NieRAutomata-LodMod
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Increased HQMapSlots issues
Issues found so far with HQMapSlots > 7:
- With HQMapSlots = 19 loading all these HQ maps at once seems to make the game hit a model/size limit or something, and models end up turning invisible (with physics still applied, so they are definitely loaded in...)
Tried increasing buffer sizes like Wolf's Limit Break patch does but no luck yet, wouldn't be surprised if there's a hardcoded count in here like everything else has :/ Spying some memory addrs shows it might be happening when game reaches ~1000 models, could be graphics related where it's only handling so many models or something, not really sure where to start looking into this, maybe debug build will shed some light.
For now it doesn't seem HQMapSlots = 18 is affected by this bug, maybe use HQMapSlots = 17 to be safe.
- Some buildings/models have a diagonal seam across them, kinda looks like two instances of the same model are being loaded at once, with the shadowing only being applied to one of them...
(I'm not sure why increasing LOD distance makes this happen yet the normal LOD distance was fine, this happens even with buildings you're right next to, but maybe it's only when the building was far away when originally loaded)
I'm guessing maybe game has something that would blend two instances together, which was only setup for the normal LOD distance, or maybe it's something lighting related, no idea though.
- Desert has some strange issues, some reason some far away map cells aren't rendered, not even the LQ versions (I haven't actually tried messing with the LQ-LOD code at all for this, maybe need to extend that as well)
There's also a strange stepping pattern that can happen in the sand where two cells meet, probably related to the building issue above.
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Weather changes can happen randomly when crossing certain points (eg near flooded city arena), my guess is the increased distance is letting the game load in a weather-change trigger earlier than it should be, maybe they didn't include any check for the player distance and just made it trigger on-load instead.
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Some have reported levels not completely loading in - I've also noticed sometimes after teleporting areas won't load until you actually step into them, doesn't always happen though.
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(fixed) the building you can walk through near entrance of Resistance Camp had an ugly LOD covering it up, this was being loaded in by the cell next to it, which would conveniently unload when you were actually in the camp, but increasing the LOD distance stopped that from happening.
Fortunately found out the code to disable manual culling triggers can also be used to cull whatever models we want too, just a matter of finding the name of the ugly LODs model and forcing it to be culled. I wouldn't be surprised if other places in the game have the same issue though.