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zilav

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Everything posted by zilav

  1. You changed the "source" LOD textures used for LOD generation. However the game itself uses the combined pregenerated LOD meshes and textures used in a worldspace and named after it. For Commonwealth LOD textures atlas is Textures\Terrain\Commonwealth\Objects\Commonwealth.Objects.DDS You can edit it, but this will make your mod incompatible with others which try to do the same. The only way to make LOD mods compatible is to ship updated source LOD meshes and/or textures and ask users to regenerate their LODs using FO4LODGen.
  2. Thanks for that hint. Will try that too. The only reason that compression is used, is then probably space? Yes.
  3. Uncompressing BA2s (assets are still in BA2s but without compression) should improve loading a bit since Fallout 4 still uses slow zlib.
  4. xEdit has discord (a button in the right upper corner) with a separate scripting channel for such discussions.
  5. Welcome to the world of pain, read this till the end https://forums.nexusmods.com/index.php?/topic/5522717-fallout-4-optimization-and-performance-systems-explained/ By the way imported worldspace should not be "blocky". If resolution is the case then upscale and smooth. You should get perfectly smooth landscape right after the import. Tweak settings and image until you can achieve that.
  6. Yes. Though any setting will work because, as I said, format is the same since Fallout 3.
  7. Did I warn to use Tesannwyn because other methods suck? Even if you'll manage to import using CK, the result will be vastly inferior compared to what Tesannwyn produces.
  8. Yes, you can load .esp from TESAnnwyn into any official editor: GECK for Fallout 3 and New Vegas, CK for Skyrim LE, SSE and Fallout 4. It'll probably spew some warnings, but it will work after adjusting worldspace properties (default landscape height, water height, etc.) and saving. Plugin format and technology for worldspaces is the same since Fallout 3, the reason why landscape looks so bad in newer Beth games. They finally updated it in Fallout 76 hence the infamous "16x times the detail".
  9. Worldspace "format" is exactly the same in Skyrim and Fallout 4. Any Skyrim heightmap tutorial works for Fallout 4 as well. Use tutorials which utilize Tesannwyn, other methods plain suck.
  10. Of course lodgen reads from BSAs otherwise it would have been unable to generate LODs at all in vanilla worldspaces. This is explicitely mentioned in the message at the bottom of lodgen options window which noone reads unfortunately.
  11. Every optimization system is awesome as long as there are corresponding tools provided. Had Bethesda released a standalone utility to easily regen precomb/previs for the entire load order (not CK because it can't load all mods) by users, that system would have been praised by everyone. But they never ever do something extra that is of no use for them and their particular workflow, and will never do. This means whatever optimization system will be in the next game, as long as it'll require some processing in CK it will be s#*! for users and modding in general in any case.
  12. Oblivion, Fallout 3 and New Vegas load archives by partial name matching, so "Mod.esm" or "Mod.esp" will load all archives named "Mod*.bsa" (case insensitive of course in Windows, but not in Linux!) in alphabetical order. The only exception is the main game master plugin so "FalloutWhatever.bsa" won't be loaded, however naming after any DLC if available like "HonestHeartsMyAwesomeArchive.bsa" will work and allows to avoid using dummy plugins. Morrowind has no BSA loading by plugins and loads archives listed in the ini only Skyrim LE loads a single archive by exact name match "Mod.bsa" SSE loads two archives per plugin "Mod.bsa" and "Mod - Textures.bsa" (it can contain any assets despite the name) Fallout 4 loads "Mod - Main.bsa" and "Mod - Textures.bsa", probably something else but my interest in that game is zero so whatever.
  13. And I've made installer for TTW 3.2 and didn't separate textures. So...
  14. I mean separating textures from everything else like meshes. The only separation you need is by size.
  15. You don't need to separate textures. This is not Fallout 4 which has it's own format for textures only archives.
  16. 2^31 = 2 147 483 648 bytes / 1024 = 2 097 152 KB / 1024 = 2048 MB
  17. Textures are not atlased when they are larger than Max Tile Size setting or have tiled UVs larger than UV Range setting (vanila LOD meshes have tons of them because Bethesda). You can try to increase both. Of course it will afffect performance which depends on hardware and the number of used loose textures.
  18. LODGen will create as many atlases as required, you can't run out of space in FO4. You can however create sub optimal LOD meshes that will cause some extra FPS, and that's it.
  19. "Falskar guide" is severely outdated, use SSELODGen or DynDoLOD.
  20. There is a script in xEdit "Fallout4 - Workshop Menu Editor" to visually edit the workshop menu.
  21. You don't need to merge plugins anymore as it is unlikely you'll ever hit the limit of 4096 ESLized esp plugins, and like 90% of mods can be turned into ESL because they comply with ESL requirements.
  22. Generating LODs with CK? You really hate yourself then :) http://forum.step-project.com/topic/13451-xlodgen-terrain-lod-beta-for-fnv-fo3-fo4-fo4vr-tes5-sse-tes5vr/
  23. Get the latest FO4Edit build from github https://github.com/TES5Edit/TES5Edit/releases Run with -pseudoESL command line parameter. All mods which get loaded at FE index can be turned into esl by adding ESL flag in the flags of TES4 plugin header. Don't change file extension to .esl though as it will force to load them before ordinary esp plugins and screw load order (CC mods do have .esl extension though just to be loaded early before other mods and don't overwrite them). All such ESL toggled mods will not require a separare load order slot anymore and you can have up to 4096 such plugins at the same time allowing for unlimited modding. And don't do that in ongoing game, start a new one.
  24. Loot ak the bottom text in the LODGen options window, it requires existing .dlodsettings file for a worldspace generated by GECK when making terrain LOD.
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