
MITSUYOMI
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Nvm, just used another mod, might be too complex for what I want. thanks for the help as always.
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AFAIK vanilla buildings, repair buildings activators and prompts are disabled in the plugin I created thats why Im a bit stumped to as how it does not work if it only requires persistent and Fulllod. I do have one other solution Ill try to set it to also visible when distant but this time im going to force it to use the full model for all LOD 1,2 and 3 models. Although its redundant I managed to do that to the castle with a different model from HZS clean castle mod which is a rebuilt one and the vanilla one is disabled.
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The rebuild mod collection specifically the sanctuary one allows you to repair the vanilla sanctuary buildings to make it more clean and not ruined through the use of layers. I disabled the vanilla buildings as well as remove the layers, so that the repaired buildings would appear without "repairing" The buildings. So essentially the buildings are not vanilla references, But new ones that came from the mod (rebuild - collection resources mod). The Vanilla references AFAIK when set to full lod do work, it's just this particular area, my mod and the modded buildings won't work. I'll try to set the vanilla sanctuary buildings as full lod also just to see if it's the area that is problematic.
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Im sorry if its not related with xlodgen. I have posted and opened a topic here: If it does, only require persistent and isfulllod, there are still missing structures and parts of it. I have managed to check it on Creation kit and did find that the buildings and its parts do have been set to persistent and full lod, just wondering why the lods is still not appearing in game. Thanks as always for helping and answering my questions.
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MITSUYOMI started following LOD Troubleshooting - Sanctuary Hills - Full lod and Persistent
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Hello, need help trying to troubleshoot my LODs. I have set all of the sanctuary buildings (roofs, carports and dormers included) with record flags of FullLod and Persistent but some parts of the structure are still not visible when generating or running xlodgen. I have attached the plugin in question and some pictures. The plugin requires these files: https://www.nexusmods.com/fallout4/mods/12373 https://www.nexusmods.com/fallout4/mods/80606?tab=files https://www.nexusmods.com/fallout4/mods/70642?tab=files&file_id=314686&nmm=1 https://www.nexusmods.com/fallout4/mods/70642?tab=files&file_id=314110&nmm=1 Clean Red Rocket and Sanctuary - Mitsu.esp
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How does one make objects as Full Lod, Im not concerned with performance or drawcalls just wondering how do I need to make it happen properly in FO4 because some of it just wont apply to sanctuary buildings, roofs and sometimes walls wont appear at all or as Full LOD. Im currently doing it by assigning some worldspace objects as Persistent and Full lod tag in the record header, sometimes it works and sometimes it doesn't. I also tried removing the Has Lod tag from the record header and the MNAM Distant Lod file paths to force it to not use the LOD models. I tried doing it on settlement objects from mods, I hand placed them in CK and then marked them as persistent and full lod in xedit. I attached some images where it works. Would like to know how to do it properly. - Managed to find some backup of the sanctuary mod: Here are some pics.
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Hello, trying to generate LODs for FO4 need help with this error I encountered, the problematic mesh is from the The Rebuild Collection - Shared Resources Mod by Aurelianis. I just dont know how to fix it. I am trying to test LODs since I set some of the houses in sanctuary as Full Lod, and was wondering if its not bugged or not. Latest Lod Gen.txt HouseKCapGarageWin01.nif
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Hello, Im trying to add lods for certain objects but upon running lodgen this comes up. I did it by copying the statics' mesh file path to the lod file path in xedit, since assigning Full LOD to the references in the record header wont work. Error accessing parsing line An item with the same key has already been added. What does this mean?
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Hello, but how do i pin point that specific cell to the right specific lod mesh? my problem seems to be occuring at worldspace 22 , -12 for fallout 4 near spectacle island did not find any objects there but there are lods there which is weird. How do I find the worldspace cell number counterpart of the lod meshes? I found the bto / lod mesh that has the problem. The boats that are side by side are the problem it should not be there. I tried editing this in blender but I cant seem to find where these boats are in the view port. Commonwealth.4.20.-12.bto
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Thanks sheson, will do.
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I am using the latest version, Ulvenwald 3.3. https://ufile.io/x78r3yj7 Here are the files. I tried decreasing the crown brightness during generation, but it did not seem to help.
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Hello, this is the link for the logs and the screenshots i've packed them on a zip file. https://ufile.io/tss6zj9h.
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Hello, Im trying to create a 3d lod resource file for Ulvenwald and I seem to be having desaturated or lighter textures for LODs. I have attached a picture of the specific tree (left - full model and right - 3d lod model).
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hey just a quick question, upon checking the log file when running dyndolod.exe, there is a warning that indicates that a file does not adhere to file naming conventions. Does this affect the output LOD?