D3adSh8t Posted February 10, 2021 Share Posted February 10, 2021 Hello everyone,I encounter a problem with the road texture. There is some kind of texure and light flickering when I stand just a little far away from the road (just a few meter). but when I come closer the road returns to normal. Someone told me that this a LOD problem, that I am missing road LOD. Here are the pics so you guys could understand what i'm referring to: https://imgur.com/a/cbKoyi3 And yes, I did used LOD mods and then lodgen at the end (with MO2). I used almost all the LOD mods on Nexus:- Improve LOD Noise Texture- LOD additions and improvement- Much needed LOD- NMC-Bueno LOD Texture patch- High detail LOD for Mojave- Enhance Terrain LOD- NMC's pre-generated LOD- TCM's LOD overhaul\ Hope you guys could help me out.Thank you! Link to comment Share on other sites More sharing options...
dubiousintent Posted February 10, 2021 Share Posted February 10, 2021 (edited) I thought I recognized this question. I was the one who pointed you at LOD (actually Mipmaps) as the problem. Did you try using "Optimizer Textures"? I notice you don't list the mod you referenced last time (NV Road Redone). If you add (or remove) any VWD/LOD textures (such as NMC, Vurt's WFO, or Ojo Bueno), please see the 'Checklist Item #15 & 16' entries in the wiki "Fallout NV Mod Conflict Troubleshooting" guide regarding the need to run both TES4LL and FNVLODGen; or xLODGen - Terrain LOD beta for FNV, FO3, FO4, FO4VR, TES5, SSE, TES5VR, ENDERAL every time you make such a change to the "load order". Also recommend you read the 'LOD/VWD Texture Packs' section of the wiki "FNV General Mod Use Advice" article first.The order in which you install VWD/LOD files determines which mod "wins" any conflicts. When you run FNVLODGEN it will replace any "pre-generated" files, so there is no need to install "NMC's pre-generated LOD" if you are going to regenerate it anyway. "Light flickering" is a separate issue from the LOD texture problem, unless it seems to be happening along the boundary between two different cells. At "mid range" distances that is unlikely. Focus on resolving the LOD issue first to clear it out of the picture. -Dubious- Edited February 10, 2021 by dubiousintent Link to comment Share on other sites More sharing options...
D3adSh8t Posted February 10, 2021 Author Share Posted February 10, 2021 Oh sorry, I totally forgot about the first post lol. I'm still using that NV Road Redone mod. I know the mod Optimizer Textures but i dont really know how to use it and I also don't want to mess up my game if I do something wrong. I'm gonna try to re-install every LOD mods and regenerate LOD at the end, following the suggested load order from "FNV General Mod Use Advice" page. Then, imma look into TES4LL and xLODGen. One more thing, I'm using MO2 so my install method must be different from others, could you check if I install correctly: 1. Install all the LOD mods using MO22. Adding LODGen as a excutable in MO2, check the "Create files in mods instead of overwrite" and set the output path to a folder named LODGenOutput.3. Generate LOD through MO24. Go to the LODGenOutput folder, copy its content and paste it into FNV's data folder. I found this guide on the internet and I have been using it to generateLOD ever since. Is it correct? Thank you for your help! Link to comment Share on other sites More sharing options...
dubiousintent Posted February 11, 2021 Share Posted February 11, 2021 (edited) By "messing up your game" I presume you are referring to your current "in progress" saves and "load order". To protect that, simply copy the game "Data" folder and all of it's sub-folders elsewhere than where the game is installed. Your "save game" files are located in the "C:\Users" folder. Please see the 'Save-game files' and 'Restoring to "Vanilla"' entries in the 'First Timer Advice' section of the wiki "FNV General Mod Use Advice" article. Otherwise the procedure you have been using with LODGen (adjusted for MO2) is correct as far as I know (I use Wrye Bash/Flash myself). But the essence is the same: processed files should be output to a separate directory and manually copied back into the game folders as laid out on the FNVLODGen description page. Optimizer Textures should follow a similar procedure. If you want to process some files from the game BSAs, extract them to another folder using a tool like FOMM - Forked (freeware) or BSArch (freeware) by zilav, first. Then, rather than attempting to replace them in the BSAs, place them under the appropriate "Data" folders and toggle "ArchiveInvalidation" in MO2. That way you can alway extract them and try again. -Dubious- Edited February 11, 2021 by dubiousintent Link to comment Share on other sites More sharing options...
D3adSh8t Posted February 13, 2021 Author Share Posted February 13, 2021 Thank you Dubious! Link to comment Share on other sites More sharing options...
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