You have created a wonderful tool to make the games I mod even more spectacular. I thank you from the deepest of my heart for your achievements! And I also wish our friends here the best for the future :) Tonight I am closing my account due to the ignorant behaviour both from the owner and the staff. Regards Jan Erik fredlaus for ever
@gruftikus It seems that the generator can't open .BSA that have been repacked using the FNV BSA decompressor mod, which is part of TTW released as standalone and can be found here: https://www.nexusmods.com/newvegas/mods/65854
The description states that BSA are repacked without using zlib, which I assume is the issue here. I already have a very decent LoD generated (using the High resolution with rocky filter, looks awesome!), but wanted to try Ultimate resolution and here's what the console gives me when trying to generate WastelandNV wordlspace:
[...] 207 [Command] SetFlag -name="_install_dir" -value="F:\Games\Steam\steamapps\common\Fallout New Vegas\data\" 208 [Echo] Open BSA asset textures\landscape\quarryjunction\qjrockcanyoncluster01.dds for compressing 209 [Error] Failed unpacking DDS file! 210 [Error] ScaleMap: map [test] not found 211 [Error] ExportMap: map [test] not found
Is there something I can do on my end to fix the issue? Reinstalling is not an option I'm afraid, I've modded my game a lot already and I'm using FOMM - which can browse and extract the BSA repacked by this mod just fine by the way. Stupid me, I didn't backup them up before using FNV BSA decompressor... As a workaround, I've thought of using the "Do nothing, only additional path" option, unpacking all of my BSA and overwrite them with all of my loose files, would that work? I'm a little confused here, because I don't really know how that option works exactly. Does the additional path can be anything as long as it has BSAs + loose files on top?
Otherwise, could you look into that issue pretty please? If you do, you may want to contact RoyBatterian, as he is the author of the FNV BSA decompressor.
In any case, many thanks for the mod - and the awesome LoD I now have :)
Just to add to this. If you're getting the error "[Error] SelectAll: map [_heightmap] not found", I believe this is also a decompressed BSA issue. To fix this I backed up my decompressed BSAs, deleted them then verified the game through steam. After redownloading the BSAs I was able to run this tool.
If you're using MO2 it might be worth copying the decompressed BSAs into their own mod and then disabling the mod when you run MPGUI.
I jumped the gun on this being a decompressed BSA issue. You can run this with decompressed BSAs but will need to make some modifications to the .bat files.
I believe the actual problem is that MPGUI will sometimes not have the right _gamedir set when it is run through MO2. I'm assuming that deleting the BSAs files and verifying my game cache reset this to the correct value.
I wasn't able to get this to work with MPGUI but was able to run the bat files by adding the following to the start of the command: As well as removing the 'overwritelods' flag.
Eg for tes4ll_make_normal_maps.bat, after modification the first line becomes:
I've tested this with tes4ll_make_colormaps_with_rockyfilter.bat and that works as well.
Not asking to be difficult. Just trying to understand the tool. How is this different/better than Sheson's "xLODGen - Terrain LOD beta for FNV, FO3, FO4, FO4VR, TES5, SSE, TES5VR, ENDERAL" tool https://forum.step-project.com/topic/13451-xlodgen-terrain-lod-beta-for-fnv-fo3-fo4-fo4vr-tes5-sse-tes5vr-enderal/ ? Thanks.
Thank you for this! I'm just using the vanilla pre-generated meshes and shadowed map, and they go very well with my landscape textures. After having dealt with LOD generation for Oblivion and Skyrim on countless occasions, I simply didn't want to spend hours pulling my hair out this time around.. I was just looking for some nice pre-made LODs that fit well with my setup, and these are it. Cheers!
Very very helpful thing. And it saves a lot of human-hours and nerve cells. Thanks a lot! But I have strange issue: on colormap all default NV landscape textures are ignored. I use MPGUI, tried to unpack all textures - same result. Tried to make new cache - the same (but I see that 4x4 textures in cache is colorful). All my added textures is visible but all default have one same color (grey with some green). How it can be fixed?
Texture resolutions do not play a role as all LOD textures are reduced to Vanilla size. The meshes have higher quality (= more vertex points) so in fact memory consumption should be higher. Maybe a combination of all replacers, at the end of the day there is a limit of 4gb for the game engine...
@gruftikus I tried removing the mesh and texture folders for landscape LOD from my game but I have the same crash. So, I spent a long time checking/looking and eventually edited my ini's which appears to have fixed the problem. I make use of FNV Configator and that lets you set and see view distances much higher, is there an ideal setting to use along with this?
Base game max tree lod = 40000 / FNV config max tree lod = 80000 Base game max object lod = 50000 / FNV config max object lod = 100000
I am wondering the exact same thing. Also it seems like one of the mentioned mods causes some Configurator settings to not work right. Maybe Stutter Remover changes how things pop in or something.
you guys are just exceeding the memory limit the game's exe can hanle, tone down your mods, delete some textures and you'll be fine, textures fill up memory the fastest in games, and don't use ridiculous 4k textures, that is just silly.
Hey, I love what this does to the landscape, however I have a small problem when using it. The water at Cottonwood Cove has a weird line it in where the distant water mismatches the water up close. Any idea on how I might fix that?
144 comments
I thank you from the deepest of my heart for your achievements!
And I also wish our friends here the best for the future :)
Tonight I am closing my account due to the ignorant behaviour both from the owner and the staff.
Regards Jan Erik
fredlaus for ever
The description states that BSA are repacked without using zlib, which I assume is the issue here. I already have a very decent LoD generated (using the High resolution with rocky filter, looks awesome!), but wanted to try Ultimate resolution and here's what the console gives me when trying to generate WastelandNV wordlspace:
[...]
207 [Command] SetFlag -name="_install_dir" -value="F:\Games\Steam\steamapps\common\Fallout New Vegas\data\"
208 [Echo] Open BSA asset textures\landscape\quarryjunction\qjrockcanyoncluster01.dds for compressing
209 [Error] Failed unpacking DDS file!
210 [Error] ScaleMap: map [test] not found
211 [Error] ExportMap: map [test] not found
Is there something I can do on my end to fix the issue? Reinstalling is not an option I'm afraid, I've modded my game a lot already and I'm using FOMM - which can browse and extract the BSA repacked by this mod just fine by the way. Stupid me, I didn't backup them up before using FNV BSA decompressor...
As a workaround, I've thought of using the "Do nothing, only additional path" option, unpacking all of my BSA and overwrite them with all of my loose files, would that work? I'm a little confused here, because I don't really know how that option works exactly. Does the additional path can be anything as long as it has BSAs + loose files on top?
Otherwise, could you look into that issue pretty please? If you do, you may want to contact RoyBatterian, as he is the author of the FNV BSA decompressor.
In any case, many thanks for the mod - and the awesome LoD I now have :)
If you're getting the error "[Error] SelectAll: map [_heightmap] not found", I believe this is also a decompressed BSA issue.
To fix this I backed up my decompressed BSAs, deleted them then verified the game through steam.
After redownloading the BSAs I was able to run this tool.
If you're using MO2 it might be worth copying the decompressed BSAs into their own mod and then disabling the mod when you run MPGUI.
You can run this with decompressed BSAs but will need to make some modifications to the .bat files.
I believe the actual problem is that MPGUI will sometimes not have the right _gamedir set when it is run through MO2.
I'm assuming that deleting the BSAs files and verifying my game cache reset this to the correct value.
I wasn't able to get this to work with MPGUI but was able to run the bat files by adding the following to the start of the command:
As well as removing the 'overwritelods' flag.
Eg for tes4ll_make_normal_maps.bat, after modification the first line becomes:
I've tested this with tes4ll_make_colormaps_with_rockyfilter.bat and that works as well.
I'm just using the vanilla pre-generated meshes and shadowed map, and they go very well with my landscape textures. After having dealt with LOD generation for Oblivion and Skyrim on countless occasions, I simply didn't want to spend hours pulling my hair out this time around.. I was just looking for some nice pre-made LODs that fit well with my setup, and these are it. Cheers!
But I have strange issue: on colormap all default NV landscape textures are ignored. I use MPGUI, tried to unpack all textures - same result. Tried to make new cache - the same (but I see that 4x4 textures in cache is colorful). All my added textures is visible but all default have one same color (grey with some green). How it can be fixed?
I use lots of texture mods along with nvac, nvsr, nvse, 4gb and all those.
I tried removing the mesh and texture folders for landscape LOD from my game but I have the same crash.
So, I spent a long time checking/looking and eventually edited my ini's which appears to have fixed the problem.
I make use of FNV Configator and that lets you set and see view distances much higher, is there an ideal setting to use along with this?
Base game max tree lod = 40000 / FNV config max tree lod = 80000
Base game max object lod = 50000 / FNV config max object lod = 100000
I can attach a screenshot of it if that'll help.