Question on the use of TES4LODgen

Post » Wed Sep 19, 2012 2:41 am

I've been having issues with DistantLOD objects being generated correctly in my current build. I always use TESLODgen after I rebuild my bash patch but I have hit a snag.

I've read that you must disable mods that add their own DistantLOD objects before running the utility. (Knights of the Nine Revelation is such a mod.)

However, if I deactivate it, It also deactivates my bashed patch (and all the mods merged with it) because I assume that esp is a master for the bashed patch, therefore keeping TES4Lodgen from looking at those when it runs.

What is the best practice for getting around this problem?
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glot
 
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Post » Wed Sep 19, 2012 7:25 am

You could rebuild your bashed patch without Revelation activated and run tes4lodgen. Just remember to reactivate and rebuild once you are done.
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Tracy Byworth
 
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Post » Wed Sep 19, 2012 3:23 am

I tried that, and it didn't work, or at least not perfectly.

My unscientific barometer on whether LOD has been installed correctly is if I can see frostcrag spire sitting on a mountain as I exit the imperial prison sewers. In this build I see a corrupted little nub. However at least the invisible box step sitting in the middle of the bridge leading to the imperial city is gone, I may just have to live with it.

Other items seem to have been placed correctly, but frostcrag spire has always been able to indicate to me if things might be a little off.
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Marcus Jordan
 
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Post » Wed Sep 19, 2012 4:03 am

Have the esp's you want active in your load order, but don't install the distantLOD folders that come with the mods. Let TES4LODGen handle the LOD for you. This always works for me. I'm not sure where you read to disable mods?
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Sweet Blighty
 
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Post » Wed Sep 19, 2012 10:48 am

Some old thread I read on the subject doing a Forum search on TES4LODgen. To be fair the original comment was disable the mod before running TES4LODgen I assumed that to mean deactivate.
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Charleigh Anderson
 
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