EatChildren
Currently polling second in Australia's federal election (first in the Gold Coast), this feral may one day be your Bogan King.
What I was trying to say is that most of the far away 'detail' shimmering is actually aliasing, similar to what poor texture filtering (instead of anisotropic filtering) achieves for textures.
To avoid this, most lod-tweaks rather edit the distance at which a certain quality model is drawn ('draw distance' .ini fixes), but I don't now how that would be possible with RedKit.
I know the aliasing introduces shimmering. I think TW2's native anti-aliasing is FXAA. That or you use ubersampling, tanking the framerate. In the case of this mod I'm mostly aiming to eradicate the flora LOD. The grass does pop in very aggressively, and has been one of the biggest graphical complaints against the game since launch. Same goes for shrubs and what not. It's necessary to keep performance stable, but for those who'd rather see the flora rendered with zero LOD drop...I guess this is for them.
FoliageDistanceScale does work, but only to maximise how far the stock foliage is rendered. Same goes for MeshDistanceScale. It might increase the potential for rendering distance, but won't fix the LOD pop-in. Grass still jumps out in front of you.
They fucked up the LOD system very badly with one of the patches and sadly never fixed it.
Seemed to be less of an LOD fuck-up, and instead a colour fuck-up. The high detail grass outside Hensalt's camp turned fluoro yellow, making it all the more obvious when it jumps up in front of you. Easy texture mods fix that.
Speaking of, those mods were working just before, and now they're not :/. Fluro grass returneth.