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TW2: Extreme Quality Flora Mod [Update: FCR compatibility fix]

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Dprelate

Dprelate

Senior user
#21
Jul 14, 2013
Thanks again EatChildren. you're the man !
 
J

jerf.674

Forum veteran
#22
Jul 14, 2013
Million thanks! You cured the only thing that annoyed me in TW2.

What do you think about making a separate FCR2-compatible version?
 
Zanderat

Zanderat

Forum veteran
#23
Jul 15, 2013
EatChildren said:
Nexus links:

Extreme Quality Flora: http://witcher2.nexusmods.com/mods/653/
Infinite Grass Render Distance: http://witcher2.nexusmods.com/mods/654/
Click to expand...
Thanks.
 
E

EatChildren

Forum regular
#24
Jul 15, 2013
Full Combat Rebalance / Extreme Quality Flora - Compatibility Fix (8 KB):

https://mega.co.nz/#!l9AF0ARI!EC1DCxIGd8LwyYi3t21-Tw_R2kA7WJiVvRmFHdO-dfo

Massive thanks to Sethos of NeoGAF. Please read the Readme.
 
D

DrDeathhand

Rookie
#25
Jul 17, 2013
EatChildren said:
Full Combat Rebalance / Extreme Quality Flora - Compatibility Fix (8 KB):

https://mega.co.nz/#!l9AF0ARI!EC1DCxIGd8LwyYi3t21-Tw_R2kA7WJiVvRmFHdO-dfo

Massive thanks to Sethos of NeoGAF. Please read the Readme.
Click to expand...

Dear Eatchildren,

First of all.. I just have to say.... I LOVE YOU MAN!!!! (singing stevie wonder song http://www.youtube.com/watch?v=QwOU3bnuU0k) for making this awesome mod!! Prayers have been answered!!

I am going to try it very quickly because I just started my next play through DARK mode sooooo man this will be sooo awesome!!!

But but but... I just have one question.
Does this mod also work for other things popping up in the distance? Like the famous Skeletons or rocks or twigs and stuff? I am talking about the stuff you can see here.
http://en.thewitcher.com/forum/index.php?/topic/34858-lod-distance/

And if it doesnt work do you think you can make an other AWESOME mod which has the same result as your awesome Flora Mod?? as in that the skeletons rocks etc pop up further away or not even at all anymore???

OWW MAN OWWW MAN!!!!

Thanks already for all your efforts!!!

DrDeathhand
 
E

EatChildren

Forum regular
#26
Jul 18, 2013
DrDeathhand said:
But but but... I just have one question.
Does this mod also work for other things popping up in the distance? Like the famous Skeletons or rocks or twigs and stuff? I am talking about the stuff you can see here.
http://en.thewitcher.com/forum/index.php?/topic/34858-lod-distance/

And if it doesnt work do you think you can make an other AWESOME mod which has the same result as your awesome Flora Mod?? as in that the skeletons rocks etc pop up further away or not even at all anymore???
Click to expand...
Funnily enough, my mod has a fix for the ground rocks in Act 2 (and probably other acts, I just haven't bothered to look), exactly as demonstrated in your video. I put them under the umbrella of general scenery assets, like grass/bushes/weeds, so all those pebbles and small rocks on the ground no longer use their low LOD models, and too render at maximum distance. Only in the extreme version though, not the grass only build.

There are ini tweaks you could try to fix your pop-in, but you appear to have tried them based on your thread, so I don't think I can fix it. Make sure you're editing the righter User.ini though. Not the one in the place where you installed The Witcher 2. The User.ini that's read for game variables is found in Documents/Witcher 2/Config.
 
D

DrDeathhand

Rookie
#27
Jul 18, 2013
EatChildren said:
Funnily enough, my mod has a fix for the ground rocks in Act 2 (and probably other acts, I just haven't bothered to look), exactly as demonstrated in your video. I put them under the umbrella of general scenery assets, like grass/bushes/weeds, so all those pebbles and small rocks on the ground no longer use their low LOD models, and too render at maximum distance. Only in the extreme version though, not the grass only build.

There are ini tweaks you could try to fix your pop-in, but you appear to have tried them based on your thread, so I don't think I can fix it. Make sure you're editing the righter User.ini though. Not the one in the place where you installed The Witcher 2. The User.ini that's read for game variables is found in Documents/Witcher 2/Config.
Click to expand...
MY God man!!!

This is just AWESOME!! Well since I have just started an other playthrough again this time DARK mode difficulty leven I will soon be @ act 1 again, so there I can test out the Twigs part in the forest and later on I can test the skeleton pop op stuff in act 2 !! sooo mannn I am soo excited!! If you REALLY Solved this man MANN MANN!!! Then you are THE MAN!!! THE MAN of the year!!!!

I will let you know ASAP
 
E

EatChildren

Forum regular
#28
Jul 18, 2013
Skeletons wont be fixed because they're a separate asset to twigs and rocks. But yeah, don't get too excited, because if the general rendering distance is bugged on your end then my mod won't fix it unfortunately.
 
D

DrDeathhand

Rookie
#29
Jul 18, 2013
EatChildren said:
Skeletons wont be fixed because they're a separate asset to twigs and rocks. But yeah, don't get too excited, because if the general rendering distance is bugged on your end then my mod won't fix it unfortunately.
Click to expand...
Dear EatChildren,

What do you mean with General rendering distance is bugged?? Can it be bugged?
 
E

EatChildren

Forum regular
#30
Jul 19, 2013
The variables in your User.ini control the general rendering distance of mesh and foliage. This does not impact the LOD (level of detail) scaling, but instead how far those objects are rendered before they disappear entirely. Going by your video in your thread you seem to have a problem where objects are disappearing entirely, not just using low quality LOD.

The two variables in User.ini to control rendering distance are:
MeshDistanceScale=
FoliageDistanceScale=
This document is stored in Documents/Witcher 2/Config. Standard ultra settings for each of these is, I think, 1.0. But, as you know, you can increase them to extend the rendering distance. A value of 3 or 4 is a sweet spot that covers most areas. Again, this has absolutely no impact on LOD scaling, only how far objects will be rendered. If setting these variable still leads to assets like rocks and such spawning out of thin air, then it seems like it's bugged.

My mod does not and cannot fix this. All my mod does is strip assets of their LOD scaling, which is very crude and unoptimised, but does allow assets to be rendered at maximum quality for whatever distance. But that distance is still controlled by those two User.ini variables.

So, for example, you could install Extreme Quality Foliage, that promises to render grass/plants at maximum quality as far as possible. But if your FoliageDistanceScale= read something like FoliageDistanceScale=0.2 you'd still get a ton of gross pop-in, because the basic rendering distance variable has been set so low.
 
D

DrDeathhand

Rookie
#31
Jul 25, 2013
Dear Eatchildren,

Allright well I have arrived in Chapter 1 and are walking around in the woods near Flotsam
and I have to say with great joy and pride that your mod is working like... like.....
like the best thing I have ever seen for the witcher 2!!! I dont see rocks that pop up
I dont see twigs that pop up in the distance, it all just stays where it should!

I am sooo happy I can almost cry!!

But just to be on the safe side I will keep on reporting, I am really curious what will
happen in the prologue part of chapter two with the skeletons and stuff!

Il let everyone know!
 
D

DrDeathhand

Rookie
#32
Jul 31, 2013
EatChildren said:
Skeletons wont be fixed because they're a separate asset to twigs and rocks. But yeah, don't get too excited, because if the general rendering distance is bugged on your end then my mod won't fix it unfortunately.
Click to expand...
Dear EatChildren,

I still have not arrived at the Prologue of part 2 because I am really taking my time in the Flotsam Forest :)/> which I just love especially now with your mod.

However there are a couple of things I have noticed that are still popping up and are not changable with either foliage distance or mesh distance or with your mod. I have tried it on multiple computers, one which had a complete fresh new install still the same pop up stuff. Here Let me show you. I have three examples for you.

1. Flotsam Forest.
Here http://imageshack.us/a/img826/2012/ly3d.jpg at this screenshot you can see marked with a red circle part of a tree branch and a guy standing on an elevated platform. As you can see here http://www.youtube.com/watch?v=ZdlyCVgljwc&feature=youtu.be here you will notice the branch and guy disappearing and popping up as I move closer and further.

2. Troll Bridge.
Here http://imageshack.us/a/img823/4378/9nea.jpg you can see the well known bridge with the Troll underneath it. As you can see marked with a red circle you see part of a broken bridge in the water. As you can see here http://www.youtube.com/watch?v=OQ9jzC1tIFo&feature=youtu.be in this video this broken piece disappears and pops up again when I move closer and further. Same thing happens with the trees in the distance.

Sooo like I said these things are just one of the little things I have noticed that are still disappearing and popping up and is not fixed with this mod and any other setting.

Sooo my question is dear EatChildren if you can either change your awesome mod so that it also extends the range so that things like those tree branches are just there and dont pop up, or maybe you can make an other mod that can fix this?

Or maybe you already know something else to fix this problem??

Well man Again thanks for your awesome mod! and I really hope you can fix all this!!
 
D

DrDeathhand

Rookie
#33
Jul 31, 2013
Ohh this is also a part of the topic above which I forgot to add.

3. Flotsam Tavern.
Here http://imageshack.us/a/img713/9873/bu0i.jpg you can see Gerald standing in a door opening facing the Flotsam Tavern and a Tavern patron marked with a red Circle. As you can see here http://www.youtube.com/watch?v=-VahaByQptY&feature=youtu.be when Gerald moves up and down the stairs you can see this person disappear and pop up.
 
Dprelate

Dprelate

Senior user
#34
Jul 31, 2013
Fixing them is theoretically possible but it's not the same thing.
the grass/stone problem was a rendering quality issue. they were there but not rendered with high quality. (you could see very little grasses in distance before)

But when an object completely disappears then it's the matter of "Do/Don't" render.
 
E

EatChildren

Forum regular
#35
Aug 1, 2013
As I mentioned in the readme, some flora isn't fixed, because for whatever reason these assets will not load my new variables. Certain ferns Act 1 and Act 2 are prime examples, and the branch you mention is probably another. I don't know a workaround.

Characters/assets are not part of this mod and I have no intention to try and fix them. I did some tests awhile ago and tweaking rendering distance for mesh is more difficult than flora, especially for NPCs, due to the way the editor handles characters (multiple pieces of mesh).

As my mod does not promise to fix non-flora assets, I naturally will not :p/>, and I don't intend to release a mod that explores rendering distance of non-flora assets. That's a job for someone else.

EDIT: Black Leopard is correct. My objective with this mod was primarily to increase the LOD quality. Thing with the grass pop-in is that grass was always rendered over a long distance, the game just used a very aggressive LOD to load the lowest quality grass at a very short distance from the player. So even though grass was technically loaded in over a long rendering distance, you only ever saw the highest quality grass rendering right on top of your player. It gave the illusion grass wasn't rendering at all. My mod fixes that (among other things, like little rocks), by shaping the LOD rendering distance. This is partially why I offer a grass-only version, because for some people the low-LOD for other flora is less of an issue than grass.

Other assets, like those you're mentioning, have issues of whether or not they render at all, and at what distance. It's a different issue entirely, unfortunately.
 
U

username_2648340

Rookie
#36
Aug 1, 2013
hi Eatchildren, thanks for the great mod.

Do you have any plans to release a further optimized version of the extreme quality mod? I'm not sure my gtx 460 can handle it as it is right now.

STill, awesome mod!
 
Dprelate

Dprelate

Senior user
#37
Aug 1, 2013
Darspiron said:
Do you have any plans to release a further optimized version of the extreme quality mod? I'm not sure my gtx 460 can handle it as it is right now.
Click to expand...
You could do some little optimization by yourself right now. change "MeshDistanceScale" & "FoliageDistanceScale" values in the user.ini file to find a suitable point for your system. EatChildren could explain how these two variables affect the game visual.

EatChildren, would you please add grass color fix inside your mod ?
 
K

Kindo.824

Forum veteran
#38
Aug 2, 2013
BlackLeopard said:
EatChildren, would you please add grass color fix inside your mod ?
Click to expand...
As far as I know, the two mods are already compatible, while the grass colour fix is a texture mod and this one tampers with LOD values instead. Or have I missed something?
 
Dprelate

Dprelate

Senior user
#39
Aug 2, 2013
Kindo said:
As far as I know, the two mods are already compatible, while the grass colour fix is a texture mod and this one tampers with LOD values instead. Or have I missed something?
Click to expand...
Readme file says:
CD Projket RED did something goofy in their Enhanced Edition update early last year, causing grass outside Henselt's camp and the Vergen outskirts to appear considerably brighter. This was annoyance due to the game's standard grass rendering distance. The latter is solved in this mod, but if you're still unhappy with the grass colour you can try one of the many grass colour fixes on the The Witcher 2 Nexus. You may not be able to get them working with this mod, however, and I will look for a solution myself.
 
K

Kindo.824

Forum veteran
#40
Aug 2, 2013
BlackLeopard said:
Readme file says:
CD Projket RED did something goofy in their Enhanced Edition update early last year, causing grass outside Henselt's camp and the Vergen outskirts to appear considerably brighter. This was annoyance due to the game's standard grass rendering distance. The latter is solved in this mod, but if you're still unhappy with the grass colour you can try one of the many grass colour fixes on the The Witcher 2 Nexus. You may not be able to get them working with this mod, however, and I will look for a solution myself.
Click to expand...
Ah, thanks. I just figured they wouldn't clash with each other, but that only shows how much I know. I'll reach Chapter 2 soonish, so I'll be able to see for myself what happens if I have both mods active at the same time.
 
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