[RELz/BETA] TES4LODGen

Post » Fri May 13, 2011 10:03 pm

-tes4 -fo3 -fnv
-lodgen -masterupdate -masterrestore -edit -view
-fixup -nofixup
-skipbsa -forcebsa
-showfixup -hidefixup
-fixuppgrd


Haha. Ok, thank you :foodndrink:
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Taylah Haines
 
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Post » Fri May 13, 2011 11:54 pm

I've uploaded version 3.0.15 to http://www.tesnexus.com/downloads/file.php?id=15781.

This is a critical bugfix. It corrects problems with faulty rotation values for VWD objects.
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Chris Ellis
 
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Post » Fri May 13, 2011 8:46 am

I've uploaded version 3.0.15 to http://www.tesnexus.com/downloads/file.php?id=15781.

This is a critical bugfix. It corrects problems with faulty rotation values for VWD objects.


Right, about time I gave this a whirl I think :).

Elminster I dont think I have said this before - long time user of TES4Lodgen, essential install for me - Thank you for such a marvellous tool, the combination of code switching application via rename is brilliant.
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Robert
 
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Post » Fri May 13, 2011 4:52 pm

Maybe this question has been answered to already a couple of times, but still I could not find those answers...
Since I am not having Oblivion installed in the default C/... etc, but on an extra harddrive, the Lod-generator gives me the "Fatal Error"- message... oblivion can't be recognized. I had a look in my registry and actually there is no entry... but everything else works fine. What can be done?
Any hint would be appreciated.
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RAww DInsaww
 
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Post » Fri May 13, 2011 6:22 pm

If you had properly installed Oblivion into that folder instead of moving the folder around after the installation then you wouldn't be having a problem...
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Latino HeaT
 
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Post » Fri May 13, 2011 12:37 pm

I've uploaded version 3.0.15 to http://www.tesnexus.com/downloads/file.php?id=15781.

This is a critical bugfix. It corrects problems with faulty rotation values for VWD objects.

Just curious... was this a critical bug in all previous version, or just something that crept in with 3.0.13?

-Decrepit-
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Grace Francis
 
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Post » Fri May 13, 2011 5:49 pm

just 3.0.13
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phillip crookes
 
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Post » Fri May 13, 2011 2:13 pm

And don't take the word "critical" too seriously, it's not like it caused any permanent damage to the game! Just some objects would not have been at the correct rotation when viewed from afar. Running the latest version (or an older version) fixes the issue straight away if you have used v3.0.13.
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Craig Martin
 
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Post » Fri May 13, 2011 9:32 pm

Elminster have there been any refinements to Lodgen since 2.2.2 - I ask because occasionally I used to get the odd far building not quite sitting on the land, I remember conversations surrounding this... the conclusion of which was that nothing could be done until someone with the ability to tackle refining land in this regard came along and it would be a very tedious problem to tackle.

Having used 3.0.15 experimental, just had a run around for a couple of hours and lowered tree range to make all vwd objects easier to see... at the moment I am not seeing any occasional height problems, distant buildings/statues are sitting as they should on the land consistently - Am I just being lucky or has something about TES4Lodgen generated files fixed this old occasional miss-match between land and objects?
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victoria gillis
 
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Post » Fri May 13, 2011 11:13 am

alt3rn1ty,

nothing in that regard should have changed.

TES4LODGen generates .lod files with the height information taken directly from the REFR records. The land you see in the distance comes from the LOD landscape meshes, which are much coarser then the detailed landscape in the LAND records in the individual CELLs and for any particular point there can be an offset between the land height in the LAND record and the land height as it appears in the LOD landscape mesh.

That's why objects sometimes appear to either float in the air or are stuck in the ground. There isn't really anything I can do about that.
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Rob Davidson
 
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Post » Fri May 13, 2011 12:07 pm

That's why objects sometimes appear to either float in the air or are stuck in the ground. There isn't really anything I can do about that.


Yep I understand this bit (land) is not touched by TES4Lodgen, and I have just been testing things out on the desktop which has higher resolution/settings ... I have since seen a distant fort not quite touching the ground on the side where it overhangs slightly an incline - So distant trees are back on masking those annomalies (well, sometimes, randomly, depends on the angle of the dangle) :)

Otherwise, nothing to report, all seems to be working well with this version.
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Rob
 
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Post » Fri May 13, 2011 11:56 pm

Hi Elminster,

3.0.15 keeps getting unresponsive when replacing 00000HegatheValley [WRLD:00FC6DGE]

2.2.2 works fine instead.. Any idea? :)
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Scott
 
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Post » Fri May 13, 2011 11:16 am

I`m using TES4LODGen for RAEVWD. However, is there any guide or any information available, what this mod actually does in detail? Just out of curiosity and because I want to know, how things work... Explanations are welcome too.
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Tamika Jett
 
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Post » Fri May 13, 2011 9:46 am

I just had an odd problem that seems to be related to TES4LODGen 3.0.15. While wandering in the Shivering Isles, I noticed I had some missing landscape meshes and that reminded me that I hadn't rebuilt my LOD in a while. So I loaded up 3.0.15 and rebuilt. Then when I loaded up my game, everything looked fine, but when I opened a sack, it disappeared. Now I'm running Harvest Containers 0.99.14 with the Harvest Containers Filter Patch. Everything was running fine until I rebuilt the LOD. When I had a problem with the sacks, I went back to TES4LODGen 2.2.2 and ran it again. Now my sacks are fine again! With Harvest Containers, opening a sack should just tip it over on its side so you know you've looted it. There was another player that reported the same problem in the Harvest Containers thread, but I don't know if he had run LODGen or not. As I said, until I had regenerated my LOD, I didn't have this problem and when I reverted back to the previous version, it went away. Very odd.
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Alan Cutler
 
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Post » Fri May 13, 2011 5:12 pm

Jedi21ita,

no idea.

Klaus,

TES4LODGen generates .lod files in the DistantLOD folder inside your data folder. One file for each cell. These files contain information about what objects for which low resolution _far.nif models exist are placed at what location inside each cell. This information is then later used by the game engine to position instances of these low resolution meshes for cells which are far too away (as defined in Oblivion.ini file) to load the full CELL in detail.

andalaybay,

There is absolutely no way whatsoever that I can imagine how that could be caused by TES4LODGen. All that TES4LODGen does is generate .lod files. These file are only used to display low resolution meshes for CELLs that are not actually loaded by the game engine. Any container that you are interacting with is obviously in a CELL that is loaded and there is absolutely no interaction whatsoever between that and the .lod files generated by TES4LODGen.
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Solène We
 
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Post » Fri May 13, 2011 5:12 pm

andalaybay,

There is absolutely no way whatsoever that I can imagine how that could be caused by TES4LODGen. All that TES4LODGen does is generate .lod files. These file are only used to display low resolution meshes for CELLs that are not actually loaded by the game engine. Any container that you are interacting with is obviously in a CELL that is loaded and there is absolutely no interaction whatsoever between that and the .lod files generated by TES4LODGen.


Yeah, that's why I thought it was odd. Just thought I'd mention it in case TES4LODGen was doing something unexpected. Now the disappearing sacks where in the area that had the missing meshes - probably just an odd coincidence and a game glitch.

The new version would use the same settings file as the old, wouldn't it? I just noticed that all the test cell LOD is back even though I have it set to skip in my settings file. MInd you, I haven't looked since loading up the SI. Do I need to set the rules up differently?

My settings:
Spoiler

;Supported Rules: Skip, Clear, Replace
[Default]
Rule=Replace

[Worldspace]
Toddland=Clear
ToddTestLand2=Skip
TestFortRuinsixtWarehouse=Skip
TestGragtown=Skip
TestWorld=Skip
TestMatt=Skip
TestTree=Skip
TestHopeTrees=Skip


Thanks for your help.
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Dragonz Dancer
 
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Post » Sat May 14, 2011 1:34 am

The message log tells you what settings file is used.
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ONLY ME!!!!
 
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Post » Fri May 13, 2011 11:24 pm

Yeah, that's why I thought it was odd. Just thought I'd mention it in case TES4LODGen was doing something unexpected. Now the disappearing sacks where in the area that had the missing meshes - probably just an odd coincidence and a game glitch.

The new version would use the same settings file as the old, wouldn't it? I just noticed that all the test cell LOD is back even though I have it set to skip in my settings file. MInd you, I haven't looked since loading up the SI. Do I need to set the rules up differently?

My settings:
Spoiler

;Supported Rules: Skip, Clear, Replace
[Default]
Rule=Replace

[Worldspace]
Toddland=Clear
ToddTestLand2=Skip
TestFortRuinsixtWarehouse=Skip
TestGragtown=Skip
TestWorld=Skip
TestMatt=Skip
TestTree=Skip
TestHopeTrees=Skip


Thanks for your help.


Copy your settings into the tes4view settings file, currently LODGen is referencing this file instead.
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Maddy Paul
 
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Post » Fri May 13, 2011 4:54 pm


Klaus,

TES4LODGen generates .lod files in the DistantLOD folder inside your data folder. One file for each cell. These files contain information about what objects for which low resolution _far.nif models exist are placed at what location inside each cell. This information is then later used by the game engine to position instances of these low resolution meshes for cells which are far too away (as defined in Oblivion.ini file) to load the full CELL in detail.


Thank you a lot for taking the time to explain this. You should add this nice little text to the TESNexus description.
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Rowena
 
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Post » Fri May 13, 2011 9:38 pm

Elminster I have added a jpg here http://www.tesnexus.com/downloads/file.php?id=35230 in the User Uploaded Images.

Collated as much info as possible from posts found on the subject and condensed into the one pic .... I believe I have just about covered it but if you want that modified in any way - no problem.
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Amanda savory
 
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Post » Fri May 13, 2011 10:48 am

Hi Elminster,

3.0.15 keeps getting unresponsive when replacing 00000HegatheValley [WRLD:00FC6DGE]

2.2.2 works fine instead.. Any idea? :)


I have exactly the same problem. 2.2.2 works fine as stated above.
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Naughty not Nice
 
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Post » Sat May 14, 2011 1:32 am

I haven't yet tried 3.0.15 on all vanilla worldspaces, but 3.0.13 worked perfectly (except for the rotation issue of course). Is that a test worldspace? That 00000 prefix is not a usual Editor ID for a worldspace actually used in-game. Try using the settings file to skip that worldspace, and see if any others get stuck.
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lilmissparty
 
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Post » Fri May 13, 2011 8:05 pm

I haven't yet tried 3.0.15 on all vanilla worldspaces, but 3.0.13 worked perfectly (except for the rotation issue of course). Is that a test worldspace? That 00000 prefix is not a usual Editor ID for a worldspace actually used in-game. Try using the settings file to skip that worldspace, and see if any others get stuck.


It's a new worldspace added by Mannimarco: Resurrection. I don't know how to use settings file, there's nothing except the exe itself, a web shorcut and the readme in the zip file I've downloaded. How can I make an exception list?

Btw, after I ran TESLODGen, the mountain on which the Frostcrag Spire is built has lost its shape, and now http://img703.imageshack.us/img703/2923/screenshot2aq.jpg. It had a perfect shape before, and unfortunately I forgot to back-up my DistantLod folder before I ran TESLODGen. Is there anything I can do now to correct the mountain's shape?
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Matthew Barrows
 
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Post » Fri May 13, 2011 11:11 pm

It's a new worldspace added by Mannimarco: Resurrection. I don't know how to use settings file, there's nothing except the exe itself, a web shorcut and the readme in the zip file I've downloaded. How can I make an exception list?

Btw, after I ran TESLODGen, the mountain on which the Frostcrag Spire is built has lost its shape, and now http://img703.imageshack.us/img703/2923/screenshot2aq.jpg. It had a perfect shape before, and unfortunately I forgot to back-up my DistantLod folder before I ran TESLODGen. Is there anything I can do now to correct the mountain's shape?


So it's an injected worldspace record from another mod, not a vanilla one. That explains why Elminster and I didn't have that problem.

In the opening post for this thread it states:
Advanced Usage
==============

It is possible to control the processing for each worldspace by creating a plugins.tes4lodgensettings file in the same folder as plugins.txt.

>>>> Example >>>>
;Supported Rules: Skip, Clear, Replace
[Default]
Rule=Replace

[Worldspace]
Toddland=Clear
ToddTestLand2=Skip
<<<<<<<<<<<<<<<<<

Any worldspace which is not specifically listed will have the Default Rule applied.


With the current version of TES4LODGen, you need to add these settings into "plugins.tes4viewsettings" rather than "plugins.tes4lodgensettings". You do need to find this file first however, and the location differs depending upon which version of Windows you're using (it goes into the same folder Oblivion places some other settings files, but it's in a location not typically accessed by you, the PC user). If you have Win XP, it's probably somewhere within "C:\Documents & Settings\" so search for it.

Meanwhile, with regards Frostcrag, TES4LODGen doesn't make any changes to land height, whether near land or LOD land. So there are three possible causes that I can think of:
1 ) You've installed a mod recently which had an LOD land mesh covering that area, and the shape of that mesh does not match the shape of the mountain accurately
2 ) You've installed a mod recently which edits Frostcrag Spire, and this has repositioned the tower so that when viewed from afar it no longer appears to be touching the mountainside
3 ) TES4LODGen got the height placement wrong

Your wording implies that the mountain shape itself has changed, which rules out causes 2 and 3.
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Oceavision
 
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Post » Fri May 13, 2011 9:39 pm

I think it's just as likely he ran tes4lodgen, and is only just now noticing that Frostcrag Reborn doesn't play nice with the lack of a landscape LOD adjustment to go with it :)
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REVLUTIN
 
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