The Elder Scrolls V: Skyrim supports modding on the Xbox One. While it is possible to add mods that improve the visual fidelity of the game, it can also end up with a messy performance for the hardware. This is where the additional power offered by the Xbox One X proves to be an advantage for the more demanding mods.Recently, a modded version of the game was making its round on Reddit which revealed a completely different look for the game.
Update March 10, 2017Starting with version 2.22 DynDOLOD supports Skyrim SE - as beta for experienced users. Starting with 2.36 dynamic LOD is now supported for Skyrim SE.Skyrim Special EditionThe static LOD BTO format changed a bit.It may be possible to use the tree and static files created in the old format, but I do not recommend it at this point as they might be missing out new features and are twice the file size than the new format.It won't be long until an update for DynDOLOD/TES5LODGen is available and you will be able to create static object and tree LOD that can be just dropped into any existing save game without a problem. Static object and tree LOD is only meshes and textures and only requires some simple updates to base records in the esp.Obviously the dynamic LOD that requires SKSE, PapyrusUtil is an entirely different matter.
Immersive Citizens SE: Compatibility Support Below are 3 sections. The first section lists all the plugins which are known to be incompatibles with Immersive Citizens while the second section lists all the plugins which are known to be compatibles.
But I plan for a substitute generation in the way like SkyFalls/Mills did it until the required plugins become available.Edited by sheson, 05 May 2019 - 01:20 AM. So this is new:Good old Skyrim, everything past the loaded cells is LOD, maybe neverfade here or thereSkyrim Special Edition has a new option called Large Object Distance in the launcher settings. It can be found in SkyrimPrefs.ini underGeneraluLargeRefLODGridSize=11First picture is 11 cells which is the max setting from the launcher.
Second picture is 21 cells.Any reference that is bigger than a certain size (game setting fLargeRefMinSize = 512) will be put into this superimposed Grid as full model.The size setting relates to the bounding box (OBND data) of the object. For now it seems for a reference to be considered large that either all 3 sides need to be = fLargeRefMinSize each, or any one side needs to be = 2. fLargeRefMinSize.It seems it is generally a bad idea to change OBND data of existing objects as this causes inconsistencies, which result in both LOD and full models being loaded at them same time which causes texture z-fighting.The static object LOD BTO has a matching setting so it knows which static LOD objects it needs to disable because they are in this grid.It is yet unknown if trees can be added to this. Once the size threshold is fully understood, it would be desirable to have better control (through flags for example) which objects are assigned to his new grid. Testing is still being done.Edited by sheson, 10 March 2017 - 11:29 AM.
First images is Skyrim as it were. Second image is Skyrim Special Edition.
Third image is Skyrim Special Edition static object LOD generated by SSELODGen.If you have keen eyes you can notice that the far away terrain is lower in SSE compared to Skyrim, exposing the base of optimized static LOD objects that have triangles under the surface removed. I suppose this helps a bit to counter z-fighting and is only really obvious when you compare between Skyrim and SSE.LODGen.exe used by SSELODGen and DynDOLOD will try to mitigate by lowering the cut-off height just a bit when optimizing the static object LOD.Edited by sheson, 30 October 2016 - 11:35 AM. Decoded all the large reference data in the plugins and verified how it works and how to create additional data. It is currently limited to ESM plugins only and breaks in regards to existing static LOD (texture flicker) for the cell as soon as an esp overwrites a large reference. A patcher can deal with all that, however in conjunction with current CK which can not create this data and other issue we consider this to be a bug that should be fixed first.
We will see how that goes.In the meantime, static + tree LOD generation is almost complete for first beta tests within a few days. Watch this space for updates:)Edited by sheson, 06 November 2016 - 03:20 PM. Hi,I am allowing myself to post here, even if it is not directly related to DynDOLOD (If I am wrong, don't hesitate to delete, sorry for that).I've read the article in the link you posted. I noticed a same issue in my game, so I'm glad you managed to find the reason. Thanks for finding where Bethesda was wrong. Again:)I encountered a -very- strange issue, and I was wondering if there is a possible 'logical' explanation about it or if someone else have the same issue. I guess the questions is if there is any relationship between the fast travel LOD not unloading problem or not.
A similar problem exists in Skyrim, but just with LOD water not unloading and it only happens when auto save for fast travel is turned off. Looks like the problem is different in Skyrim SE now.You should try to figure out if any mod changes any of the large objects in that cell. What I would do is, turn off all LOD with tll in console, then toggle clipping so you can go up and watch better from top with tcl and then walk backwards away from that area until the cell unloads. Whatever objects still show now are the large references. Click one by one and note their form ids and look them up in SSEEdit.exe. If a single one of them is changed by a mod there might be a connection.Edited by sheson, 22 November 2016 - 05:40 PM.