ROM Hack RELEASE Dragon Quest XI S Enhanced Draw Distance mod

one-piece

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After comparing the scales. I have come to notice that there is a lot of pop in with bushes and vegetation using this mod.
The monsters and some objects (like the lamps) are loaded in the distance and you can see them from afar without popping, no problem with that. But the vegation suddenly appear within your field of view making it stand out

You can see it when walking close to Puerto Valor.
With out the mod the bushes and vegation of the area only appear when in proximity and with a fade in effect that feel non intrusive. With the mod, the bushes appears popping in the close distance without the fade effect, making it very noticeable.

Is there a way to fix this. I love seeing the monsters in the distance, but this pop in is too intrusive.
Keep going with the great work, it's much appreciated :)
 

cucholix

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I haven’t found a setting for foliage distance, or fade level. There’s a setting for shadow draw distance but doesn’t have effect during gameplay. Maybe decreasing mesh bias? Although I think it will only affect texture lod...
 
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Niko_of_Death

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I haven’t found a setting for foliage distance, or fade level. There’s a setting for shadow draw distance but doesn’t have effect during gameplay. Maybe decreasing mesh bias? Although I think it will only affect texture lod...
I assume that it's because of the amount of optimization that went into this port, i.e. there are specific tweaks/omissions that are beyond standard scalability. I've noticed what he's talking about too, distant foliage is visible but still pops in when you approach it (presumably that pop in happens at the "normal" draw distance). So I doubt it's something that can be easily fixed.
 
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DerekGeneric831

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So, having a bit of an issue..
I updated to the latest Atmosphere
And didn't add the Enhanced Draw Distance mod to my Atmosphere folder..
Everytime I try to play now the game gives me the 2002-4153 error code.. However when I put the mod back on.. It works perfectly.
Is there a way to completely remove the mod from your save?
 

cucholix

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I’m using latest atmosphere and I can enable/disable the mod without problems, I can even add other mods on top of that :P
 

falcorr

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Here's OP's draw distance x1.5, x2.0, x2.5 for v1.0.3 (01006C300E9F0000)
I've added the SwitchEngine.ini found in v1.0.3.

To extract DQ11S' pak files you need QuickBMS and this script. To re-pack I used UnrealPak v4.18.3.0 (not sure if I'm allowed to link / attach) which is about ten megs as opposed to what sounds like the gimped later versions of much smaller size.
Code:
.\v4\2\3\UnrealPak.exe ..\..\..\pakchunk0-Switch_0_P.pak -Create="..\..\..\assetlist.txt" -compress
where assetlist.txt contains, for instance,
Code:
"..\..\..\01006C300E9F0000_DQ11S_v103_drawdistance1_5\DefaultScalability.ini"
"..\..\..\01006C300E9F0000_DQ11S_v103_drawdistance1_5\SwitchEngine.ini"
The "_P" in the filename means it's a patch, for pakchunk0-Switch.pak. As a patch, it seems anything inside will override those files found in the original pak.



While I'm here, anyone got ideas about enabling some anti-aliasing? I tried r.PostProcessAAQuality to seemingly no effect.
 

Attachments

  • DrawDist1_5_pakchunk0-Switch_0_P.zip
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  • DrawDist2_0_pakchunk0-Switch_0_P.zip
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  • DrawDist2_5_pakchunk0-Switch_0_P.zip
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Last edited by falcorr,
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Nintendoswitchmodfan

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...This is truly amazing, my number two mod on my Dragon Quest XIs wish list......but my number one..I mean, could you find it in your heart to make a clean overworld HUD mod? Please ToT.
 

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