There is a bug where in Fallout 4 low detailed LOD exterior meshes are rendered
inside interior cell. Screenshots of user "me." from inside the Museum in
If one toggles clipping and views it from outside, than it seems there is some
artificial border which could well define which parts shouldn't get rendered. I
highlighted the border in the following screenshot. https://imgur.com/a/0xXhu It looks like a real sharp shadow. Ground texture is the same on both sides of
the border, only lighting differs hugely. Maybe we are lacking some vertex
clipping of any form here.
One workaround is to disable LOD when inside of building by using "tll"
(ToggleLODLand) console command. It will also disable distant LOD meshes
outside of buildings. One needs to toggle it whenever entering or leaving
interior cells, which makes it a quite annoying workaround.
I was using Arch Linux Wine 2.18-staging with dsound-sleep-patch and AMD R9
280X GPU with Mesa 17.2 at time of writing.
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--- Comment #1 from Thomas <[hidden email]> ---
According to a thread in nexusmods forums, a "clip volume" should exist to
prevent those odd visual effects.
"If your cell is supposed to be at or near ground level, the generated LOD will
force its way into your interior cell. You need to create an LODClipVolume
around your cell to prevent that." ( quote from user RedRocketTV )
--- Comment #2 from Thomas <[hidden email]> ---
I've managed to get Fallout 4 editor "Creation Kit" running and made a
screenshot of the "LODClipVolume" (I've colored it purple) for the Museum at
Works for me by implementing WINED3D_SV_CLIP_DISTANCE. I know nothing about
OpenGL, DirectX and even less about how it's brought together in wine, so
pretty please someone do this right (add tests, think about side effects and I
guess move glenable?). At least for me my patch makes the bug go away as seen
in following screenshots.