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fallout 4 texture folder split into 9 ba.2 files


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I have been following the Neeher tutorial about creating world space LOD on YouTube but it's has kind of gone wrong.

 

I'm at the point where I have my TGA files in the terrain source folder, I need to convert these files to DDS and then put them into a folder in the texture folder.

 

the problem is that the texture folder is not there, the only thing I can find that relates to textures are 9 files that are called Fallout4 - Textures1.Ba2, there are 9 of these and I cannot access them to put the converted files in.

 

thank you I am so confused.

Edited by dietplums
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First of all, I'm not really sure how old/new the Neeher tutorial is that you're using but there are great tutorials on how to generate LOD fairly easily with additional tools or with the CK. I for one would recommend the xLODGen approach since it's saving a lot of time imho.

 

Tutorial 1 by luxor8071 on how to generate LOD with xLODGen: https://www.nexusmods.com/fallout4/mods/49362

Tutorial 2 by Zorkaz on how to generate LOD with the CK and optionally xLODGen: https://www.nexusmods.com/fallout4/mods/47183

 

Regarding the second part of your question: If you're supposed to put textures into specific folders which don't exist, usually means that you need to create those folders in the Fallout 4 data folder, and if needed the underlying sub-folders, yourself. The Texture.BA2 files are just archives, which in turn contain folders/textures. You can open the archives and see what's inside them/extract the files or add files - by using Bethesda's own archive program which you can find under Fallout 4/tools/Archive2. You obviously should never add things to Bethesda archives and since you can mess up easily while adding files to an archive, you should always make sure that you understand what you're doing by watching a tutorial. However, having all your files in your own(!) archives during development usually isn't required - only in some cases where the game can't load certain loose files in which case you might need to modify its .ini if you want to do ingame tests without archives.

 

If your project eventually reaches the state of being ready for release, you probably want to learn how you can pack your own files into archives as this is usually the way to go when releasing mods. Kinggath has a wonderful tutorial on this topic on youtube in his Bethesda mod school series.

Edited by 84Cronos
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