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Wall of Trees, LOD Issue


Shoneah0Tokala

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Ok guys, I haven't tested this yet but I may have a workaround for the creation kits LOD issue when generating trees. Theoretically speaking the issuse only affects trees so what if the trees beyond the 32nd cell were not actually tree but generated and labelled as static, architecture or clutter. IE you extract all the tree meshes from the meshes.bsa then in the creation kit under let's say Static>Architecture or something similar you add your meshes, so the creation kit will recognize it as Architecture instead of trees, now these trees could be placed outside of the 32nd and -32nd cells, then when generating tree LOD they should not be affected as they are referenced as a different LOD (Static I think) so Genenerating static will cause these trees to appear as LOD. Bear in mind that this idea is completely theoretical and as such untested at this point. I have not reached the point where I will be adding tree LOD to my worldspace so haven't bothered to test it yet but if anyone else would like to give it a go and let me know how it works out or weven knows of this idea being suggested and tried elsewhere and can let me know the result then that would be great. Otherwise I will update this thread myself when I reach that point (probably 1-2 months away). Thanks all and happy modding
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Pretty sure there are tree meshes in the meshes.bsa, just confirmed, inside the bsa file the folder structure goes Meshes\Landscape\Trees then a series of .nif's representring the individuel trees. So in theory you could extract those nifs to use as static in creation kit (then their lod should be linked to static instead of tree) and creation kit would see them as static, so it shouldn't cause the lod bug. Please bear in mind that all of this is just theoretical and remains untested, it might be a good idea to back up your esp file and current lod's just in case.
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