RedBag Posted December 5, 2016 Share Posted December 5, 2016 My mod packs some .bto files in Meshes/Terrain/Tamriel/Objects. Those files were made by generating LOD with TES5LODGen with my mod loaded, and then deleting files corresponding to cells my mod doesn't alter. Only level 4 lod files are used. Files are then packed for users in a .bsa archive. For me, that works. But some users report missing LOD textures, even tho my mod doesn't touch the actual LOD meshes at all, it just provides the binary LOD files. All the vanilla buildings have their assigned LOD untouched. What could cause this issue? Is it my mod, or perhaps a conflict with some other mod? Link to comment Share on other sites More sharing options...
zilav Posted December 6, 2016 Share Posted December 6, 2016 Open BTOs in NifSkope and look what textures are used. Textures that exceed size and UV mapping thresholds (and thus can not be atlased) will be referenced directly by generated BTO meshes. And if those textures happen to be not the vanilla ones, then there will be missing textires in LOD. Link to comment Share on other sites More sharing options...
Aragorn58 Posted December 6, 2016 Share Posted December 6, 2016 My mod packs some .bto files in Meshes/Terrain/Tamriel/Objects. Those files were made by generating LOD with TES5LODGen with my mod loaded, and then deleting files corresponding to cells my mod doesn't alter. Only level 4 lod files are used. Files are then packed for users in a .bsa archive. For me, that works. But some users report missing LOD textures, even tho my mod doesn't touch the actual LOD meshes at all, it just provides the binary LOD files. All the vanilla buildings have their assigned LOD untouched. What could cause this issue? Is it my mod, or perhaps a conflict with some other mod?If you are trying to regenerate LODs for specific cell in Tamriel, see this Post it has worked for me. The only issue you may have is the landscape colors may be a little off. But when comparing your files with the originals you can make your files look as close to the originals as possible, using PAINT.net to edit the .dds files, by increasing the brightness with 64%, increased contrast with 52% and increased saturation with 30%. You may have to play with these settings a bit but it does work. Link to comment Share on other sites More sharing options...
RedBag Posted December 6, 2016 Author Share Posted December 6, 2016 @zilav, i didn't include atlas in the archive ... could this be the problem? @Aragorn58, this must be the 3rd time you posted this link ;) . Ground LOD has been taken care of. Link to comment Share on other sites More sharing options...
zilav Posted December 6, 2016 Share Posted December 6, 2016 Yes, you must include the atlas texture generated by TES5LODGen. Please note that it has a different name than the vanilla one. Link to comment Share on other sites More sharing options...
RedBag Posted December 6, 2016 Author Share Posted December 6, 2016 Does this mean my mod will conflict with other mods who also use atlas by TES5LODGen? Can this be avoided? Link to comment Share on other sites More sharing options...
zilav Posted December 6, 2016 Share Posted December 6, 2016 (edited) If they run DynDoLOD/TES5LODGen, it will regenerate the entire LOD anyway including the changes from your mod so it doesn't matter. Edited December 6, 2016 by zilav Link to comment Share on other sites More sharing options...
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