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LOD textures showing up after flattening a hill with the GECK


Shady_Sam

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Not without regenerating LOD meshes for the wasteland.

 

You can read more about it here.

Alright, thanks. Is this really the only way though? I'm kind of skeptical that one mod that alters the wasteland world space makes it instantly incompatible with a mod that alters a different area.

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I don't know. Some people have experimented with this thing called 'TESAnnwyn' but I've never thought it to be very useful - at least, there's nothing it can do that you can't do already with photoshop and a bit of know-how. I honestly don't know if there's a way to selectively regenerate LOD meshes for some user-defined area. In principle, it's an all or nothing process.

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Well, in theory if you unpack the LOD textures and delete the specific cells LOD it should work. In reality, however, it would likely open another can of worms. I wouldn't recommend it.

 

If you want to try go for it, just be sure to replace or DL the file/s you remove. Otherwise you could just regenerate the whole Mojave's LOD, but that will take a good 20 days.

 

Best bet is to find a 'tight' spot somewhere else in the Mojave where your view is obscured from multiple angles, think jacobstown or Bitter Springs (but smaller), and build there. That way you can minimize the LOD issues you encounter while approaching the area.

 

Be sure to keep us posted, there isn't much on the forums regarding LOD, so anyone's experience tinkering with it is very valuable to the community!

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Well, in theory if you unpack the LOD textures and delete the specific cells LOD it should work. In reality, however, it would likely open another can of worms. I wouldn't recommend it.

 

If you want to try go for it, just be sure to replace or DL the file/s you remove. Otherwise you could just regenerate the whole Mojave's LOD, but that will take a good 20 days.

 

Best bet is to find a 'tight' spot somewhere else in the Mojave where your view is obscured from multiple angles, think jacobstown or Bitter Springs (but smaller), and build there. That way you can minimize the LOD issues you encounter while approaching the area.

 

Be sure to keep us posted, there isn't much on the forums regarding LOD, so anyone's experience tinkering with it is very valuable to the community!

Okay. Sorry about the lack of updates.

 

What I ended up doing was remove all of the lod meshes, then letting the LOD regeneration run for about a day and then stopped it by ending the GECK process. (20 days? Ain't nobody got time for that). When I loaded up the mod in the game, I discovered that the ground meshes had been correctly relocated.

 

Although, now I'm having a problem with the lod meshes of the rockface I relocated. Whenever I enter the area from an indoor cell, the lod meshes are present and sort of "explode" all of the npcs in the area into the air, where they then proceed to fall to their deaths.

 

But this is actually just one guess. The other explanation is that my poor navmeshing abilities basically let the npcs climb up the new rocky area, where they would inevitably fall to their death (since all of the deaths have occurred in one specific area).

 

I believe the navmesh has been appropriately adjusted, so I'll know soon enough which explanation to rule out. But I'm working on a different problem at the moment (different mod), so I haven't tested it out yet.

 

P.S. I think your idea would actually work quite well, wish I thought of it.

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Are you saying that you went into the meshes.bsa and removed the terrain meshes from the archive? And/or the diffuse and normal terrain textures from the textures.bsa?

 

If you move a reference in the world which has LOD then it's corresponding LOD object will persist in the reference's original location. LOD objects are grouped together in giant, conglomerate LOD object meshes so it's not like you're moving just one LOD object when you move a world object.

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Are you saying that you went into the meshes.bsa and removed the terrain meshes from the archive? And/or the diffuse and normal terrain textures from the textures.bsa?

 

If you move a reference in the world which has LOD then it's corresponding LOD object will persist in the reference's original location. LOD objects are grouped together in giant, conglomerate LOD object meshes so it's not like you're moving just one LOD object when you move a world object.

I extracted the entire meshes archive (I've had it extracted for a long while now, minus the hair stuff because of that one particular bug) and removed the LOD meshes. Then, after I cut the process short, I put the original meshes back into the appropriate folders, and skipped the ones the GECK had made a new version of.

 

I figured as much with the LODs relation with the references, I just haven't gotten around to thinking of a solution.

Edited by Shady_Sam
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