Enderal Special Edition

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LevinLozenges

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LevinLozenges

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About this mod

Improves FPS by adding in occlusion planes for several locations + mod added locales in Enderal.

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Changelogs
This mod adds several occlusion planes that were missing for several key locations with high performance impact in Enderal, along with minor bug fixes to some enemy placements and static objects used in those dungeons.

Explanation
This is similar in scope to popular performance boosting mods used in Skyrim such as eFPS and Skyrim Project Optimization, which uses occlusion planes to de-render objects that your in-game camera view would not see due to building/wall obstructions and the like. The Creation Engine does not do this dynamically for objects, so even though you may be looking at a wall, the engine is still rendering most of the NPCs and objects behind it. This contributes to drawcalls and you can easily hit the enigine's drawcall limit, where performance will chug no matter how beefy your system is. There are several solutions to combat this, and this is one of them.

SureAI did a very good job of occluding the exteriors and interiors of Enderal with great performance across the map - you can see this all across the Sun Coast in the Creation Kit with plenty of planes cleverly hidden behind rock outcroppings and cliffs. There are some dungeons however that do not have occlusion planes, or just tank in FPS due to the layout and structure of them. Old Miskahmur or Fortress Rockwatch are great examples of this, being open spaced dungeons with multiple levels, but are plagued by having too many meshes and actors being visible in the game camera as a result.

I tried to place as few planes as possible, and all of them are either behind walls or out of bounds where the player cannot reach without console commands. You shouldn't expect this mod to solve all your performance issues in Enderal, but it should help for some of the larger dungeons and locales. You don't need to be running an ENB or using Community Shaders(CS) to use this - this can help even on vanilla setups as this solution is tackling an engine limitation.

This mod may be updated in the future as I remember or come across other dungeons that infringe on the draw call limit in future playthroughs.

I added occlusion planes to the locations below:

  • Fortress Rockwatch
  • Old Askamahn
  • Old Borderwatch
  • Old Iniath
  • Old MIskahmur
  • Frostville SE*
  • Thalgard Monastery*
  • Enderal Apothecariii Monastery*
*:You will need the base mods for these locales  - this mod does not add/remove anything from those mods, it only adds occlusion planes to areas that are covered by them.

I moved a Frost Elemental's position slightly so it doesn't spawn inside a wall at:
  • Agnod, Cargo Area

I added a few walls to the following locations to plug areas where the player could see/get out of bounds:
  • Fortress Goldenforst
Experimental: I have added some occlusion planes to other exterior locales in the Vyn worldspace - these are mostly untested outside of running around the regions for the duration of 10-15 minutes, but they shouldn't cause CTDs with the way the planes are setup(not intersecting with one another and not layered too hard).
  • Agnod's Exterior
  • Dark Valley