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Parl

Citizen
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Everything posted by Parl

  1. OK, let's talk about making .bsa files out of the xLODGen output. Got specific steps with Creation Kit for instance? BAE??? Archive.exe? whatever... @z929669 If you never archive your mod, well then what do you do with xlodgen output meshes and textures? Manually paste the loose files in and let them overwrite? (I am about to after saving off the originals if need to restore.) I am using Vortex... BTW MO hates me...
  2. What is the reference for the 5 cells my character stands on in the LOD level image? Lets take the LOD 4 level. That immediate square with the -8 is part of my 5 cells my character is centered on? But still my 5 cells I am centered on would not form a square that LOD 4 could be on the edges of. or can 5 cells form a square, I would think not. I'm thinking to go ahead with LOD 4 regardless and take your advice to move the LODS out with MCM. I'm hoping to not see the object/LOD swap but just the object when I arrive. You seem to not have a strong opinion about LOD levels making a difference besides using more resources as they increase so I will go with LOD 4.
  3. 10 4 Roger Wilco Thanks!
  4. Vortex makes mods with zips and that is convenient for me. I will just zip the immediate meshes and texture folders with their content. So, I am going to do xLODGen output over again after settling on the mods I want. Will the xLODGen, texGen and Dyndolod outputs be best if I eliminate all mods with LOD packs and billboards like the Majestic Mountains LOD pack for Dyndolod(all versions) and Seamless Billboards.esp or would these be of use to leave in? A youtuber said I did not have to supply any other billboards in reference to using Dyndolod v3. Dyndolod would make them all... but he did not cover starting with xLODGen, he started with TexGen.
  5. OK so xLODGen does not zip the output to drop in to my manager nor does it neatly quit with a zip option but simply says "LOD generation complete". Just tells me to install the output as a mod. I have loose files to install in the xLODGen output, is it intended I zip this myself?
  6. I am currently using TexGen and Dyndolod to generate occlusion.esp, Dyndolod.esm, Dyndolod.esp and texgen output.zip with DynDOLOD 3.0. Actually, I am dragging and dropping Texgen output.zip in to Vortex, then dropping Dyndolod output zip in to Vortex, then sorting the load order for the above plugins. So, is XLodGen just used in some previous version and now with Dyndolod v3 obsolete? I assumed XLodGen was a tool with v2.85 and we have moved on to TexGen and Dyndolod (Output.zips) I am also plagued with the famous curse of Bleakwind Basin floaters at 0,0 so for now need to know if I have overlooked the use of XLodGen.(?)
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