
Oynlen
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bto matches what is in game LOD-wise but, there is, lets say hundreds of meshes in one cell where Corvega Plant is. This is the main area I have been testing but the esp covers the entire commonwealth. The same vine shapes cover the tower, yet only some are given LOD. Others fade in on approach. In the same esp, before the author added thousands of more vines, everything generated fine. I'm 100% on the file paths and file names etc. And all the author has done is add stuff, not remove (at least in the case of the vines) I know they are all still there from checking the esp and also in game, they fade in as I get close. Not sure how I can give you a reproducable instance, other than sending you the files I'm working on. I 100% know LODgen is solid and used it many times, its not a bug report, just a question of possible limitations. I'm not too versed in Computer language or educated on the basic principals of how it all works. So I cant really offer you much, other than if you are interested to test, the esp and LOD files I have created. I'd need to make sure thats ok with the mod author first though.
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I see no other reason other than a limitation. perhaps its my ram or something, I only have 16gb. I have checked everything so many times.. the other thing is, it will generate not always the same vines or trees when checking the bto files, but in game, on approach they are all there and load in only once close, just some are LOD and are visible in distance, but it has been different ones that are visible from distance on several LoDGen attempts. this is also just checking one area.
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ok thanks. I bet its something like a slightly misspelled file path.. Damn I will triple check.
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And... if it is a limitation on verts in total, would generating only certain chunks be a work-around?
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Hello, I have a question about generating Object LOD for fallout 4. I see Terrain has max verticies count for each LOD level. Do objects have a max vert count before they just do not generate? Someone created a mod that covers the commonwealth in trees and a lot of the buildings with vines. In earlier versions, I was able to create LOD for the vines using custom very low poly meshes that match the vine shapes. And in testing it seemed to work just fine. But in the newest version he has added many more vines, this plus the many trees the mod adds.. Now, big sections of vines don't generate where they previously did before. is it a limitation we are hitting? The images linked are in fact two different mods, but the vine placement framework is the same, only that in the second picture, the esp has thousands more vines placed in the worldspace as its the newer version. https://imgur.com/a/8Fi9WLq
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ok thanks
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hello, I'm wondering if this navmesh geometery change was intentional? I have not seem something like that so far in the FO4LODGEN.esp https://imgur.com/gFxtdM4
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If I read this correctly? I only need to place level 1 mesh lod in records for a static object and it will use the same record for all 4 levels? Linked References with MultiRefLOD KYWD References linking to a reference marker with the keyword "MultiRefLOD" KYWD:00195411 are groups of objects that have some of their LOD levels replaced by the LOD level data of the base record of the marker. Typically the LOD level 4 is based on the object LOD of each individual reference of the group, while higher LOD levels are replaced by a single LOD object representing the entire group. I had placed the same file path to just one LOD nif 4 times previously, once for each level. Users have reported seeing LOD meshs while up close to objects. Another modder had a theory of adding too many Levels using the same mesh could cause this while someone else suggested it is a Vram issue and gave an ini edit to fix it. I have 6gb vram and didn't see the issue until I unpacked everything in loose files and had a very heavy green mod running in combination with my own (28gb or so)
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Thanks for the reply. There is a lot to learn for people. Mostly, I learn from reverse engineering things or community help. To run this program using vanilla assets or maybe vanilla LOD assets with increased texture size is easy. But I'm making my own LOD meshes and using billboard creator to get the diffuse textures. Creating the normal and specular is possibly where I am making an error. Assume was the wrong word to use. Apologies. What I guess I had hoped for was for you to recognize this visually and say "Ah yes, I have seen that before, its caused from "insert" that you didn't do correctly" Again, Yes process of elimination is the obvious step. But as for the obvious "first step" For me, it's usually to ask if the problem is recognized by someone more knowledgeable. Sometimes you get an answer and it can save time. I understand you probably have to deal with a lot of question all the time. Thanks for your time. Now to begin the needle in the haystack hunt.
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Hey, I figured it out. I had unpacked everything and deleted all original Terrain BTO meshes and Terrain texture Atlas from loos files but the BA2 archives still had them of course.. once I moved the BA2 files to another location it all worked. Now another question, Iget a flickering light on the lods some angles it shows worse than others. it seems to do with Bloom. ENB with minimal setting that wont impact performance will fix it. but is there something I might have done wrong? Here is a video of the issue And here is settings used. https://imgur.com/EZa82Ep It said on one elm alternate branch texture I made it was missing Normal and Specular so used some default texture. It was an alternate tree and quite rare, these shimmers seem to be clustered far more densely than that tree was placed. On that alternate Elm LOD nif, I had assigned the regular elm LOD branches Normal and spec since its the same, just diffuse was different colour, but seems I need to create specific each layer for each texture not to get that error. But as I say, idk if thats the case. I assume its to do with selecting the starting settings. I dont want to experiment too much regenerating LOD because my friend over and over coz it runs my PC quite hot during the process. So, I'll as here first for advice.
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Is it possible to create LOD for any static object and have its mesh generated into the BTO nif files? I know all the esp steps to take to assign a static its LOD nifs on each 4 levels (or less) I took the vines from Fallout 4 and made low poly, low texture versions of those meshes for lod files. But on generating the texture atlas, no small vine texture is applied. I choose 8K by 8K and there is still a lot of room.. It seems to generate an atlas of 8K by 2K only. Then looking through the BTO files, none of the vine meshes are present. Final test was to approach an area with vines using TCL from the sky. The vines had no LOD then appeared as I got closer. I've used this program a lot but maybe not this version. I had also made a new small LOD texture for some Large mushrooms and that was applied to the atlas and the mushrooms were seen in the BTO files, so I know the generation was successful at least partially. Any idea why vines didn't work? Is there some kinda cap or limit... because the esp I am trying it for has a lot of vines placed on pretty much every structure heavily in a lot of locations. One theory is to do with some nif properties of the vines themselvesbeing BSMeshLODTriShape and named as if they represent Two or 3 levels of LOD.. But Far Harbor pines were like that too and I was able to generate those into my LOD BTO's
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Just returning to say thanks. This method worked for me.
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hmm. I see what you mean, the elm branch looks like it has no colour but there is some. So fill with solid colour first, reduce transparency and then paste on billboard image I guess. I'll try this. thanks. Its weird I have done others and they have been fine in the past.
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Hi again Sheson, hope you are still active here. I been using the tool and its been fine, after my initial learning curve and many questions. But recently, I have tried to create coupe of new flat LODs for trees I got working from Skyrim resource pack and add them to Fallout 4. I have always made my flat lods using gamer poets video tutorial but these recent once are getting the white outline, as if AA has been left ON in nifskope. Do you think new Nvidia drivers could be causing this? its frustrating coz its a like 3 step prcess before you can even see if your billboard capture has the white line when applied to the nif, so trial and error is taking some time. Windows 10 recently updated too and I notice if HDR setting is on, simple screenshots coume out looking over high in contrast. So that is off atm, but will try it with on and try fiddling with AA setting in Nvidia control panel too. Just wondering if anyone else has reported this or you have an answer that might save my time and sanity. Thanks.