Seeing Distant Objects - Which Mods do I Need?

Post » Mon Sep 20, 2010 8:34 am

I'm a bit confused about which mods you need to load to view distant objects. I only want to be able to see shrines, ruins etc from a distance. I don't want to load the big replacers like Qarl's. I've run QTP3 in the past, but I find it makes things a little too sharp. I've run Bomret's and like it, but I find the vanilla textures or meshes to be fine. So to see distant objects, do I need to only load RAEVWD or mtaevwdlite? I loaded RAEVWD by itself but the distant meshes don't always load. I also find that it makes distant objects illuminated even if you don't have Illuminated Within, or whatever that mod is called. I do run TES4LODGen after installing these.
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Del Arte
 
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Post » Mon Sep 20, 2010 2:27 pm

You don't need Qarl's for viewing distant objects, it does nothing for those. It's only a texture replacer. The best mod for VWD objects is RAEVWD. Don't bother with anything else as that one has made them all obsolete. As for the illuminated objects, that happens under certain conditions and there are some things you can do about it. You'd be best off asking about that in the RAEVWD thread. You're always going to have to put with a certain amount of it though, it's just the nature of the game engine once you start adding VWD objects to your game. You can eliminate most of it however, with a few precautions.
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TASTY TRACY
 
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Post » Mon Sep 20, 2010 10:16 pm

Ok, so I'd get everything I need with RAEVWD all by itself? I'll check the thread...

Thanks!
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Robert
 
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Post » Mon Sep 20, 2010 8:59 pm

Ok, so I'd get everything I need with RAEVWD all by itself? I'll check the thread...

Thanks!


Yes and no. You will need to utilize http://www.tesnexus.com/downloads/file.php?id=15781 (utility) in conjunction with RAEVWD in order to actually see the VWD objects placed throughout. In addition to the core download, there are optional add-ons such as texture packs that will help the VWD objects match your current texture packs (e.g. Darker Regal IC has a pack, as does QTP3). Please note that you will need a beefy system, but RAEVWD is the most efficient--and contains various options for installation to boot--way of getting VWD objects into your game.
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Code Affinity
 
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Post » Mon Sep 20, 2010 8:12 am

Yeah, as I said in my original post, I use TES4LODGen. I just wasn't clear if you needed other pieces as well because I have a lot of problems with missing or corrupted meshes. For example, when I leave the Imp. City, often Lake Rumare is a dry lake bed and Fanacasecul isn't there. This doesn't happen every single time, but quite often. Once I move down the hill, everything will pop in, but I do have to move down the hill. I don't want to load any other texture packs, so I was trying to make sure that I didn't have to.

Also, can someone tell me how you clean up after TES4LODGen? Maybe clean-up isn't the right word, but I have found that if I remove a texture pack, those textures are still present even if I re-run TES4LODGen. Which directory should I delete if I want to make sure that the most recent run of the generator only has LOD information based on my current mods?
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Neil
 
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Post » Mon Sep 20, 2010 10:50 pm

For example, when I leave the Imp. City, often Lake Rumare is a dry lake bed and Fanacasecul isn't there.


That could be just the game engine giving you a hiccup. I quite often can't see the water there as well and I'm not even using RAEVWD. It's not the most efficient game engine, sometimes things don't get rendered when they're supposed to.

Maybe clean-up isn't the right word, but I have found that if I remove a texture pack, those textures are still present even if I re-run TES4LODGen. Which directory should I delete if I want to make sure that the most recent run of the generator only has LOD information based on my current mods?


TES4LODGen has nothing to do with textures. All it does is look through your mesh folder for any _far.nif files and adds the information of those locations to the game's data by creating a series of files. You'll find all that info in a special folder somewhere in your Data folder. I forget where it is now and I don't currently have one, so I can't figure out where you'd find it or what's called. The name should be fairly self-explanatory though. You can simply delete the entire folder, TES4LODGen will create a brand new one next time you run it, and the game itself doesn't keep any info there. It normally looks in one of the BSA archives for it.
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Ashley Tamen
 
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Post » Mon Sep 20, 2010 12:18 pm

Yeah, I'm afraid I confuse meshes, textures and LOD :) I figured it was probably the DistantLOD folder, but I wanted to make sure I wasn't messing something else up by deleting it. Glad to hear it's the base engine having some problems - that will help with getting things straightened out. Thanks!
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Jessica Colville
 
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