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FNVLODGen

General mod discussion and requests.
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Adonis VII
Posts: 155
Joined: Mon Jan 05, 2015 4:50 am

Case 1) Working on just the

Post by Adonis VII » Thu Apr 30, 2015 7:05 am

Case 1) Working on just the default directory with TTW and your esp and running FNVLODGen directly, the WastelandNV LOD generates as expected. 


Case 2) Using MO, MO BSA managment is turned off, and the Assets Browser shows all .bsa.  FNVLODGen runs through MO with no error messages and outputs to A:\TES5LODGenOutput.  However, loading theses meshes/textures has no change on LOD. 


Loading the Case 1 LOD files through MO produces expected correct new LOD so its an issue with LOD generation not loading. 


I'll work with it more to see if I can figure out the issue.


 


UPDATE: This seems to only be the case the the Mojave.  It seems to work fine for the Capital Wasteland and other worldspaces.



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

There won't be any difference

Post by zilav » Thu Apr 30, 2015 5:21 pm

There won't be any difference when generating LOD for Mojave if you don't use new custom lod meshes or textures (some were posted earlier in this thread), and there are no mods in your load order that add new statics in Mojave using vanilla LOD files. In this case generated LOD will be almost the same as vanilla one, hence no difference.


The purpose of xLODGen tools (TES4, TES5, FO3 and FNV) is to generate LOD that depends on the user's load order using existing vanilla LOD meshes/textures and the ones provided by mods since official editors can't do that. It doesn't create new missing lod meshes, doesn't improve the quality of lod textures, doesn't make more objects visible if there are no lod models for them. Those should be provided by other mods.


The perfect example is TES4LODGen (generates LOD) for Oblivion and RAEVWD mod (provides new LOD meshes and textures for LOD generation to actually make difference compared to vanilla game LOD).



Adonis VII
Posts: 155
Joined: Mon Jan 05, 2015 4:50 am

I do understand that.  What I

Post by Adonis VII » Fri May 01, 2015 8:28 am

I do understand that.  What I meant was using a location near Novac as one of my test points, I would load from vault 101, ~coc Novac, then look at some of the LOD.  With created from the base game directory, I had LOD that I didn't when generated through MO or in vanilla.  I unfortunately didn't screen shot it.  I'll try again this weekend at some point and grab screens and ID's



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

Can't view the video it's

Post by RoyBatty » Sat May 02, 2015 11:27 am

Can't view the video it's private.


zilav, I'll try to do some testing later today.


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BluemaxDR
Posts: 15
Joined: Sat May 02, 2015 9:50 am

Having an issue in point

Post by BluemaxDR » Sat May 02, 2015 11:46 am

Having an issue in point lookout. A block of sky above the ferris wheel is missing when far away but visable when close.


https://www.youtube.com/watch?v=C2j1ILY3DFk


Edit:It looks like it is this file DLC4Pointlookout.Level4.X-5.Y-4.nif. I renamed the file so it wouldn't get loaded and it looks better now. And sky wasn't missing, it was water in the sky.


 



BluemaxDR
Posts: 15
Joined: Sat May 02, 2015 9:50 am

@RoyBatty sorry, I changed

Post by BluemaxDR » Sat May 02, 2015 11:50 am

@RoyBatty sorry, I changed the video to unlisted, can you see it now?



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

That's a mighty strange bug.

Post by RoyBatty » Sat May 02, 2015 4:08 pm

That's a mighty strange bug.


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zilav
Gary
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It works fine for me there.

Post by zilav » Sat May 02, 2015 7:46 pm

It works fine for me there. Make sure you are using the latest version from afkmods (svn1945 as of now).


Maybe you have some mod that contains a broken LOD mesh overriding vanilla one in Point Lookout. Run FO3Edit (or FNVEdit in case of TTW), press Ctrl+F3, enter "_lod.nif", scroll to PL lod meshes and check in what container(s) they are as shown in second column.



BluemaxDR
Posts: 15
Joined: Sat May 02, 2015 9:50 am

Tried it with this load order

Post by BluemaxDR » Sun May 03, 2015 12:19 am

I tried it with this load order:


 


[collapsed title=Load Order]


FalloutNV.esm


DeadMoney.esm


HonestHearts.esm


OldWorldBlues.esm


LonesomeRoad.esm


GunRunnersArsenal.esm


CaravanPack.esm


ClassicPack.esm


MercenaryPack.esm


TribalPack.esm


Fallout3.esm


Anchorage.esm


ThePitt.esm


BrokenSteel.esm


PointLookout.esm


Zeta.esm


TaleOfTwoWastelands.esm


[/collapsed]


And it worked fine.


When I added Point Lookout Reborn.esm it generates the messed up mesh


https://taleoftwowastelands.com/content/ttw-point-lookout-reborn


 


I'll look into it some more but I am a complete noob with nifscope.


Update: I fixed it in FNVEdit. The record XX012331 was edited by mistake I'm thinking. I removed the record in the ESM because it wound up being identical to the master. Here is the updated file for Roy since it is his conversion.


 


 


 



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

Hrm I'll look, swear I

Post by RoyBatty » Sun May 03, 2015 1:10 am

Hrm I'll look, swear I removed all ITM's and dirty edits in it. I'm pretty thorough when it comes to that stuff usually.


:EDIT:


To tell the truth, the mods has so much dirty edits that I didn't feel like cleaning it. It has deleted navmeshes and other things you shouldn't do... It's not my mod and not worth the hours and hours it will take to clean it up. It still had bad scripts in it too which I had to fix again. I won't convert any further versions of it.


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