[DrawDistance_v208] moduleMatches = 0xE159AE91 .origin = codecave ##object clip 0x100DD06C = .float 2.5 #3.0 #0x025F0554 = nop #same as setting 0x100DD06C to 0. Fix this when instruction supported. #0x025F02F4 = nop # #stage clip 0x100DFEC4 = .float 6.0 #0x100DFEC8 = .float 6.0 ##stage clip update 0x100DFECC = .float 6.0 0x100DFED8 = .float 6.0 0x100DFEDC = .float 6.0 0x100DFEE0 = .float 6.0 0x100FF060 = .float 0.99 # force high mip / texture lod 0x100DD8C4 = .float 9900.0 # some smoke / particles # shadow draw distance (more like boundary) 0x10000B20 = .float 8500.0 0x10000B24 = .float 40000.0 0x100DFF78 = .float 40000.0 #Dyamic object shadows ie rocks, chests etc #Grass, debris. Mitigates object pop as groups switces between lods. 0x100DFF50 = .float 20000.0 0x100DFF54 = .float 40000.0 0x100DFF58 = .float 150000.0 0x100DFF5C = .float 200000.0 0x100DFF60 = .float 300000.0 0x100DFF64 = .float 500000.0 0x100DFF68 = .float 800000.0 0x100DFF6C = .float 80000.0 #Replace army mid LOD with high LOD #0x022BD744 = li r12, 0 #fov #0x10006FD0 = .float 0.015 #fov .float 0.017453292 # DATA XREF: CActFunc::GetViewParameter((PLAYER_ID,S_VIEW_PARAM &,uint))+194o # scatter light (fog) #0x1001CA64 = .float 2.5 # 2.0 default, 4.0 dark #NPC text lod #0x1009E134 = .float -8.0 #flt_1009E134: .float -1.0 # DATA XREF: CActModuleModelCommon::fGetMipLodBias(const(void))+4Co #0x1009E138 = .float 0.0 #flt_1009E138: .float 0.0 # DATA XREF: CActModuleModelCommon::fGetMipLodBias(const(void)):loc_22BF3FCo ##dist from link #0x100962BC = .float 0.25 #flt_100962BC: .float 0.0