Jump to content

Photo

How to add generated files to mod archive created with xLodGen ?

creationkit xlodgen fallout4

  • Please log in to reply
4 replies to this topic

#1
greekrage

greekrage

    Resident poster

  • Supporter
  • PipPipPipPipPip
  • 3,883 posts

Ive managed to generate lod for a new world space (island ) and tested and it works  but havent figured out how to add the generated files into the packing process .

Do i simply go into each folder and grab all the loose files and add them ?

Or do i add them separately with proper file structure (data/textures/terrain/mymod  etc. ) with my esp and Ba2 files ??and zip the whole package ?



#2
Zorkaz

Zorkaz

    Resident poster

  • Premium Member
  • 4,509 posts

The way I do it, using the external archiver (Fallout4/Tools)

Create a folder called

Meshes/Terrain/WorldspaceName

Textures/Terrain/WorldspaceName

LODsettings/Worldspace.lod

 

and then I pack it individually into the already existing archives. Make sure to add the "Meshes" and "Terrain" folder, not the subfolders when using the archiver tool.

Also make sure you don't have .DDS compression enabled when using the archiver I found it always really buggy and it messed things up.



#3
greekrage

greekrage

    Resident poster

  • Supporter
  • PipPipPipPipPip
  • 3,883 posts

The way I do it, using the external archiver (Fallout4/Tools)

Create a folder called

Meshes/Terrain/WorldspaceName

Textures/Terrain/WorldspaceName

LODsettings/Worldspace.lod

 

and then I pack it individually into the already existing archives. Make sure to add the "Meshes" and "Terrain" folder, not the subfolders when using the archiver tool.

Also make sure you don't have .DDS compression enabled when using the archiver I found it always really buggy and it messed things up.

Thanks for the reply bro...



#4
greekrage

greekrage

    Resident poster

  • Supporter
  • PipPipPipPipPip
  • 3,883 posts

The way I do it, using the external archiver (Fallout4/Tools)

Create a folder called

Meshes/Terrain/WorldspaceName

Textures/Terrain/WorldspaceName

LODsettings/Worldspace.lod

 

and then I pack it individually into the already existing archives. Make sure to add the "Meshes" and "Terrain" folder, not the subfolders when using the archiver tool.

Also make sure you don't have .DDS compression enabled when using the archiver I found it always really buggy and it messed things up.

Just a clarification cause i saw various  vids abiut this and it confused me as far as methodology goes...

 Create 3 different  saves with the archiver2  with the folders you mentioned above and then add those files to the rar/zip i usually make ?(inside a data folder with the esp and the main.Ba2(previs) ? is that correc t ?

The problem is when i want to save what do i save them as ?... I will already have a mymod - main.ba2 from the ck... and textures make their own (mymod - textures.ba2 ) so how do i save the meshes and settings ?

Edit:

The folders you suggest i make are already made by xLodGen with all the above in each of them... So how do i take those and add them to an archive.

 

Im going to try to add all the files into the packing process in the CK  and see if their folders/paths are maintained .

Update...

Its worked by adding all the files during the CK packing/archive creation.... (tested by removing previously generated files from the  data folder so all it had to load was the esp/texture ba2 and main ba2 ...

Also checked the files with BAE  and everything is in the archives...


Edited by greekrage, 08 May 2022 - 10:12 AM.


#5
Zorkaz

Zorkaz

    Resident poster

  • Premium Member
  • 4,509 posts

1. I always have a unique folder for my exported mods, that's where I put the folders into it, before packaging







Also tagged with one or more of these keywords: creationkit, xlodgen, fallout4

IPB skins by Skinbox
Page loaded in: 1.075 seconds