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Correct Tree LOD creation

General modding guides and authoring tutorials.
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delta534
Posts: 71
Joined: Mon Feb 25, 2013 8:33 am

Correct Tree LOD creation

Post by delta534 » Sun Jun 15, 2014 7:01 pm

Creating Tree LOD that goes away up close for TTW is a pain due to bugs in the engine and/or the GECK but is possible. I hope this is clear enough to follow. 




Tools needed. 





The Process.






  1. Load up TTW and any other mods that make changes to Trees in the GECK.


  2. Once loaded, open up the World LOD underneath the world menu.


  3. Select the worldspace that you want to generate LOD for.


  4. Click Generate Trees.


  5. Once finished exit the GECK.


  6. Load up the same mods in FNVEdit that you loaded in the GECK.


  7. Once Loaded, right click on a mod name and click on apply script.


  8. Go to the script FNV FO3 - Tree LOD Patcher.


  9. Hit OK and let it run.


  10. Once Finished, close out of FNVEdit and play.


The script still needs some more work to not mangle the files on errors and other things but it works when fresh data out of the GECK. 




The Poorly Described Mechanics of the Fix.


What the script does is go through the corresponding Tree LOD files for the worldspace, changing the formid data of the trees found in the files to have a load order of 1, when the tree has a record that is not in the ESM of load order 0. Basically, if the reference does not belong to FalloutNV in TTW's case or has an overwrite, the load order in the Tree LOD file has to be changed to 1.


I'm not completely sure why it works to be honest. I only found it by messing around with a hex editor. This also solves the ghost tree issues caused by moving trees from the Fallout 3 engine since I'm sure they are the same issue.


Edit:


Fixed some stupid errors in the uploaded patcher script caused by a chest cold and bad coding practices. 


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

Well this seems nice and easy

Post by RoyBatty » Sun Jun 15, 2014 9:03 pm

Well this seems nice and easy to do. Is there resource packs for NV too, or are they needed?


How about the other landscape LOD? Is this generated too?


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

It doesn't require generating

Post by TrickyVein » Sun Jun 15, 2014 9:12 pm

It doesn't require generating object LOD. Nor terrain meshes, so no. 



enneract
Posts: 75
Joined: Tue Feb 25, 2014 4:54 pm

Great job, dude. Solving one

Post by enneract » Sun Jun 15, 2014 9:14 pm

Great job, dude. Solving one of the remaining mysteries of Fallout-era gamebryo modding.



BrunoSuicida
Posts: 1
Joined: Tue Dec 04, 2018 12:49 am

Re: Correct Tree LOD creation

Post by BrunoSuicida » Mon May 04, 2020 7:42 pm

i know it's an old post, but i follow all your steps but they still are bugged out, any reason why?

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IAreBob
Posts: 105
Joined: Wed Sep 19, 2018 6:37 pm

Re: Correct Tree LOD creation

Post by IAreBob » Tue May 05, 2020 3:06 am

BrunoSuicida wrote:
Mon May 04, 2020 7:42 pm
i know it's an old post, but i follow all your steps but they still are bugged out, any reason why?
NV has no treeLOD. It's broken.

Don't necro. Lock?

-IAreBob

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

Re: Correct Tree LOD creation

Post by RoyBatty » Tue May 05, 2020 8:05 pm

use FNVLODGen, trees are object LOD in NV.

The _flat.nif files are deleted from TTW.
Image

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