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Found 8 results

  1. Hello, I was working on a new worldspace. And while working I have generated the terrain and object lod several times through xlod-gen and oscape. But recently I stumbled down on a problem, where after generating lod I couldn't visit the cells (exterior cells). Every time I enter to a cell the game crashes to desktop. Well, I still can go to some cells of the world, but in most cells the game just crashes. Its a new problem I am facing. Although I can visit the cells if I delete the lod meshes and texture. Could anybody please kindly help me?
  2. FO4LODGen by Ehamloptiran, Zilav and Sheson Static objects LOD generator tool for Fallout 4 FO4LODGen is now included in the latest xEdit.exe builds posted to However, the current LOD development happens at over at xLODGen - beta with terrain LOD. To generate static object LOD, either rename xEdit.exe to FO4LODGen.exe or start as FO4Edit.exe (xEdit.exe -fo4) and right click a plugin that adds a worldspace and select Other, Generate LOD. Use the -o:"c:\Output" command line parameter to select another output folder instead of the games Data folder. This will make it easie
  3. A modest approach to distant viewable objects, aka VWD. You're all familiar with the various VWD packages, right? Some provide more than others. Some ar geared specifically toward super-high end machines. One isn't even designed to be played and will cripple anything currently on the market today. For the rest of us, myself included, we'd just like to enhance the visual experience without crippling the game. None of the available packages has been fully optimized, usually with large amounts of unnecessary data still attached. In order to address these issues, I've decided to compile
  4. Here's a pre-built archive containing all ressources files required to build terrains, objects and trees LOD for Skyrim, Dawnguard and Dragonborn from within the CK and Oscape. The included readme file already has all the useful informations about that, so nothing more here. -Terrains LOD : Tested for Skyrim and Solstheim - No issue -Objects LOD : Tested for all worldspaces from Skyrim, Dawnguard and Dragonborn - No issue -Trees LOD : Not tested This archive is meant to make your life easier in these tasks. It contains about 1
  5. Bodies of water. They're everywhere in the game. The most obvious of which are Lake Rumare and the Niben Bay. They're both visible in LOD all the time. But what about your big lake in the hills? Or the lake outside of Cheydinhal? Or any other body of water which is raised above sea level? No, those are not visible at all in LOD. There is apparently a limitation in the game engine which will simply not display it regardless of the water height assigned to the cells. This resource is meant to aid you in changing that. Provided in this package are two simple nif files. LODWaterPlane.nif is s
  6. Version 1.0

    159 downloads

    Bodies of water. They're everywhere in the game. The most obvious of which are Lake Rumare and the Niben Bay. They're both distant visible all the time. But what about your big lake in the hills? Or the lake outside of Cheydinhal? Or any other body of water which is raised above sea level? No, those are not visible at all at a distance. There is apparently a limitation in the game engine which will simply not display it regardless of the water height assigned to the cells. This resource is meant to aid you in changing that. Provided in this package are two simple nif files. LODWaterPlane.nif
  7. LOD files are present in the 'Skyrim - Meshes.bsa' archive, and DLCs also bring their own LOD files. Once you have extracted the archives, and for the tamriel worldspace, you can find : - a bunch of files in meshes/terrain/tamriel with the '.btr' extension type. They are the landscapes LOD meshes. - a bunch of files in meshes/terrain/tamriel/objects with the '.bto' extension type. They are the objects LOD meshes (mainly rocks and buildings) Both can be opened in Nifskope , but let's have a look at the objects '.bto' files. Their names obey to a kind of
  8. I am by no means an expert, lets make that perfectly clear to start. While thinking up a new solution to get an LOD version of the Gildergreen into the game, without the side effects of disappearing trees or duplicated trees, I tested the method described here under Generating Object LOD. I created a new static tree object, gave it an LOD suffix file name and placed it in the correct folders. I also created an LOD texture file for it. And it worked. Well, at least partially. There's an issue with it not showing the proper textures. It came out as stone, but I'll figure that out later. Poi
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