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FNVLODGen

General mod discussion and requests.
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rickerhk
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tizerist wrote:

Post by rickerhk » Sun May 10, 2015 11:45 pm

[quote=tizerist]


 


Quick question: will this work with MO in its final state?


[/quote]


I think that would depend on MO. Not the other way around. I use MO, and in testing, it seems like after a certain point it stops serving up files in the BSAs 'file not found' etc. Running FNVLodGen outside of MO works perfect every time. 



Adonis VII
Posts: 155
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After much testing, I have

Post by Adonis VII » Tue May 12, 2015 5:49 am

After much testing, I have found that the western spill does not have LOD when ANY additional .esm or .esp files are loaded with MO.  That is to say, Mojave LOD only generates at 100% when only FalloutNV.esm is active.  I checked the officials .esm and different .esp mods and they all produce the same result of missing LOD.  I haven't seen any issues with other world spaces but I haven't tested them extensively.



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zilav
Gary
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That doesn't make sense :(

Post by zilav » Tue May 12, 2015 7:11 am

That doesn't make sense :(


When building LOD, xLODGen goes through all the references of STAT, SCOL and ACTI records in worldspace, gets the winning override, skips refs that are


1) Deleted or disabled


2) Enabled via parent (have XESP subrecords) except for those that have "Megaton" in EditorID of parent


Gets the model file name from the base object, adds _lod.nif at the end and checks if that file exists in the current loaded BSA archives or Data folder. If yes, then this object goes into generated LOD using position/rotation/scale of the reference.


So the only way some object will be missing in generated LOD is if winning reference override is defunct according to above rules of there is no _lod.nif mesh file.


Anyway, I can't verify what MO does. Since I don't use it myself, it is up to users to make it work. I know for sure only one thing about it - management of BSA files in MO must be switched off, it prevents xLODGen from opening BSA archives which hold _lod meshes.



Adonis VII
Posts: 155
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I'm not sure either.  This is

Post by Adonis VII » Tue May 12, 2015 8:13 am

I'm not sure either.  This is the only mesh that I have noticed, in part because it's huge.  BSA managment is turned off.  I also tried extracting the contents of the BSA to loose files to see if that might help but it didn't.  I'm out of ideas to test.  I'll look around back on STEP and see if I can get some new ideas. Maybe SRB will have some ideas after the new version is out as he's alot more well versed in MO.



Adonis VII
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So I've looked at some of the

Post by Adonis VII » Tue May 12, 2015 11:32 am

Is there a way to tell which texture belongs to what in the Atlas? My first two are normal maps instead of diffuse and I'd like to figure out the cause.


On a side note, I found that there is actually a bug with one of the vanilla LOD meshes. meshes\architecture\hooverdam\nv_hooverdam_upperl_lod.nif consists of two nodes.  The walkway node has an extra part down the side of the tower that should be removed.  Compare to the opposite tower meshes\architecture\hooverdam\nv_hooverdam_upperr_lod.nif to see what I mean.



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RoyBatty
Gary
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I had that problem too in

Post by RoyBatty » Tue May 12, 2015 2:25 pm

I had that problem too in goodsprings remember, but it wasn't with MO at all, I use FOMM. I went through my data folder and bsa's and nothing is altering the lod meshes for the houses in goodsprings. Texture issues I solved.


Image

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zilav
Gary
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I hope Roy can collect all

Post by zilav » Tue May 12, 2015 7:52 pm

I hope Roy can collect all the fixes for lod meshes and textures (including higher res ones) and send me them later when I release FNVLODGen to put on Nexus.


By the way you no longer need meshes with removed translation/rotation on nodes, newest xLODGen ignores them all by default. So those can be removed from the pack.



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RoyBatty
Gary
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I'm hoping Chuck has a

Post by RoyBatty » Tue May 12, 2015 9:14 pm

I'm hoping Chuck has a successful go at making some LOD meshes for various things. As for textures... well those are NMC's I guess and I can't spread them? He must have some because he made LOD for his texture pack at least partially before... he still hasn't responded to my query though.


 


Image

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zilav
Gary
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I can upload NMC lod textures

Post by zilav » Wed May 13, 2015 7:28 am

I can upload NMC lod textures as a separate optional pack. Already uploaded tree billboards for some popular mods on TES5LODGen page and noone complained even though they are not mine, but split images from atlases provided by other mods.



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RoyBatty
Gary
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Sounds cool to me. I can grab

Post by RoyBatty » Wed May 13, 2015 7:56 am

Sounds cool to me. I can grab all the lod textures from the combined if you want, but it sounds like you have it well in hand already.


So I don't know if I can do anything else other than test.


Image

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