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RoyBatty

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Everything posted by RoyBatty

  1. I have yet to find any either, but Frontier might do them and also and you'd have to check with mac about that. I don't know if Molten Clouds intends to do something like that with The Way of the Chosen, again would have to ask F@Nt0M about that. Cool about NV, I will generate LOD and see how it looks. :)
  2. Very cool. Sorry if I came off wrong, talked to zilav and I just didn't know what I should provide for example. I checked all other worldspaces, some have the default height changed and the LOD height left zero, some change both, but none are the same as DCWorld11 from what I can see. Thank you for your work, it is very much appreciated. I am curious about WastelandNV, so Lake Mead and the Colorado River now have working LOD ?
  3. Well no, GECK does generate LOD for the placed water, which is same height as the LOD water height. The default water height is 0, and the cells are set to that. So it only generates LOD for water which is at or above the LOD water height, anything below is ignored. This makes perfect sense. Also with the strange effects of mip mapping (what I assume it is), the "small world" flag has no effect which is the only difference I can find there.
  4. Done some more testing today. Weird that water is sometimes showing in cells that it shouldn't, close up, this is the entrance to Anacostia metro just outside Rivet City. https://i.imgur.com/GHtASYb.jpg Also having LOD water now in cells where there should be none. This is in The Mall (DCWorld09) https://i.imgur.com/ZW8J9c0.jpg I have already investigated what is going on here. There is placeable water in the reflecting pool outside the Lincoln Memorial which has the 12270.2891 Z coordinate which corresponds to the LOD water height in the worldspace record, where the default water height is 0 and well below the land level. It appears that LOD water will take placeable water into account, and not generate any water LOD in areas where the default water is below the water LOD height and land is above it. Something else to note about The Mall, which I don't see in any other worldspace (even with vanilla LOD) is that when you are walking from the capitol building towards the Washington monument (or away backwards) the landscape LOD does this strange shifting like the mip maps are animating somehow. This is even more apparent with the new LOD. If you have any idea why that happens only in this world space, I'd love to hear it.
  5. Cool, I look forward to having good LOD in all worldspaces, and working LOD which is more optimized in DC. The generated LOD improves performance quite a bit. I noticed that the vanilla nifs for some reason cut around the land in the water and what not which seems like it would be less optimal than the simple squares in your generated LOD. If you figure out how or what setting in the GECK/CKIT controls the LOD please let me know, I can't seem to find any setting for this other than in placeable water records.
  6. OK, let me make sure we're not confusing issues here too. NV's water LOD is broken in vanilla and a separate issue from what I posted above which is Fallout 3's wasteland worldspace. The Fallout 3 worldspace is where the cells have individual water height which differs from the default height in the worldspace record.
  7. Ahh the LOD water is actually broken in NV, this explains why it is broken then. The LOD water type for NV is set to Potomac also when it should be NVCleanWater. This made the water LOD work properly at the southern end of the map, however it is still broken at Lake Mead. The needs water adjustment flag I don't know what it's for, I will have to search the records for this flag with a script and see which ones, if any, have it. Looking at the Wasteland worldspace record, default land height is -2048, where as the LOD water height does say 10500 but each cell has it's own water height defined. Worldspace objects are supposed to be tagged reflected/refracted by autowater I believe. NV's water does reflect sky and landscape LOD when its set to the correct type at least.
  8. I checked some meshes and it looks like default land height is being used -10500 where I think it's -1800, example nifs I looked at are wasteland.level4.x12.y-16.nif from Fallout 3 (works) and LODGen (doesn't work). The center in the NiTriShape data of the BSSegementedTriShape is -1799 in the working nif and -10500 in the non working nif. I don't know how to translate this into a world coordinate so I can check the record in FNVEdit or GECK. Tried to ask zilav, but he seems afk atm and I can't message you on discord.
  9. FNV, always with TTW, Capital Wasteland. What would I check in the cell data? I don't know what a BTR is.
  10. Got around to testing the LOD I generated, everything seems fine except water LOD is broken. https://i.imgur.com/NN3nZCL.jpg
  11. Found the problem, it doesn't play nice with my xEdit settings for some reason. Maybe it should have a separate settings file to avoid conflicts.
  12. I moved everything to separate install location without mod organizer at all, just raw files and made a copy of the appdata folder for New Vegas with a valid plugins.txt. FNVLODGen is in the extracted folder on my desktop. It still throws that error. I do not have simple records enabled either. It doesn't use the correct path for the registry key or is not checking for both locations, it's in HKEY_LOCAL_MACHINE/SOFTWARE/WOW6432NODE/Bethesda and not in HKEY_LOCAL_MACHINE/SOFTWARE/Bethesda the latter of which is not used to my knowledge ever. I cannot use -o parameter at all or it immediately aborts with the invalid argument error when trying to generate. It saves the .bin if I remove it, but then throws the invalid argument error and the .txt file is not created. Generating only textures appears to work but it's not actually generating anything except small black squares, and it crashes mid way through doing so.
  13. OK so it's not creating the .txt file for whatever reason. It must be a problem with MO2. I assume the issue is it's starting LODGen.exe and the file is missing so throws an error.
  14. I don't have any antivirus (and defender is removed), UAC is disabled and I also am on Windows 7 with a real administrator account. It worked before when I was testing it some months ago. I already tried other worldspaces and same thing. It does save the bin file, but then crashes after.
  15. These are my settings https://i.imgur.com/2JoRoK5.png (4-32 are set to 10), pressing generate immediate errors out with this https://i.imgur.com/3fFcaGD.png I have object LOD generating fine, what I need is to know what landscape LOD settings are closest to vanilla. I need things to be performance friendly as vanilla, but new lod entirely.
  16. When trying to use 19 I am getting "Invalid Parameter" when trying to generate landscape LOD. Am I missing a file or this an issue with MO2? I'm outputting files to a directory on another drive with -O command line switch. Also what settings would coincide with vanilla Level 2 generation for Fallout 3/NV ?
  17. For some reason I can only edit my post once to correct errors... it's DirtWasteland01 for default texture not Dirt01
  18. A note for Fallout 3/TTW modders. Dirt02 and Asphalt01 were completely deleted from the game, so they show up as NULL landscape textures if you turn simple records off in xEdit. Today it was discovered that burntground01 still has it's static record but the texture itself is missing. The GECK replaces these with the default texture which is dirt01, however when you delete a texture from a quad it will not remove it entirely and make a NULL entry instead.
  19. None of the BSA's have been renamed, and I've renamed mod ones (mostly mods I've made or worked on) properly like "esmname - main.bsa", they don't load correctly if they have an identical name even not using MO. It didn't matter if BSA management is turned on or off, same. I'll try 2.0, the bsa management is just broken I think. Can I easily migrate things to it?
  20. I can't check or uncheck any of the archives, they are greyed out. As I said, I took my entire old installation and just copied it into a folder in "mods" vanilla assets and all. Perhaps this is the issue and I need to remove the vanilla NV BSA's and esm's from it. Either way all BSA's are greyed out and I can't do anything with them. I did this because I want to retain my old install for my live streams and testing, It took me 2 years or so to get it where it is and I don't remember half what I've done to it and have no desire to do it all over again. :D I wanted to use MO, so I could have a vanilla setup for testing mods I'm working on and for creating vanilla LOD etc, and an alternate setup for testing mods for other people. I apologize, I'm just incredibly good at breaking any kind of software by doing unconventional things, hehe. EDIT Quick question, does MO 2 work for the older games? I heard he removed the BSA stuff from it entirely.
  21. They are vanilla textures. The entire set of textures for metros, where as landscape textures are being overridden fine and for instance the Rock textures, but not the skirt on the rocks. Custom stuff is also loading fine (I don't see why it wouldn't be). It doesn't make much sense, I can get it to work by replacing the original textures in the BSA's with the new ones, but I don't feel like wasting multiple plugin slots to account for the extra bsa's. Perhaps the hook on Update.bsa in the exe is doing something wrong. I don't know, all I know is that AI doesn't work properly under any circumstances for me, even with a fresh install and newly added mods. I think it must be because the installation or mods where not installed with MO. Is there a way to force MO to think they were? I'll have to dig around in the files I guess.
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