TL; DR... When I generate object LOD's in xLODGen64 for the Tamriel worldspace it creates a lot of .bto's. How can I now determine which .bto's are actually required to be bundled with my mod in order to make the modded object visible from a distance? It should be only a handful, perhaps up to 10 or so, object meshes I think?
***
So I have a simple mod that changes the shape of the Solitude Arch by adding and arranging more rocks. It now looks differently than it looks in the vanilla game. In order to make the new shape/appearence visible from afar, I want to include pre-generated LOD meshes to give the less demanding mod user a quick option to make the mod work when viewed from a distance.
I generated only object lods in xLODGen using a mininal modlist of only vanilla .ESM's, Unofficial Patch and my mod. I only selected the Tamriel worldspace. Generation ran quick and smooth, and the visual result in-game is quite satisfactory. But I do not want to bundle the whole 120MB+ of generated LOD files together with my mod, and I don't expect this to be even necessary.
In lack of better knowledge, I looked at some other mods that also include their own LOD meshes. Specifically, because they are in the area, I checked Drengin's Blue Palace Terrace and Solitude Docks Updated. These authors included only a few .bto's for their mod and that is apparently sufficient because in-game they look fine.
So how can I narrow down the .bto's that are actually relevant to my mod? I would believe there is a more targeted way than just trial-and-error guessing and looking for the same .bto's names as other mods have in the area? This is what I did and it even almost works but this cannot be right, no?
I would really appreciate some help or guidance or reference document on this. Many thanks for your great tools, sheson!
Question
TommyH
TL; DR... When I generate object LOD's in xLODGen64 for the Tamriel worldspace it creates a lot of .bto's. How can I now determine which .bto's are actually required to be bundled with my mod in order to make the modded object visible from a distance? It should be only a handful, perhaps up to 10 or so, object meshes I think?
***
So I have a simple mod that changes the shape of the Solitude Arch by adding and arranging more rocks. It now looks differently than it looks in the vanilla game. In order to make the new shape/appearence visible from afar, I want to include pre-generated LOD meshes to give the less demanding mod user a quick option to make the mod work when viewed from a distance.
I generated only object lods in xLODGen using a mininal modlist of only vanilla .ESM's, Unofficial Patch and my mod. I only selected the Tamriel worldspace. Generation ran quick and smooth, and the visual result in-game is quite satisfactory. But I do not want to bundle the whole 120MB+ of generated LOD files together with my mod, and I don't expect this to be even necessary.
In lack of better knowledge, I looked at some other mods that also include their own LOD meshes. Specifically, because they are in the area, I checked Drengin's Blue Palace Terrace and Solitude Docks Updated. These authors included only a few .bto's for their mod and that is apparently sufficient because in-game they look fine.
So how can I narrow down the .bto's that are actually relevant to my mod? I would believe there is a more targeted way than just trial-and-error guessing and looking for the same .bto's names as other mods have in the area? This is what I did and it even almost works but this cannot be right, no?
I would really appreciate some help or guidance or reference document on this. Many thanks for your great tools, sheson!
Edited by TommyH2 answers to this question
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