Alternatives to raised ugrids (ini tweaks for LODS

Post » Tue Apr 23, 2013 1:48 pm

I can’t stand “pop-in”. when a large object, building, grove of trees, pops into my field of view just 200-300 yards away. For example, start at Whiterun Stables and run toward, say, the Lunar Forge. At default ugrids 5 that whole damn mountain will suddenly appear in your field of view about 250 yards away from you. A…whole…mountain lol.
I have a rather high end PC and it can stably handle ugrids 7 or even 9, with a lot of mods, and even tons of HD textures. But add in any type of spawn mods (Skytest, Monster Mod, Immersive Patrols ect) and the engine just can’t take the added spawning of AI and navmesh. Raising the ugrids causes EVERYTHING in the extra grids to load. We don’t need the AI to load way out there. We can’t see it anyway, and it causes problems with spawns. Many times have I seen weirdness with ugrids 7-9 and even just vanilla spawns. They spawn in the wrong place and behave strangely. After months of testing, it’s become obvious I cannot use spawn mods and raised ugrids. Is there any sort of alternative to raising ugrids?

I just want something to help w/ that popin. More detailed LODS? Some tweak that makes JUST trees and building load fully farther away? There are fixes like these…
http://skyrim.nexusmods.com/mods/31982
http://skyrim.nexusmods.com/mods/31982
http://skyrim.nexusmods.com/mods/29363
that fix decals and stuff. Is there anything that helps w/ this popin?

I’ve tried other distant terrain/detail mods and they didn’t really help. They let me see rocks, grass, parts of rivers ect, reeeeally far away, but I don’t care about that. In fact I use a static DOF so that very far away things are blurred. U usually can’t see that much detail really far away because of fog, haze pollution, heat ect.
So anyone know of anything? thanks
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