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Don't think so. It's a very dull and broad shimmering. Just found that it goes off if in game AO is disabled.
Disabling AO does not quite remove visual artefacts everywhere. Especially in the resistance camp a horizontal rope on the right side of "the pillar" still has shimmering with AO disabled. I can still see shimmering on some edges of the walls inside the resistance camp. The patched exe takes care of all that.
Anyway I don't see much "depth" quality added to the visuals with AO enabled, so don't care if in game AO remains disabled with the patched exe.
Uploaded LodMod 0.2a to https://www.solidfiles.com/v/vNPaDqvdqv4aN
This makes the Ambient Occlusion in-game setting functional, turning it off will now actually disable the AO (previously it didn't seem to have any effect at all..)
Should be able to toggle it off/on without needing to exit your game fine.
(make sure you're using an original unpatched EXE for it to work properly though!)
I've also added an extra hook for another LOD-related function (not sure what it's used for, but something does use it), so hopefully more LODs are disabled now.
Renamed the default filename to dinput8.dll too, seems to work fine with NA, so now you should be able to use SK + LodMod together without needing to edit any files :)
(whoops, accidentally left an experiment in 0.2, uploaded 0.2a with that removed)
Thanks! Can confirm that the residual AO shimmer is now gone with in game AO disabled.
I'm using the NieRAutomata.exe from this mod: "Wolf's Limit Break - File Size Limit Patch", is it a problem?
does not affect performance