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Dyndolod sse ini

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  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=0
  8.  
  9. ; set to 1 for expert LODGen options in advanced mode, disables wizard automatically
  10. ; https://dyndolod.info/Help/Expert-Mode
  11. Expert=1
  12.  
  13. ; Vertexcolor multipliers for tree LOD models used in object LOD, see https://dyndolod.info/Help/Ultra-Tree-LOD
  14. ; use season identifier SPR, SUM, AUT, WIN, for distinct values for a specific season, for example CrownBrightness_WIN=0.666
  15. CrownBrightness=1
  16. TrunkBrightness=1
  17. FlatTrunkBrightness=1
  18.  
  19. ; Do not change this setting
  20. ; 0 -> FullModel; 1 -> Billboard1, 2 -> Billboard2, 3 -> Billboard3 etc.
  21. ; NOTE: This setting changed meaning in version 2.44
  22. ; RTFM before changing this setting
  23. ; set to 0 to use tree full model for static object LOD instead of billboard if a tree 3D LOD model is not found
  24. ; this can create HUGE static object LOD files and can potentially cause CTD because of invalid nif settings copied to *.bto
  25. ; identify the largest full models and create 3D LOD models, see https://dyndolod.info/Help/3D-Tree-LOD-Model
  26. ; Do not set this to 0
  27. TreeFullFallBack=1
  28.  
  29. ; Billboard templates to use for tree LOD done in static object LOD
  30. ; set to desired billboard NIF file or Internal (traditional tree LOD style 2 plane X similar to DynDOLOD_flat_lod_2x2.nif)
  31. ; files with same name found in games ..\Data\DynDOLOD\ folder have priority over files found in this ..\DynDOLOD\Edit Scripts\DynDOLOD\ folder
  32. ; Internal will be used automatically if NIF file can not be found
  33. TreeBillboard1=Internal
  34. TreeBillboard2=DynDOLOD_flat_2x2_lod.nif
  35. TreeBillboard3=DynDOLOD_flat_3x2_lod.nif
  36. TreeBillboard4=DynDOLOD_flat_4x2_lod.nif
  37. TreeBillboard5=Internal
  38. TreeBillboard6=LODGen_flat_lod.nif
  39.  
  40. ; tree LOD ignores X/Y rotation values. If the rotation exceeds the max tilt, the tree will be done as object LOD
  41. TreeLODMaxTilt=30
  42.  
  43. ; set to 1 to generate LOD Level 32 *.bto files
  44. ; 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
  45. ; set [MapMenu] uLockedObjectMapLOD=32 in Skyrim.ini
  46. ; if using the advanced or expert mode, check the Level32 checkbox next to the Object LOD checkbox
  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=1
  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. ; This setting has no effect when using DynDOLOD DLL NG which includes the large reference bugs workarounds
  57. IgnoreLargeReferences=0
  58.  
  59. ; 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
  60. TreeLargeRefSize=400
  61.  
  62. ; 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
  63. ; allows keeping vanilla tree LOD for worldspaces with cut content
  64. CreateEmptyBTT=0
  65.  
  66. ; value to set BSLightingShaderProperty Lighting Effect 1 used by SLSF2_Soft_Lighting flag for billboards used in static object LOD, higher values are brighter
  67. FlatLODLightingEffect=0.0
  68.  
  69. ; 3rd texture used for SLSF2_Soft_Lighting flag by billboards used in static object LOD
  70. FlatLODGlowMap=textures\white.dds
  71.  
  72. ; Set vertex colors for billboards used in static object LOD, 0.0 to 1.0, if value < 0.0 = no vertex color
  73. ; all 3 colors will be set to this same value so this acts as a brightness setting
  74. FlatLODVertexColor=0.55
  75.  
  76. ; 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
  77. ; all 3 colors will be set to this same value so this acts as a brightness setting
  78. FlatLODWithNormalMapVertexColor=0.50
  79.  
  80. ; Randomly change vertex color for billboards used in static object LOD, if value < 0.0 = no change
  81. FlatLODColorVariance=0.1
  82.  
  83. ; Randomly change height of billboards used in static object LOD to counter butterfly effect, set to 0.0 for no height change
  84. FlatLODHeightVariance=0.0
  85.  
  86. ; Set SLSF2_LOD_Objects flag for LOD levels equal or higher on billboards used in static object LOD
  87. ; Setting SLSF2_LOD_Objects flag disables all lighting effects
  88. ; 0 = none, 1 = LOD4, 2 = LOD8, 3 = LOD16, 4 = LOD32
  89. FlatLODLevelLODFlag=0
  90.  
  91. ; The maximum resolution of textures - DirectX 11 supports up to 16384
  92. ; standard tree LOD can only have one atlas texture per worldspace
  93. TreeLODMaxAtlasSize=16384
  94.  
  95. ; set to 1 to generate standard the tree LOD atlas texture as a "complex" texture with diffuse textures in the upper half and normal map texturs in the lower half
  96. ; generate standard tree LOD textures with normal map texture with TexGen first, will use flat replacement if normal map texture is not found
  97. ; requires community shader, see https://dyndolod.info/Mods/Community-Shaders
  98. ; pointless when using ultra tree LOD, which already has much better billboard tree LOD with normal map textures
  99. TreeLODComplexAtlas=0
  100.  
  101. ; 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
  102. TreeLODCreateAverageColor=1
  103. ; force even if an average color already seems to exist
  104. TreeLODForceAverageColor=0
  105.  
  106. ; 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
  107. GrassLODCreateAverageColor=1
  108. ; force even if an average color already seems to exist
  109. GrassLODForceAverageColor=0
  110.  
  111. ; The maximum resolution of textures - DirectX 11 supports up to 16384
  112. ; object LOD supports as many atlas textures as needed, but it also increases draw calls
  113. ObjectLODMaxAtlasSize=8192
  114.  
  115. ; 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
  116. ObjectLODCreateAverageColor=1
  117. ; force even if an average color already seems to exist
  118. ObjectLODForceAverageColor=0
  119.  
  120. ; Set LOD texture atlas formats
  121. ; 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
  122. ; NOTE: Compressing large textures with BC7 Max can take a while and can temporarily freeze the screen
  123. ; BC1 (DXT1) = 200 - for diffuse it converts any source alpha to transparency with threshold 128, for normal it removes specular (alpha) which usually is not used by LOD - there can be a black outline at the edge of opague/transparent pixels, use DXT5 or BC7 with alpha channel instead
  124. ; BC2 (DXT3) = 201 - LOD only uses transparency and the threshold is 128
  125. ; BC3 (DXT5) = 202 - LOD only uses transparency and the threshold is 128
  126. ; BC7 Quick = 225 - LOD only uses transparency and the threshold is 128
  127. ; BC7 Max = 226 - LOD only uses transparency and the threshold is 128
  128. ; R8G8B8 = 87 - has no alpha, so do not use for alpha diffuse
  129. ; A8R8G8B8 = 88 - LOD only uses transparency and the threshold is 128
  130. ; If ObjectLODDiffuseFormat and ObjectLODAlphaDiffuseFormat are the same format one atlas texture file will be created. Otherwise two files, one for each format
  131. ObjectLODDiffuseFormat=200
  132. ObjectLODAlphaDiffuseFormat=225
  133. ObjectLODNormalFormat=200
  134. TreeLODDiffuseFormat=225
  135.  
  136. ; 0 = no mipmaps, 1 = texconv, 2 = internally
  137. ObjectLODGenerateMipMaps=2
  138. TreeLODGenerateMipMaps=2
  139.  
  140. ; The maximum resolution of textures - DirectX 11 supports up to 16384
  141. MaxTextureSize=8192
  142.  
  143. ; the maximum resolution for the render buffer to use - set to 4096 if there are VRAM or main memory problems at start up
  144. MaxRenderResolution=8192
  145.  
  146. ; Texconv mipmap alpha coverage
  147. AlphaCoverage=0.85
  148.  
  149. ; Internal mipmap alpha factor
  150. AlphaFactor=0.25
  151.  
  152. ; File mask of textures not to add to the object LOD atlas texture. They will be used directly instead
  153. IgnoreTexture=mountainslab01.dds, mountainslab02.dds, dyndolod_atlas, flat_atlas, treelod.dds, treelod1.dds, treelod2.dds, treelod3.dds, treelod01.dds, treelod02.dds, treelod03.dds
  154.  
  155. ; 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
  156. GlowLODLocalMap=0
  157.  
  158. ; set to 1 to export LIGH base record and references datas to JSON data files for community shaders, replaces fake lights
  159. LIGH2JSON=0
  160.  
  161. ; Fake Lights: minimum scale of glowing orb mesh required to add LOD for it, 1 equals 256 units
  162. FakeLightsMinScale=1
  163.  
  164. ; Fake Lights: minimum scale of glowing orb mesh required to add LOD for it in parent world, 1 equals 256 units
  165. FakeLightsChildWorldMinScale=1
  166.  
  167. ; Fake Lights: intensity of the glowing orb mesh, valid values from 1 to 9
  168. FakeLightsIntensity=6
  169.  
  170. ; 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
  171. ; There should be no existing DynDOLOD plugin in the load order
  172. ; Same as starting in expert mode and clicking 'Create Mod' button
  173. CreateMod=0
  174.  
  175. ; Base record signatures to process for LOD
  176. BaseSignatures=STAT,TREE,ACTI,MSTT,CONT,FURN,DOOR
  177.  
  178. ; leave at 5 even if using higher uGridsToLoad in the game
  179. uGridsToLoad=5
  180.  
  181. ; vanilla default is fMinSecondsForLoadFadeIn=1.5, set default seconds for in-game MCM setting to hide dyanmic LOD switching after fast travel
  182. fMinSecondsForLoadFadeIn=2.7
  183.  
  184. ; default mutiplier for in-game MCM window glow setting
  185. fNearMultiple=1.25
  186.  
  187. ; default mutiplier for in-game MCM window glow setting
  188. fFarMultiple=1.5
  189.  
  190. ; default mutiplier for in-game MCM window glow setting
  191. fNeverMultiple=1.75
  192.  
  193. ; Adjust terrain height for remove unseen faces function of LODGen.exe
  194. RemoveUnseenZShift=10.0
  195.  
  196. ; 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
  197. ConvertEnabledReferences=1
  198.  
  199. ; set Partial Form flag on worldspace records
  200. ; in case enabling this setting works without issue, make a post on the official DynDOLOD support forum https://dyndolod.info/Official-DynDOLOD-Support-Forum
  201. PartialWorldspace=0
  202.  
  203. ; set Partial Form flag on persistent cell records
  204. ; in case this setting causes issues, make a post on the official DynDOLOD support forum https://dyndolod.info/Official-DynDOLOD-Support-Forum
  205. PartialPersistentCell=1
  206.  
  207. ; 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)
  208. ; if decals fading behaves wierd see https://dyndolod.info/Help/Glow-LOD
  209. UseDecalFlag=0
  210.  
  211. ; (partial) mod file names to ignore, comma separated
  212. ; this will ignore references added by these mods, but process their overwrites
  213. ; do not ignore masters used by mods that are processed or else ...
  214. 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
  215.  
  216. ; (partial) mods that are obsolete
  217. ReplaceModFileName=SDO Full-LOD, Distant Detail, NSUTR_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 Dragonborn, SkyFalls DB, SkyFalls Falskaar, 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, Animated Ice Floes - DynDOLOD, mihailhawkandtern - DynDOLOD Desync Birds,Whiterun Landscape LOD Fix;Help/Child-Parent-Worldspace-Copies,OCW LOD fix,SkyshardFullLOD,Dac0da - Numidium LOD
  218.  
  219. ; (partial) mod file names to warn about, comma separated - read https://dyndolod.info/Mods/Open-Exterior-Cities for latest instructions
  220. WarnModFileName=
  221.  
  222. ; order to scan for *_lod*.nif files. Indentical filenames (sans path!) found *last* will overwrite win
  223. Folder1=meshes
  224. Folder2=meshes\dlc01\lod
  225. Folder3=meshes\dlc02\lod
  226. Folder4=meshes\lod
  227. Folder5=meshes\dyndolod
  228.  
  229. ; ignore LOD models for auto discovery with this (partial) path - comma separated list. Because adhering to simple Bethesda filename conventions is hard
  230. IgnoreLODMesh=.mohidden,\aom\,\enderal\,\smskyrim\,\anthelius\,\nsurlod\,\rigmorcyrodiil\trees\,\lod\midwoodisle\,\lod\revenant
  231.  
  232. ; ignore full models for auto discovery with this (partial) path - comma separated list. Because adhering to the simple Bethesda filename conventions is hard
  233. IgnoreFullMesh=.mohidden,\aom\,\enderal\,\smskyrim\,\anthelius\
  234.  
  235. ; (partial) EditorID of base element to ignore
  236. IgnoreBaseEDID=loadscreen, _invis_, dbm_arrivalship
  237.  
  238. ; Warn about and avoid using NIF that do not have any of these root blocks
  239. ValidRootBlocks=BSFadeNode, BSLeafAnimNode, BSTreeNode
  240.  
  241. ; 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
  242. ; See https://www.reddit.com/r/skyrimmods/comments/ag4wm7/psa_the_reference_handle_cap_or_diagnosing_one_of/
  243. ; 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
  244. Temporary=0
  245.  
  246. ; Limit the number of threads in case updating height map from terrain/object LOD meshes requires large amounts of memory
  247. ; In case of memory problems or freezing set to 1
  248. ; -1 = no limit, otherwise set to a number greater than 0
  249. OcclusionMaxThreadsTerrainLOD=-1
  250. ; -1 = no limit, otherwise set to a number greater than 0, 0 = true single thread and will take forever
  251. OcclusionMaxThreadsObjectLOD=4
  252.  
  253. ; additional height to add to oberserver height
  254. OcclusionHeight=0
  255. ; max render distance
  256. OcclusionRadius=100
  257. ; All = update all CELLs that have terrain height data
  258. ; +Border = "All" with a border region
  259. ; -Flat = "All" terrain that is not flat
  260. ; -Flat +Border = "All" terrain that is not flat and a border region
  261. ; +TVDT = "All" with a TVDT record
  262. ; +TVDT +Border = "All" with a TVDT record and a border region
  263. ; +TVDT -Flat = "All" with a TVDT record and terrain that is not flat
  264. ; +TVDT -Flat +Border = "All" with a TVDT record and terrain that is not flat and a border region
  265. ; -TVDT = "All" without a TVDT record
  266. ; -TVDT +Border = "All" without a TVDT record and with a border region
  267. ; -TVDT -Flat = "All" without a TVDT record and with terrain that is not flat
  268. ; -TVDT -Flat +Border = "All" without a TVDT record and with terrain that is not flat and a border region
  269. ; In any case, only CELLs that are part of the dynamic LOD Near/Far grids are updated
  270. OcclusionMode=-TVDT -Flat +Border
  271.  
  272. ; world specific settings *_[Worldspace name] (EditorID)
  273. ; by default worlds that have the small world flag set are skipped automatically
  274. ; force enable small world
  275. ;Occlusion_ExampleWorld=1
  276. ; force disable large world
  277. Occlusion_ArnimaDagonRealm=0
  278. ; different modes
  279. OcclusionMode_Tamriel=-Flat +Border
  280. OcclusionMode_Sovngarde=-TVDT -Flat
  281. OcclusionMode_DLC01SoulCairn=-TVDT -Flat
  282.  
  283. ; set to gid in case cgid grass cache files have been renamed or copied
  284. ; instead of renaming consider using https://www.nexusmods.com/skyrimspecialedition/mods/101095
  285. ; vanilla gid files will not work
  286. GrassGID=cgid
  287.  
  288. ; Billboard templates to use for grass LOD done in static object LOD
  289. ; alt1 = without backlighting
  290. ; alt2 = with backlighting
  291. ; alt3 = softlight/backlight using diffuse - for shader development - do not use
  292. GrassBillboard1=Internal
  293. GrassBillboard2=DynDOLOD_flat_2x2alt1_lod.nif
  294. GrassBillboard3=DynDOLOD_flat_2x2alt2_lod.nif
  295. GrassBillboard4=DynDOLOD_flat_4x2alt1_lod.nif
  296. GrassBillboard5=DynDOLOD_flat_4x2alt2_lod.nif
  297. GrassBillboard6=DynDOLOD_flat_4x2alt3_lod.nif
  298.  
  299. ; Billboard template to use for grass LOD billboards created from "normal" grass without normal map textures
  300. ; 1 -> Billboard1, 2 -> Billboard2, 3 -> Billboard3 etc.
  301. GrassBillboard=1
  302.  
  303. ; Billboard template to use for grass LOD billboards created from "complex" grass with normal map textures
  304. ; 1 -> Billboard1, 2 -> Billboard2, 3 -> Billboard3 etc.
  305. ComplexGrassBillboard=5
  306.  
  307. ; grass LOD brightness multipliers - applied to grass LOD billboards created from "normal" grass without normal map textures
  308. ; use season identifier SPR, SUM, AUT, WIN, for distinct values for a specific season, for example GrassBrightnessTopR_WIN=0.666
  309. GrassBrightnessTopR=0.500
  310. GrassBrightnessTopG=0.500
  311. GrassBrightnessTopB=0.500
  312. ; make bottom darker to fake shadowing
  313. GrassBrightnessBottomR=0.500
  314. GrassBrightnessBottomG=0.500
  315. GrassBrightnessBottomB=0.500
  316.  
  317. ; complex grass LOD brightness multipliers - applied to grass LOD billboards created from "complex" grass with normal map textures
  318. ; use season identifier SPR, SUM, AUT, WIN, for distinct values for a specific season, for example ComplexGrassBrightnessTopR_WIN=0.666
  319. ComplexGrassBrightnessTopR=0.700
  320. ComplexGrassBrightnessTopG=0.725
  321. ComplexGrassBrightnessTopB=0.750
  322. ; make bottom darker to fake shadowing
  323. ComplexGrassBrightnessBottomR=0.700
  324. ComplexGrassBrightnessBottomG=0.725
  325. ComplexGrassBrightnessBottomB=0.750
  326.  
  327. ; glowmap and backlighting mask textures replacements if corresponding texture slot is set by used grass billboard NIF
  328. ; 0 = keep texture defined in billboard NIF
  329. ; 100 = textures\white.dds
  330. ; other values generate and use a 4x4 pixel grayscale texture with RGB = 255 * value / 100
  331. GrassGlowMap=0
  332. GrassBacklightMask=0
  333. ComplexGrassGlowMap=0
  334. ComplexGrassBacklightMask=10
  335.  
  336. ; set to 1 to run LODGen.exe with --verbose
  337. Verbose=0
  338.  
  339. ; LODGen calculates and exports object LOD heightmaps for occlusion generation, requires occlusion generated to be checked as well
  340. LODGenHeightMap=1
  341.  
  342. ; set to a value >= 0 and <= number of logical CPU cores
  343. ; 0 = automatically set number of main threads to number of physical cores
  344. ; lower values = more main threads = more memory usage - not nessarily faster/slower
  345. ; higher values = less main threads = less memory usage - not nessarily slower/faster
  346. LODGenThreadSplit=0
  347.  
  348. ; limit the number of total concurrent LODGen processes for object LOD generation
  349. ; 0 = unlimited
  350. MaxLODGen=0
  351.  
  352. ; limit the number of concurrent LODGen processes per worldspace for object LOD generation when generating seasons
  353. ; 0 = unlimited
  354. MaxLODGenPerWorldspace=2
  355.  
  356. ; 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)
  357. ; see https://dyndolod.info/Help/Terrain-Underside
  358. ;DoubleSidedTextureMask=mountain,mtn
  359. ;DoubleSidedMeshMask=mountain,mtn
  360.  
  361. ; EditorID of worldspaces with LOD to ignore for terrain underside generation
  362. TerrainUndersideIgnoreWorlds=Blackreach, DLC01SoulCairn, DLC2ApocryphaWorld, ccBGSSSE067DeadlandsWorld, ccKRTSSE001QNWorld, JaphetsFollyWorld
  363.  
  364. ; exclude terrain north and south of the playable area
  365. ;TerrainUndersideMinX_DLC2SolstheimWorld=
  366. TerrainUndersideMaxX_DLC2SolstheimWorld=63
  367. TerrainUndersideMinY_DLC2SolstheimWorld=-2
  368. TerrainUndersideMaxY_DLC2SolstheimWorld=26
  369.  
  370. ; ignore hide quad flag for specific cells to prevent holes
  371. TerrainUndersideIgnoreHide_MarkarthWorld=-44,-1;-44,0;-44,1;-43,-1;-43,0;-43,1;-42,-1;-42,0
  372.  
  373. ; Set to 1 to create terrain heightmap textures
  374. DoTerrainHeightMap=0
  375.  
  376. ; EditorID of worldspaces with LOD to ignore for heightmap generation
  377. TerrainHeightMapIgnoreWorlds=Blackreach, DeepwoodRedoubtWorld, DLC1HunterHQWorld, DLC01SoulCairn, DLC2ApocryphaWorld, JaphetsFollyWorld, SkuldafnWorld, Sovngarde, ccBGSSSE067DeadlandsWorld, ccKRTSSE001QNWorld
  378.  
  379. ;limit terrain height map to these cell coordinates
  380. TerrainHeightMapMinX_DLC2SolstheimWorld=-50
  381. TerrainHeightMapMaxX_DLC2SolstheimWorld=77
  382. TerrainHeightMapMinY_DLC2SolstheimWorld=-50
  383. TerrainHeightMapMaxY_DLC2SolstheimWorld=27
  384.  
  385. ; Set to 1 to export object LOD heightmaps with LODGen and add its heights to the terrain heightmap textures, requires DoTerrainHeightMap=1
  386. DoObjectHeightMap=0
  387.  
  388. ; 1 = generate default season first, then copy default object LOD *.BTO to *[SPR|SUM|AUT|WIN].BTO in case there are no changes
  389. ; 0 = generate all *.BTO files for all seasons
  390. SeasonsCopy=1
  391.  
  392. ; 1 = object LOD for all seasons uses the same object LOD atlas textures
  393. ; 0 = object LOD for each season uses distinct object LOD atlas textures
  394. SeasonsCombineAtlas=1
  395.  
  396. ; base object swaps with a random "chance"
  397. ; 0 = LOD will be added for the object with the original base record
  398. ; 1 = no LOD will be added for the object
  399. SwapsChance=0
  400.  
  401. ; set to 1 to enable notices
  402. Notice=0
  403.  
  404. ; set to 1 to enable debug messages; enables notices and warnings automatically
  405. Debug=0
  406.  
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