Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Note that any save that's used Prop Anarchy (or more specifically the EML library it uses) at any point is unstable and subject to corruption. Starting with a new city without Prop Anarchy is recommended over converting an existing city, but if you want to try you can try to use ' Remove EML ' to recover as much data as possible.
'Minimum distance' only takes effect if the automatic LOD calculation comes up with a lower value than your minimum. This is usually (but not always) for smaller assets, or assets with unusual shapes.
In this case, if the calculated LOD distance was 200, but you have a minimum LOD distance of 500, then 500 will be used.
'Minimum distance' is just that - a hardcoded minimum. If the calculation ends up with a smaller distance than that figure, then it'll be clamped to the minimum instead.
So, in your example, let's say the game calculates the LOD distance as 3000 (note the actual calculation is done on a per-asset basis and is based on the physical size of the asset model, so there's no set distance and no "rule-of-thumb" - it's truly unique for each asset).
Setting the minimum distance to anything under 3000 will thus have no effect on that asset (but may on others, ofc).
If you set the distance multplier to 150%, then the LOD distance for that asset will now be 4500. Now any minimum distance under 4500 will have no effect.
・Notably, this bug doesn’t produce any error pop-ups. Early on, I saw a single ‘null file reference’ error (which I ignored, since no bugs appeared at that time, something I regret now). Currently, no error pop-ups appear at all.”
Other than that, only RICO comes to mind as a potential issue, but I doubt it’s the culprit.
・My other graphics mods include Daylight Classic, Theme Mixer 2.5, Render It, and Play It. all working smoothly except for sun intensity resetting each time.
・(POINT IN DOUBT) In my saved game world, there are areas where bugs consistently occur and other areas where they don’t. The affected areas cover just about two or three tiles out of the full 81-tile grid. As long as I avoid moving the camera’s position to those coordinates, the bug doesn’t appear. It’s triggered by the camera’s location, not its view. Entering those specific coordinates seems to set off the bug.
・Even when I set ‘Play It!’ to ultra-slow speed or use ‘Visibility Control’ to force full LOD display, this rendering bug still happens in those specific areas. I confirmed this over about 10 tests, each time adjusting different settings to be sure.
お返事いただけたら、幸いです。
I’m struggling with a bug here.
I don’t believe this mod is the direct cause, but since it’s an LOD-related issue, I’d like to post it here.
The problem is that vehicles, trains, and trees become transparent and don’t render, while props and decals flicker intensely (only blinking when displayed in LOD mode).
This seems almost identical to the ‘blinking’ issue that user Mr. froglike6 reported in the comments here on May 5, 2023.
Do you think I might be dealing with the same underlying cause?
As for trees, the symptoms seem to change each time I reload—they sometimes turn invisible, and other times, only flicker. Also, there’s no flickering with PO objects.
Vanilla's image quality settings are the best. Regarding the Level Of Detail, it is fixed to vanilla mode with visibility control, and Vertical synchronization is off.
Afterwards i have the Vanilla Sky instead of the custom Sky defined in Lumina.
The XML from Lumina was and is write protected, cannot and has not been changed.
What do i have to remove, update or modify for having back the custom sky defined in Lumina?
Since i am not sure, which of the three mods mentioned here is the one actually causing the minor issue, i post this question in all three mods. Sorry for the noise, any idea or suggestion is welcome.
By the way, all of these three mods are absolutely awesome. I cannot game without these. Therefore, many, many thanks to the authors, honestly.
Yesterday I tested it like this:
- I placed these assets (parks) with other props, like cranes. When I zoomed out, the cranes were visible, but the parks were not.
- After that I thought: "hmm, could it be that the props that are part of the parks are problematic?". So I took the props individually and placed them side by side. When I zoomed out, everything worked perfectly. In other words, when the props are being used in assets (like parks), they disappear. When used individually, they are visible.
----------
In addition, I also tested with other options, such as visibility with buildings. Since they are parks, I thought the game would read them as buildings. But they continue to disappear.
To fix it, batch-select the rock props with Move It, and reset them to terrain height.