fadingsignal Posted August 15, 2014 Share Posted August 15, 2014 I accidentally posted this in the TES forum first not realizing Skyrim was separate. Sorry for double post! Hello! I made a tree mod called "Simply Bigger Trees" that scales up the meshes/bones/collision/etc. of all the tree meshes for a simple "overhaul" of the landscape. It had a dramatic effect when I tried it out, so I (too hurriedly) put it up as an alpha release on Nexus, and didn't realize how popular it'd be. It made it to Hot Files and has been getting video reviews / etc. though there are a couple of issues. One is "mid-LOD". This is something I didn't realize existed, and it apparently doesn't really do anything. It just re-loads the same mesh at medium distance, but apparently the way I re-sized the models I missed something, so trees actually SHRINK back to their original scale when you approach them (opposite of 'pop-in'!). There is a mid-LOD setting that Bethesda puts at 10,000,000 (infinity) at ultra that fixes this issue, which works for most people, but not some others. I'm going to re-do the meshes over again using some different methods and I think this will be fixed. The bigger issue, however, is the familiar long-distance LOD we all know. I made the flat LOD meshes larger as well, but it didn't do anything. I quickly learned that LOD is actually generated from within the CK, but I wanted to get some pointers before I got into this, and have to re-generate the LOD for the entirety of Skyrim (ouch) :( Any help is greatly appreciated, and I will obviously credit anyone who offers assistance and contributes! Thank you! Link to comment Share on other sites More sharing options...
Rigmor Posted August 22, 2014 Share Posted August 22, 2014 (edited) I've been working with trees, I am not sure how it might affect bigger ones, but generally you would need to generate the lods in the CK by choosing "Tamriel" tick the "trees" box only, object lods have a lot more prerequisites to generate. One you have generated your new lods, you must use Tes5edit to run the tree script, or some of your lods will be "floating" surely the engine, or the CK would regenerate the lods according to the size of lod1, including this "mid" lod?If you have already done this, and I have misunderstood the question then ignore this post. Good luck with your mod Edited August 22, 2014 by Rigmor Link to comment Share on other sites More sharing options...
fadingsignal Posted September 13, 2014 Author Share Posted September 13, 2014 I've been working with trees, I am not sure how it might affect bigger ones, but generally you would need to generate the lods in the CK by choosing "Tamriel" tick the "trees" box only, object lods have a lot more prerequisites to generate. One you have generated your new lods, you must use Tes5edit to run the tree script, or some of your lods will be "floating" surely the engine, or the CK would regenerate the lods according to the size of lod1, including this "mid" lod?If you have already done this, and I have misunderstood the question then ignore this post. Good luck with your mod That is tremendously helpful, actually. It gives me a really good place to start tinkering. Thank you! Link to comment Share on other sites More sharing options...
JetSteele Posted September 14, 2014 Share Posted September 14, 2014 https://www.youtube.com/watch?v=kB2rqH7Ytko&list=UUWpAKoyvNus9vNZaKv1oxPw I used this video from the creator of Falskaar (AlexanderJVelicky). He explains everything from A to Z on how to make lod files, I recommend taking a look at it. Hope this helps Link to comment Share on other sites More sharing options...
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