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LOD Problem

General help and technical troubleshooting. Ask for help here if you can't find an answer in the FAQ.
GuinessWalker
Posts: 7
Joined: Tue Mar 15, 2016 1:41 pm

LOD Problem

Post by GuinessWalker » Mon Mar 21, 2016 1:44 am

http://i.imgur.com/2DP1OUq.jpg



So i was trying to start a new game and realized I needed a fresh TTW install. So i did one, (by making a new MO profile) and the new profile no matter what i did had the LOD problem you see in the image above. So after many attempts to fix it, I gave up and did a fresh FNV vanilla install and guess what... now VANILLA FNV has this problem too. I reset all ini's, all every file, deleted the FNV folder instead of uninstalling, tried verifying cashes left and right, nothing. I am stuck, I still have ugrids set to 5 as it always is, but somehow this LOD problem persists. The only way to fix it is to increase Ugrids which I DON'T like to do as it breaks the game sometimes and destroys my FPS. 



Someone please help!


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TrickyVein
Posts: 982
Joined: Fri Mar 29, 2013 3:04 pm

From the image you posted a

Post by TrickyVein » Mon Mar 21, 2016 2:01 pm

From the image you posted a few things are clear:


You're using a mod which overwrites the game's LOD objects and atlas texture which, in short, means you're looking at exactly what it does. If you don't like what you see, get rid of these things in your NV data folder:


meshes\landscape\lod\wasteland\blocks


textures\landscape\lod\wasteland\blocks


LODSettings


Why this happens has to do with how the game handles LOD objects in the world. All LOD object data has to be generated for the world at once, so a mod that changes LOD needs to rebuild LOD for the entire wasteland which can cause loss of LOD objects for some things if the author isn't mindful.



GuinessWalker
Posts: 7
Joined: Tue Mar 15, 2016 1:41 pm

YES, finally! I use MO so i

Post by GuinessWalker » Wed Mar 23, 2016 3:01 am

YES, finally! I use MO so i couldn't easily find which mod had those textures that was causing this problem, but for some reason one of my TTW installations was messed up, I used a different one and all is good with the world. I KNEW that ugrids 5 normally gave me the ability to see that highway, and it was a fresh install of TTW that had caused this in the first place. I'm just glad it's fixed now. The lesson here kids is, when in doubt, reinstall EVERYTHING.



(And then 10 seconds passed)


The problem returned, I have no idea what I changed, but it simply won't go away. And I realize the image I gave has mods loaded, but I'm using MO and I get this problem even when ONLY TTW is loaded so I have NO idea what is causing it anymore, since I'm using MO those directories are not in my Data folder and the only mod I found with those folders was TallerDCskyscrapers, but removing it did NOT fix the problem so it can't be the culprit since, again, Im using MO and TDCSS did not edit the raw files for LOD in my FNV folder. With Only UI mods and TTW, this problem is present. Also, I do not have anything called Atlas Texture pack, so I don't know where you get that idea. 



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RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Move archive invalidation to

Post by RoyBatty » Wed Mar 23, 2016 4:06 am

Move archive invalidation to the top in the right pane.


Image

GuinessWalker
Posts: 7
Joined: Tue Mar 15, 2016 1:41 pm

The right pane? That would be

Post by GuinessWalker » Wed Mar 23, 2016 10:27 am

The right pane? That would be the .esp section, and Archive Invalidation does not have an .esp file in it. What are you talking about? 



Edit: So I think I have been using the wrong ArchiveInvalidation file, an old one. So I got what I seems like a newer one but still neither are fixing this problem so. 



Below is the same problem replicated on a Brand new FNV install and brand new TTW install. I've also included my load order and inis.

 


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Risewild
Posts: 3219
Joined: Mon Oct 01, 2012 9:14 am

In the right pane of MO there

Post by Risewild » Wed Mar 23, 2016 12:47 pm

In the right pane of MO there is the Archives tab, between Plugins and Data.


You need to go to the Archives tab and see if your Fallout - Invalidation.bsa is on the top of the list.


Here is an example, I have to use Skyrim instead of Fallout New Vegas because I don't have my Fallout New Vegas setup through MO so instead of being called Fallout - Invalidation.bsa it is called Skyrim - Invalidation.bsa in the picture but that is where the fallout one should be anyway:



 


Just a note, Trickyvein didn't meant that you have a Texture pack called Atlas Texture, a texture atlas is a big image in games files that contains many or all of the textures used for particular things in that game, what TrickyVein meant is that you might have something that is overwriting the game's LOD objects and the texture atlas file, it is technical language angel.


Signature:

GuinessWalker
Posts: 7
Joined: Tue Mar 15, 2016 1:41 pm

 

Post by GuinessWalker » Wed Mar 23, 2016 1:44 pm

 



So I did what you said and activated the ArchiveInvalidation at the top of the data folder as shown in the above image, however, as you can see from the below image, it did not fix the problem. Below is a screenshot with the settings from the top image so. Now, If the case is that some MOD is overwriting the base LODs, and the problem arises even with a fresh FNV and fresh TTW install, what MOD could possibly be causing it? The only other mods I have loaded are UI mods because MO won't launch FNV4GB without them, but there is no way UI mods are affecting the land LOD. 



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zilav
Gary
Posts: 225
Joined: Tue Apr 09, 2013 4:03 pm

Frankly speaking I don't see

Post by zilav » Wed Mar 23, 2016 8:12 pm

Frankly speaking I don't see any issues on your screenshot. Objects are fully loaded 2.5 cells away from you on average, exactly the distance I see here. Just move closer, that's it.


When you move away, the fully loaded and internally cached objects stay longer in full details, something like 3-4 cells.



GuinessWalker
Posts: 7
Joined: Tue Mar 15, 2016 1:41 pm

Perhaps there is nothing

Post by GuinessWalker » Wed Mar 23, 2016 8:36 pm

Perhaps there is nothing wrong but here is the thing:



A: While it's impossible for me to replicate, I SWEAR, it wasn't like this before with ugrids at 5


B: If this IS what is supposed to be rendered from a distance at the default ugrids of 5, that's garbage


C: Ugrids at 7 or higher makes the game lag like crazy, so it isn't really an option


I don't know, maybe ultimately I am being too selfish for an old game and I should just accept it the way it is or move on to something else, thing is, the reason I came back to FNV was because Fallout 4 is so poorly optimized for PC, I'm waiting for an update from Bethesda to correct the massive frame drops in the downtown areas. 



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zilav
Gary
Posts: 225
Joined: Tue Apr 09, 2013 4:03 pm

As I said, you were probably

Post by zilav » Wed Mar 23, 2016 9:14 pm

As I said, you were probably moving away and looked behind "before", that's why it looked different.


5x5 grids around player is all that any Bethesda game can render reliably, starting from Oblivion in 2006 and still true up to this day even in Fallout 4, almost 10 years later. They just masked that ugliness with more and better quality LOD meshes, fancy lighting, bloom, god rays, lens flares, close fog, specular maps in LOD, PBR and other shenanigans.



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