and ultra tree LOD with the large option is checked
  62. TreeLargeRefSize=400
  63.  
  64. ; set to 1 to create empty *.btt files for the quads covered by object LOD meshes instead of creating an empty *.lst when generating ultra LOD
  65. ; allows keeping vanilla tree LOD for worldspaces with cut content
  66. CreateEmptyBTT=0
  67.  
  68. ; value to set BSLightingShaderProperty Lighting Effect 1 used by SLSF2_Soft_Lighting flag for billboards used in static object LOD, higher values are brighter
  69. FlatLODLightingEffect=0.0
  70.  
  71. ; 3rd texture used for SLSF2_Soft_Lighting flag by billboards used in static object LOD
  72. FlatLODGlowMap=textures\white.dds
  73.  
  74. ; Set vertex colors for billboards used in static object LOD, 0.0 to 1.0, if value < 0.0 = no vertex color
  75. ; all 3 colors will be set to this same value so this acts as a brightness setting
  76. FlatLODVertexColor=0.55
  77.  
  78. ; Set vertex colors for billboards with normal map texture used in static object LOD, 0.0 to 1.0, if value < 0.0 = no vertex color
  79. ; all 3 colors will be set to this same value so this acts as a brightness setting
  80. FlatLODWithNormalMapVertexColor=0.50
  81.  
  82. ; Randomly change vertex color for billboards used in static object LOD, if value < 0.0 = no change
  83. FlatLODColorVariance=0.1
  84.  
  85. ; Randomly change height of billboards used in static object LOD to counter butterfly effect, set to 0.0 for no height change
  86. FlatLODHeightVariance=0.0
  87.  
  88. ; Set SLSF2_LOD_Objects flag for LOD levels equal or higher on billboards used in static object LOD
  89. ; Setting SLSF2_LOD_Objects flag disables all lighting effects
  90. ; 0 = none, 1 = LOD4, 2 = LOD8, 3 = LOD16, 4 = LOD32
  91. FlatLODLevelLODFlag=0
  92.  
  93. ; set to 1 to generate standard tree LOD textures as a "complex" texture with diffuse textures in the upper half and normal map texturs in the lower half
  94. ; generate standard tree LOD textures with normal map texture with TexGen first, will use flat replacement if normal map texture is not found
  95. TreeLODComplexAtlas=0
  96.  
  97. ; set to 1 to set transparent background of billboards to their average color, requires TreeLODDiffuseFormat with alpha channel like BC2 (DXT3), BC3 (DXT5) or A8R8G8B8
  98. TreeLODCreateAverageColor=1
  99. ; force even if an average color already seems to exist
  100. TreeLODForceAverageColor=0
  101.  
  102. ; set to 1 to set transparent background of grass LOD textures to their average color, requires ObjectLODAlphaDiffuseFormat with alpha channel like BC2 (DXT3), BC3 (DXT5) or A8R8G8B8
  103. GrassLODCreateAverageColor=1
  104. ; force even if an average color already seems to exist
  105. GrassLODForceAverageColor=0
  106.  
  107. ; set to 1 to set transparent background of object LOD textures to their average color, requires ObjectLODAlphaDiffuseFormat with alpha channel like BC2 (DXT3), BC3 (DXT5) or A8R8G8B8
  108. ObjectLODCreateAverageColor=1
  109. ; force even if an average color already seems to exist
  110. ObjectLODForceAverageColor=0
  111.  
  112. ; Set LOD texture atlas formats
  113. ; Traditional 2D tree LOD does not use normal textures, but 2D tree LOD in static object LOD can make use of normal map if normals and bi/tangents are set
  114. ; NOTE: Compressing large textures with BC7 Max can take a while and can temporarily freeze the screen
  115. ; BC1 (DXT1) = 200 - for diffuse converts any source alpha to transparency with threshold 128, for normal removes specular (alpha) which usually is not used by LOD
  116. ; BC2 (DXT3) = 201 - LOD only uses transparency and the threshold is 128
  117. ; BC3 (DXT5) = 202 - LOD only uses transparency and the threshold is 128
  118. ; BC7 Quick = 225 - LOD only uses transparency and the threshold is 128
  119. ; BC7 Max = 226 - LOD only uses transparency and the threshold is 128
  120. ; R8G8B8 = 87 - has no alpha, so do not use for alpha diffuse
  121. ; A8R8G8B8 = 88 - LOD only uses transparency and the threshold is 128
  122. ; If ObjectLODDiffuseFormat and ObjectLODAlphaDiffuseFormat are the same format one atlas texture file will be created. Otherwise two files, one for each format
  123. ObjectLODDiffuseFormat=225
  124. ObjectLODAlphaDiffuseFormat=225
  125. ObjectLODNormalFormat=225
  126. TreeLODDiffuseFormat=225
  127.  
  128. ; 0 = no mipmaps, 1 = texconv, 2 = internally
  129. ObjectLODGenerateMipMaps=2
  130. TreeLODGenerateMipMaps=2
  131.  
  132. ; The maximum resolution of textures - DirectX 11 supports up to 16384
  133. MaxTextureSize=16384
  134.  
  135. ; Texconv mipmap alpha coverage
  136. AlphaCoverage=0.85
  137.  
  138. ; Internal mipmap alpha factor
  139. AlphaFactor=0.25
  140.  
  141. ; File mask of textures not to add to the object LOD atlas texture. They will be used directly instead
  142. IgnoreTexture=mountainslab01.dds, mountainslab02.dds, dyndolod_atlas, flat_atlas, treelod.dds, treelod1.dds, treelod2.dds, treelod3.dds, treelod01.dds, treelod02.dds, treelod03.dds
  143.  
  144. ; set to 1 to add ShowLocalMap flag, opening/closing map causes water to reflect references with the flag set (requires [Water] bReflectSky=1 in Skyrim.ini) - can cause CTD when opening map
  145. GlowLODLocalMap=0
  146.  
  147. ; set to 1 to export LIGH base record and references datas to JSON data files for community shaders, replaces fake lights
  148. LIGH2JSON=0
  149.  
  150. ; Fake Lights: minimum scale of glowing orb mesh required to add LOD for it, 1 equals 256 units
  151. FakeLightsMinScale=1
  152.  
  153. ; Fake Lights: minimum scale of glowing orb mesh required to add LOD for it in parent world, 1 equals 256 units
  154. FakeLightsChildWorldMinScale=1
  155.  
  156. ; Fake Lights: intensity of the glowing orb mesh, valid values from 1 to 9
  157. FakeLightsIntensity=6
  158.  
  159. ; Set to 1 to create a new plugin file with LOD added to STAT base elements to use in CK old style static object LOD generation
  160. ; There should be no existing DynDOLOD plugin in the load order
  161. ; Same as starting in expert mode and clicking 'Create Mod' button
  162. CreateMod=0
  163.  
  164. ; Base record signatures to process for LOD
  165. BaseSignatures=STAT,TREE,ACTI,MSTT,CONT,FURN,DOOR
  166.  
  167. ; leave at 5 even if using higher uGridsToLoad in the game
  168. uGridsToLoad=5
  169.  
  170. ; vanilla default is fMinSecondsForLoadFadeIn=1.5, set default seconds for in-game MCM setting to hide dyanmic LOD switching after fast travel
  171. fMinSecondsForLoadFadeIn=2.7
  172.  
  173. ; default mutiplier for in-game MCM window glow setting
  174. fNearMultiple=1.25
  175.  
  176. ; default mutiplier for in-game MCM window glow setting
  177. fFarMultiple=1.5
  178.  
  179. ; default mutiplier for in-game MCM window glow setting
  180. fNeverMultiple=1.75
  181.  
  182. ; Adjust terrain height for remove unseen faces function of LODGen.exe
  183. RemoveUnseenZShift=10.0
  184.  
  185. ; Changes the base records to a copy without the Has Distant LOD flag for references with enable parents to counter briefly showing object LOD when object are enabled
  186. ConvertEnabledReferences=1
  187.  
  188. ; Change PortalBoxes in processed worldspaces to just Boxes - can help with performance in Skyrim/Enderal
  189. PortalBoxFix=0
  190.  
  191. ; set Partial Form flag on worldspace records
  192. ; in case this setting causes issues, make a post on the official DynDOLOD support forum https://dyndolod.info/Official-DynDOLOD-Support-Forum
  193. PartialWorldspace=1
  194.  
  195. ; set Partial Form flag on persistent cell records
  196. ; in case this setting causes issues, make a post on the official DynDOLOD support forum https://dyndolod.info/Official-DynDOLOD-Support-Forum
  197. PartialPersistentCell=1
  198.  
  199. ; use decal flag from source mesh for static object LOD generated by LODGen.exe, can help with z-fighting of trimmings (flat shape on another flat shape)
  200. ; if decals fading behaves wierd see https://dyndolod.info/Help/Glow-LOD
  201. UseDecalFlag=0
  202.  
  203. ; (partial) mod file names to ignore, comma separated
  204. ; this will ignore references added by these mods, but process their overwrites
  205. ; do not ignore masters used by mods that are processed or else ...
  206. IgnoreModFileName=SDO Full-LOD, SolitudeExterior, WhiterunExterior, holycow, DynDOLOD Addon, DynDOLOD - Addon, JKs Markarth, JKs LITE - Markarth, JKs SuperLITE - Markarth, JKs Riften, JKs LITE - Riften, JKs SuperLITE - Riften, JKs Solitude, JKs LITE - Solitude, JKs SuperLITE - Solitude, JKs Windhelm, JKs LITE - Windhelm, JKs SuperLITE - Windhelm, RedMountainErupts, DawnofWindhelm, TAVERiften, TAVESolitude, TAVEWindhelm, TownsandVillagesEnhancedPro, VolumeticMists
  207.  
  208. ; (partial) mods that are obsolete
  209. ReplaceModFileName=SDO Full-LOD, Distant Detail, NSUTR_LOD, Full LOD, SPTKatlaSailReangle, TVDT Removed;Help/Occlusion-Data, Dragonsreach Balcony Landscape Fix, DVLaSS Skyrim Underside;Help/Terrain-Underside, CullingFix;Help/Occlusion-Data, Culling Glitch Fix;Help/Occlusion-Data, PlocktonFollowingMercerPatch;Help/Occlusion-Data, OCWcellsettingsPlocktonsPatch;Help/Occlusion-Data, PlocktonsWinterholdRestoredPatch;Help/Occlusion-Data, Bigger Gildergreen LODs, Bigger Gildergreen OCS LODs, DynDOLOD - Solstheim Ice Piles Fix, SkyFalls, SkyMills, AzuraDistantLod;Replaced-Full-Model-Example-Azura-Statue, MehrunesDistantLod;Replaced-Full-Model-Example-Azura-Statue, BoethiahDistantLod;Replaced-Full-Model-Example-Azura-Statue, MeridiaDistantLod;Replaced-Full-Model-Example-Azura-Statue, Unfrozen - DynDOLOD, CoW_LOD_Shimmer_Fix;Help/Large-References, No DynDOLOD Load Screens
  210.  
  211. ; (partial) mod file names to warn about, comma separated - read https://dyndolod.info/Mods/Open-Exterior-Cities for latest instructions
  212. WarnModFileName=
  213.  
  214. ; order to scan for *_lod*.nif files. Indentical filenames (sans path!) found *last* will overwrite win
  215. Folder1=meshes
  216. Folder2=meshes\dlc01\lod
  217. Folder3=meshes\dlc02\lod
  218. Folder4=meshes\lod
  219. Folder5=meshes\dyndolod
  220.  
  221. ; ignore LOD models for auto discovery with this (partial) path - comma separated list. Because adhering to simple Bethesda filename conventions is hard
  222. IgnoreLODMesh=.mohidden,\aom\,\enderal\,\smskyrim\,\anthelius\,\nsurlod\,\rigmorcyrodiil\trees\,\lod\midwoodisle\,\lod\revenant
  223.  
  224. ; ignore full models for auto discovery with this (partial) path - comma separated list. Because adhering to the simple Bethesda filename conventions is hard
  225. IgnoreFullMesh=.mohidden,\aom\,\enderal\,\smskyrim\,\anthelius\
  226.  
  227. ; (partial) EditorID of base element to ignore
  228. IgnoreBaseEDID=loadscreen, _invis_, dbm_arrivalship
  229.  
  230. ; Warn about and avoid using NIF that do not have any of these root blocks
  231. ValidRootBlocks=BSFadeNode, BSLeafAnimNode, BSTreeNode
  232.  
  233. ; Set to 1 to add activators as temporary references if possible. Will result in more plugins used as masters and larger plugin size because of additional CELL data that needs to be copied to the DynDOLOD plugin
  234. ; See https://www.reddit.com/r/skyrimmods/comments/ag4wm7/psa_the_reference_handle_cap_or_diagnosing_one_of/
  235. ; Consider using DynDOLOD DLL NG and the large reference bugs workarounds, it requires consideraly less references - see https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds
  236. Temporary=0
  237.  
  238. ; Update TVDT occlusion data. Will result in more plugins used as masters and larger plugin size because of additional CELL records that needs to be copied to the DynDOLOD plugin
  239. ; requires Generate dynamic LOD to be checked
  240. ;Occlusion=0 This setting does not work anymore, check [x] Occlusion data in the advanced options window for generating TVDT occlusion data
  241.  
  242. ; Limit the number of threads in case updating height map from terrain/object LOD meshes requires large amounts of memory
  243. ; In case of memory problems or freezing set to 1
  244. ; -1 = no limit, otherwise set to a number greater than 0
  245. OcclusionMaxThreadsTerrainLOD=-1
  246. ; -1 = no limit, otherwise set to a number greater than 0, 0 = true single thread and will take forever
  247. OcclusionMaxThreadsObjectLOD=4
  248.  
  249. ; default setting to use in case specific worldspace settings are not defined
  250. ; Samples per cell, 1 = 1, 2 = 4, 3 = 16 - the more samples are used the more distant cells are likely to be disabled and the longer the calculations take
  251. ;OcclusionQuality=2 This setting does not work anymore, set the quality for occlusion data generation in the advanced options window
  252. ; additional height to add to oberserver height
  253. OcclusionHeight=0
  254. ; max render distance
  255. OcclusionRadius=100
  256. ; All = update all CELLs that have terrain height data
  257. ; +Border = "All" with a border region
  258. ; -Flat = "All" terrain that is not flat
  259. ; -Flat +Border = "All" terrain that is not flat and a border region
  260. ; +TVDT = "All" with a TVDT record
  261. ; +TVDT +Border = "All" with a TVDT record and a border region
  262. ; +TVDT -Flat = "All" with a TVDT record and terrain that is not flat
  263. ; +TVDT -Flat +Border = "All" with a TVDT record and terrain that is not flat and a border region
  264. ; -TVDT = "All" without a TVDT record
  265. ; -TVDT +Border = "All" without a TVDT record and with a border region
  266. ; -TVDT -Flat = "All" without a TVDT record and with terrain that is not flat
  267. ; -TVDT -Flat +Border = "All" without a TVDT record and with terrain that is not flat and a border region
  268. ; In any case, only CELLs that are part of the dynamic LOD Near/Far grids are updated
  269. OcclusionMode=-TVDT -Flat +Border
  270.  
  271. ; world specific settings *_[Worldspace name] (EditorID)
  272. ; by default worlds that have the small world flag set are skipped automatically
  273. ; force enable small world
  274. ;Occlusion_ExampleWorld=1
  275. ; force disable large world
  276. Occlusion_ArnimaDagonRealm=0
  277. ; different modes
  278. OcclusionMode_Tamriel=-Flat +Border
  279. OcclusionMode_Sovngarde=-TVDT -Flat
  280. OcclusionMode_DLC01SoulCairn=-TVDT -Flat
  281.  
  282. ; set to 1 to enable grass LOD for the nearest object LOD level 4, requires *.cgid grass files in data\grass\ folder from Grass Control and grass LOD billboards generated by TexGen
  283. ;Grass=0 This setting does not work anymore, check [x] Grass LOD in the advanced options window for generating LOD for grass in object LOD
  284.  
  285. ; 0 to 100%; 0 = no grass - unlike Grass=0, the grass LOD billboards will still be added to the object LOD texture atlas
  286. ;GrassDensity=100 This setting does not work anymore, set density for grass LOD in the advanced options window
  287.  
  288. ; set to 1 to flag grass LOD as LargeReference, so that it unloads at the distance of uLargeRefLODGridSize instead of the usual uGridsToLoad distance
  289. ;GrassLargeReference=0 This setting does not work anymore, set the mode for grass LOD in the advanced options window, GrassLargeReference=0 -> mode 1, GrassLargeReference=1 -> mode 2
  290.  
  291. ; set to gid in case cgid grass cache files have been renamed or copied
  292. ; instead of renaming consider using https://www.nexusmods.com/skyrimspecialedition/mods/101095
  293. ; vanilla gid files will not work
  294. GrassGID=cgid
  295.  
  296. ; Billboard templates to use for grass LOD done in static object LOD
  297. ; alt1 = without backlighting
  298. ; alt2 = with backlighting
  299. ; alt3 = softlight/backlight using diffuse - for shader development - do not use
  300. GrassBillboard1=Internal
  301. GrassBillboard2=DynDOLOD_flat_2x2alt1_lod.nif
  302. GrassBillboard3=DynDOLOD_flat_2x2alt2_lod.nif
  303. GrassBillboard4=DynDOLOD_flat_4x2alt1_lod.nif
  304. GrassBillboard5=DynDOLOD_flat_4x2alt2_lod.nif
  305. GrassBillboard6=DynDOLOD_flat_4x2alt3_lod.nif
  306.  
  307. ; Billboard template to use for grass LOD billboards created from "normal" grass without normal map textures
  308. ; 1 -> Billboard1, 2 -> Billboard2, 3 -> Billboard3 etc.
  309. GrassBillboard=1
  310.  
  311. ; Billboard template to use for grass LOD billboards created from "complex" grass with normal map textures
  312. ; 1 -> Billboard1, 2 -> Billboard2, 3 -> Billboard3 etc.
  313. ComplexGrassBillboard=4
  314.  
  315. ; grass LOD brightness multipliers - applied to grass LOD billboards created from "normal" grass without normal map textures
  316. GrassBrightnessTopR=0.400
  317. GrassBrightnessTopG=0.445
  318. GrassBrightnessTopB=0.450
  319. ; make bottom darker to fake shadowing
  320. GrassBrightnessBottomR=0.200
  321. GrassBrightnessBottomG=0.223
  322. GrassBrightnessBottomB=0.225
  323.  
  324. ; complex grass LOD brightness multipliers - applied to grass LOD billboards created from "complex" grass with normal map textures
  325. ComplexGrassBrightnessTopR=0.70
  326. ComplexGrassBrightnessTopG=0.75
  327. ComplexGrassBrightnessTopB=0.75
  328. ; make bottom darker to fake shadowing
  329. ComplexGrassBrightnessBottomR=0.70
  330. ComplexGrassBrightnessBottomG=0.75
  331. ComplexGrassBrightnessBottomB=0.75
  332.  
  333. ; glowmap and backlighting mask textures replacements if corresponding texture slot is set by used grass billboard NIF
  334. ; 0 = keep texture defined in billboard NIF
  335. ; 100 = textures\white.dds
  336. ; other values generate and use a 4x4 pixel grayscale texture with RGB = 255 * value / 100
  337. GrassGlowMap=0
  338. GrassBacklightMask=0
  339. ComplexGrassGlowMap=0
  340. ComplexGrassBacklightMask=0
  341.  
  342. ; set to 1 to run LODGen.exe with --verbose
  343. Verbose=0
  344.  
  345. ; LODGen calculates and exports object LOD heightmaps for occlusion generation, requires occlusion generated to be checked as well
  346. LODGenHeightMap=1
  347.  
  348. ; set to a value >= 0 and <= number of logical CPU cores
  349. ; 0 = automatically set number of main threads to number of physical cores
  350. ; lower values = more main threads = more memory usage - not nessarily faster/slower
  351. ; higher values = less main threads = less memory usage - not nessarily slower/faster
  352. LODGenThreadSplit=0
  353.  
  354. ; limit the number of total concurrent LODGen processes for object LOD generation
  355. ; 0 = unlimited
  356. MaxLODGen=0
  357.  
  358. ; limit the number of concurrent LODGen processes per worldspace for object LOD generation when generating seasons
  359. ; 0 = unlimited
  360. MaxLODGenPerWorldspace=2
  361.  
  362. ; set the double_sided shader flag in object LOD *.bto meshes on these lists of meshes / textures masks (partial filename) for mods like Dynamic Volumetric Lighting and Sun Shadows or Enhanced Volumetric Lighting and Shadows (EVLaS)
  363. ; see https://dyndolod.info/Help/Terrain-Underside
  364. ;DoubleSidedTextureMask=mountain,mtn
  365. ;DoubleSidedMeshMask=
  366.  
  367. ; set to 1 to generate a terrain NIF that is placed under the actual terrain in order to block light for mods like Dynamic Volumetric Lighting and Sun Shadows or Enhanced Volumetric Lighting and Shadows (EVLaS)
  368. ; current DynDOLOD output can be quickly updated by keeping plugins activated and then deselecting all LOD generation options, then install new output overwriting old output
  369. ; see https://dyndolod.info/Help/Terrain-Underside
  370. ;TerrainUnderside=0 This setting does not work anymore, check [x] Terrain underside in the advanced options window to generate the terrain underside meshes
  371.  
  372. ; Quality of the terrain NIF, higher numbers = less quality/smaller file size. If the quality is too low its shapes might pierce through the ground near steep terrain
  373. ;TerrainUndersideQuality=10 This setting does not work anymore, set the quality for the terrain underside mesh in the advanced options window
  374.  
  375. ; z position of the reference placing the terrain NIF, if too high its shapes might pierce through the ground
  376. ;TerrainUndersideHeigth=-500 This setting does not work anymore, set the height for the terrain underside mesh in the advanced options window
  377.  
  378. ; EditorID of worldspaces with LOD to ignore for terrain underside generation
  379. TerrainUndersideIgnoreWorlds=Blackreach, DLC01SoulCairn, DLC2ApocryphaWorld, ccBGSSSE067DeadlandsWorld, ccKRTSSE001QNWorld
  380.  
  381. ; exclude terrain north and south of the playable area
  382. ;TerrainUndersideMinX_DLC2SolstheimWorld=
  383. TerrainUndersideMaxX_DLC2SolstheimWorld=63
  384. TerrainUndersideMinY_DLC2SolstheimWorld=-2
  385. TerrainUndersideMaxY_DLC2SolstheimWorld=26
  386.  
  387. ; Set to 1 to create terrain heightmap textures
  388. DoTerrainHeightMap=0
  389.  
  390. ; Set to 1 to export object LOD heightmaps with LODGen and add its heights to the terrain heightmap textures, requires DoTerrainHeightMap=1
  391. DoObjectHeightMap=0
  392.  
  393. ; 1 = generate default season first, then copy default object LOD *.BTO to *[SPR|SUM|AUT|WIN].BTO in case there are no changes
  394. ; 0 = generate all *.BTO files for all seasons
  395. SeasonsCopy=1
  396.  
  397. ; 1 = object LOD for all seasons uses the same object LOD atlas textures
  398. ; 0 = object LOD for each season uses distinct object LOD atlas textures
  399. SeasonsCombineAtlas=1
  400.  
  401. ; base object swaps with a "chance"
  402. ; 0 = LOD will be added for the object with the original base record
  403. ; 1 = no LOD will be added for the object
  404. SwapsChance=0
  405.  
  406. ; set to 1 to enable notices
  407. Notice=0
  408.  
  409. ; set to 1 to enable debug messages; enables notices and warnings automatically
  410. Debug=0
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement