Fallout New Vegas

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vurt and hadesTTW

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vurt

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162 comments

  1. hadesTTW
    hadesTTW
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    Yes, there are finnicky X shapes above the LODs. Let me know any potential solutions.
  2. xemnoraq
    xemnoraq
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    damn i always use tree lod on fnv lodgen but dont have any issues, maybe they updated the program?
  3. Stratejo10
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    Probably an easily fixed problem, but I'll ask nonetheless.

    Whenever I load in a new cell when traversing the Wasteland, Capital Wastes or Mojave, it stutters a very tad bit. Like a small hitch, which can turn into a big one when moving fast. I run NVLODGen and Tick Fix too. I know I can run this game at a steady 60fps, save for heavy battles, but what gives with the stutter?
    1. PaladinEzra
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      this also happened to me. I had to uninstall it, which sucks because I love this mod so much.
  4. B29Bockscar
    B29Bockscar
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    This is my first go round with TTW and going a bit slow and conservative because (A) its a new Game (B) TTW is reputed to be a bit finicky.
    So far I've had good luck and had no conflicts and TTW has been very stable with 52 Mods of various types, most being TTW specific. 
    I have in the past used Vurt's Mods to spruce up FNV with good success. So after a few weeks of trudging around The Capital Wasteland I Decided I wanted to do something with the overall landscape. I was very happy to see a few TTW specific Mods for this and I was very pleased to see that Vurt had one. I like the three options it gives you. I did go ahead and use the Dead addition. I thought this was the most appropriate for The DC wasteland. It looks great and I have had no issues graphically or performance wise. I see in the comments that there have been issues with some people and LOD. I have had none. I'm running the game at 2K on Ultra quality and have seen no artifacts. So in conclusion I would say that Vurt has hit a Homerun again and I highly recommend this to anyone who wants to play TTW.
    1. vurt
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      You don't know how rare it is to see a post that says "it just works!" haha, i wish it happened more often.
      Though you do get an idea by just looking at the download count vs someone giving a complaint or a "it doesn't work!", but its not the same. 
      Great to hear. 

      (credits goes to hadesTTW for making this compatible with TTW)
    2. B29Bockscar
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      I try to be positive and if someone goes to all the time and trouble to make these MODs which makes the game more Immersive, I think people should be more grateful and show some appreciation. If something does not work and its something important to you than state your problem politely with some details. People are so rude and entitled these days. Glad to see your still around Vurt. A lot of Modder's have quit. Looks like Roy Batty is out of the game? 
  5. raging987inferno
    raging987inferno
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    is there a way to just have the trees and tree LOD without the grass and ground texture? so you don't have to make it yourself. I want to use that with Flecked's TTW Winter Wasteland Mod. such as what files should I disable. and do I need FNV Edit to also remove some things if so What Do I need to remove? to make it work?
  6. GlazzyDeer
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    The forested version seems to be a bit to transparent. Turning off transparency multisampling fixes the issue (as well as the mentioned shape above tree issue) at a severe cost in visual quality though unfortunately. Seems like it doesn't mix well with that setting at all
    1. vurt
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      It seems to depend on a lot of things, drivers, driver settings, game settings. I remember being able to pull of both having transparency multisampling and not having the transparent look. The game handles alpha in a weird way. 
  7. CUtePOiSOnPT
    CUtePOiSOnPT
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    The xLODGen - Terrain LOD beta 94 definitely solves "finnicky X shapes above the LODs" as far as I can tell from limited testing, I've included a couple of screenshots to showcase how good it looks, plus, I've also generated terrain lod alongside object lod.

    Screenshot 1
    Screenshot 2
    Screenshot 3
    Screenshot 4
    Screenshot 5
    1. Durandu
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      what config did you use in xlodgen? I couldn't remove the x's from the trees in my lod generation, and I generated land too. did you generate with the mod active or deactivated?
    2. Zanderat
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      Do you have a screenshot of the X's?  I don't really see any thing wrong in my game.  But maybe I am looking at the wrong area?
    3. CUtePOiSOnPT
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      If I generate the object lod with the xEdit 4.0.4 from github, the latest stable version, I get those X's, those black bars, but if I use that beta version mentioned above it actually fixes that, I know because I've tried it both.

      I've used the x64 .exe to generate because the x32 has a problem with lod32 on some setting I don't remember and yes I've generated with the plugin activated, all of my load order for that matter, I believe this is the way.

      As for the settings used I will leave screenshots bellow, but keep in mind generating terrain lod increases vram usage if I'm not mistaken, however you can always reduce the diffuse and normal size to half and so on to improve performance at quality cost, the other settings I believe they can be as they are presented.

      Just test on Capital Wasteland worldspace alone until it looks good for your system then generate for whatever you need to in case you're just playing one the Fallout's, otherwise just select all of them, I say this because it's less time it takes to generate for testing purposes.

      Objects LOD + Terrain LOD4
      Terrain LOD8
      Terrain LOD16
      Terrain LOD32

      Zanderat, you can check the 3 New Dead Edition screenshots in the mod page and will witness "those X's, those black bars" above in the tree's lod in the distance, unless you have "bTransparencyMultisampling" set to 0 they should be there if you didn't use the beta version to generate or you didn't generate at all, obviously.
    4. Durandu
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      is it mandatory to generate terrain lod, or can you do without? I didn't notice a difference graphically and performance got much worse.
      what is your pc config?
    5. CUtePOiSOnPT
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      No, absolutely not, what matters here is the object lod so you can see the new tree's in the distance, I just did terrain lod as well because I know the rest gets a little better and more consistent, but of course that comes at a price that might not be worth it depending on your setup and if you actually care about it or not, the default TTW terrain lod looks pretty good already.

      I have a Ryzen 5600x + RTX 3080 and I'm playing at 5K82, I also have a few .ini tweaks to increase the lod distance and quality overhaul.
    6. Durandu
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      thanks for your quick responses! one more thing, I already generated without lod terrain and with lod terrain but os x continues unless I generate lod without the mod being active and then activate it. then the trees are without the x. do you put the mod last in your load order?
    7. CUtePOiSOnPT
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      The load order shouldn't be a problem unless you have a mod that's overwriting the changes from this one, but the plugin needs to stay active so the LODgen knows what to do in the lod when it generates it, or at least I think that's how it works, but if you put it last in your load order it will win all conflicts.

      Also, when generating make sure to delete previously generated files before you generate new ones.
    8. GamerNano
      GamerNano
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      glad to see the version i linked is helping
    9. CUtePOiSOnPT
      CUtePOiSOnPT
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      Absolutely, it's also linked in the main page but I confess if it wasn't for your comment I'd probably skip it because I thought it wouldn't work as well, therefore I gave it a shot and was very pleased with the result. :)
    10. C0nzo
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      Doesn't make a difference for me, xLODGen is all I've ever used and I still have very prominent X's over my trees (using Dead version for reference). I suspect it must be tied to specific configuration settings.
    11. CUtePOiSOnPT
      CUtePOiSOnPT
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      Hmm, I'm using that version too, could it be related to the FalloutCustom.ini settings ?

      I honestly don't know, I had the same settings before I switched to the xLODGen and now it works, I will leave it bellow and maybe you can try and see if it helps, just change the resolution for a quick test or manually copy some of the lod settings.

      Spoiler:  
      Show

      [Audio]
      bUseAudioDebugInformation=0
      iAudioCacheSize=8192
      iMaxSizeForCachedSound=1024

      [BackgroundLoad]
      bBackgroundCellLoads=1
      bSelectivePurgeUnusedOnFastTravel=1

      [Controls]
      fForegroundMouseAccelBase=0
      fForegroundMouseAccelTop=0
      fForegroundMouseBase=0
      fForegroundMouseMult=0
      bUse Joystick=0
      bGamePadRumble=0

      [Water]
      bUseWaterReflections=1
      bUseWaterRefractions=1
      bUseWaterDepth=1
      bUseWaterLOD=1
      bReflectExplosions=0
      bAutoWaterSilhouetteReflections=0
      bUseWaterHiRes=1
      bForceHighDetailReflections=1
      bUseWaterDisplacements=1
      iWaterReflectWidth=2048
      iWaterReflectHeight=2048

      [Display]
      iSize W=5120
      iSize H=2880
      bFull Screen=1
      iPresentInterval=0
      iMultiSample=4
      iWaterMultisamples=4
      bTransparencyMultisampling=1
      iMaxAnisotropy=16
      fLightLODDefaultStartFade=14000
      fLightLODRange=14000
      fLightLODMinStartFade=14000
      fLightLODMaxStartFade=14000
      fShadowLODDefaultStartFade=200
      fShadowLODRange=200
      fShadowLODMinStartFade=100
      fShadowLODMaxStartFade=1000
      fSpecularLODDefaultStartFade=14000
      fSpecularLODRange=14000
      fSpecularLODMinStartFade=14000
      fSpecularLODMaxStartFade=14000
      fDecalLOD2=14000
      fDecalLOD1=14000
      fEnvMapLOD2=14000
      fEnvMapLOD1=14000
      iShadowFilter=4
      iShadowMapResolution=2048
      fDecalLifetime=256
      iMaxDecalsPerFrame=256
      iTexMipMapSkip=0

      [General]
      bPreemptivelyUnloadCells=1
      bUseThreadedAI=1
      iNumHWThreads=2
      SCharGenQuest=001FFFF8
      SIntroMovie=
      bLoadFaceGenHeadEGTFiles=0

      [Grass]
      iMinGrassSize=160
      fGrassMaxStartFadeDistance=7000
      fGrassStartFadeDistance=7000

      [LOD]
      fLODFadeOutMultActors=30
      fLODFadeOutMultItems=30
      fLODFadeOutMultObjects=30

      [Loading]
      fMainMenuBkgdUpdateInterval=60

      [Menu]
      iConsoleFont=3

      [SpeedTree]
      bForceFullLOD=1

      [TerrainManager]
      fBlockLoadDistanceLow=200000
      fBlockLoadDistance=500000
    12. Onejustin008
      Onejustin008
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      -Installed Desert Natural Weather's Reshade Preset with "SMAA" 

      -Forced "MSAA 8x" through my Nvidia driver

      -turn off bTransparencyMultisampling=1 to bTransparencyMultisampling=0 in FalloutPrefs and/or FalloutCustom's ini

      I don't know for certain, but this seemed to fix my issue with the black lines and also fixed my pip boy issues. Hope this helps
    13. psalm69
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      I confirm that using xLODGen beta 106, indeed, resolves the issue! Thank you!
    14. Doomlurker42
      Doomlurker42
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      Did not fix it for me, zooming out with a scope and i can see those blasted black lines after a 4hour lod generation and there only in dc
  8. dmen5134
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    Collision of the trees in DC don't match the model at all.  the trees collision sometimes goes out 3 to 4 feet from the tree depending on your angle. I'm using the capital punishment modpack so don't know if that's effecting it in any way.
  9. Sigerious
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    So...still no fix for line above lod?
    1. Marcurios
      Marcurios
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      set the textures to clamp in your meshes with nifskope.
    2. vurt
      vurt
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      so in BSShaderPPlightingProperty
      Texture Clamp Mode: Clamp_S_Clamp_T
      ?

      for the LOD meshes?

      Would be good if it could be solved once and for all :)
    3. LookoutPoint
      LookoutPoint
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      Any news on this? :)

      I have edited the lod files, changed in BSShaderPPlightingProperty the Texture Clamp Mode to Clamp_S_Clamp_T, and regenerated my LOD but still no change on my system. Just for your information.
    4. LookoutPoint
      LookoutPoint
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      I have located the lod files which cause the lines. For me there were 2 files and I just replaced them with matching lod files that don't have these black lines. Not 100% accurate but also no tree popups and finally no black lines anymore. Good compromise imho and works for me.
    5. DIRTYDESPERAD0
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      Can you share which LOD files these were LookoutPoint? I’ve forced multi sample transparency to be disabled and am still seeing the Xs. Fixing this is a huge headache lol. I’ve seen Marcurios replies on this issue and have attempted what they suggest but it hasn’t resolved anything. Cheers! 

      Edit: After my 10th xLODGEN rerun (after reinstalling DC Flora Overhaul completely for the 3rd time) and adjusting AA settings in Nvidia Control panel, I no longer see the black lines. The problem is, I don't know if the AA adjustments made in FalloutPrefs.ini/Nvidia Control panel or re-running xLOGGEN/reinstalling DC Flora Overhaul is what fixed it. I've sunk so many hours into fixing this I feel that troubleshooting the black lines any further may break what I unwittingly fixed. 

      The problem now is that AA is completely screwed up now. Troubleshooting that now......
  10. VeryLastKiss
    VeryLastKiss
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    First of all, I just want to say that this mod is absolutely amazing and fits perfectly alongside Wasteland Flora and Terrain Overhaul. Your contributions to the community are very, very much appreciated.

    Don't take anything I'm about to say as criticism, rather what I am going to say is a matter of realism and immersion. The way plant life is designed in the Fallout series is absolutely unrealistic. Fallout takes place over 200 years after the bombs fall. This is MOOOOORE than enough time for plant life to regrow across the entire U.S. The real-life nuclear events of Chernobyl occurred only 37 years ago, and plant life has entirely regrown around the whole area, and not only that, but the plant life regrew many years ago. The radiation has significantly reduced over that time (even though I understand a protective dome has been created). Indubitably plant life in Fallout would have regrown many years before the timeline of any of the Fallout games take place (over 200 years after the fallout). With that said, I can completely understand why Total Devastation and Dead Trees would be considered appealing as it makes the game truly feel like a post-apocalyptic wasteland, but they are not lore-friendly. Not even the vanilla plant life is lore-friendly, and the vanilla game fails to hold up to itself in being lore-friendly. The bottom line is that if the developers wanted the lore-friendly totally devastated wasteland, then it would have just made more sense if the game took place within a couple of years after the bombs fell which would make all of the completely dead plant life correct in its immersion.

    Nonetheless, again, I am very thankful for your contributions and your very hard work on making this mod available to the community. The forested version is exactly what I was looking for.

    Again, please do not take anything of what I'm saying as a complaint, rather I am just speaking openly about immersion and lore-friendliness as they are the things I primarily seek in mods and in games.
  11. DeepEuphoria
    DeepEuphoria
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    [Question]

    I'm experiencing a warning being spammed whenever I start the game, this is a completely fresh install of the mod, base game, everything...
    I don't understand exactly what it's referring to or why it would be disabling LOD.

    Does anybody understand what this means?
    is it saying that the game has LOD for these textures/entities, but this mod is disabling those LOD to use its own or something like that?

    1. Marcurios
      Marcurios
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      it's exactly what it says, all vanilla trees deleted by Vurt have been set to initially disabled, and them references have LOD, but the reference is disabled by xEdit.

      i fixed that problem for NV by making a copy of a yucca tree and removed the LOD from that copy, and than replaced all deleted (and after replacing disabled) trees for this copy without LOD.

      Seems that this still needs to be done for this version for TTW.

      One of those pesky problems you get when you set references to disabled.