Oblivion
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colourwheel

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colourwheel

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65 comments

  1. pianopirate
    pianopirate
    • member
    • 1 kudos
    What the heck is VWD?
  2. jvogel2112
    jvogel2112
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    • 7 kudos
    5 years and I found the perfect mod, well done my good friend.
  3. potatochip
    potatochip
    • supporter
    • 7 kudos
    Essential mod for anyone using a VWD package.

    Makes it possible to achieve playable, constant framerates on capable machines.
  4. Wubbledee
    Wubbledee
    • member
    • 10 kudos
    Great work, I use Evenstar's fixed version, thanks to Colourwheel, Evenstar and Arthmoor for pushing the envelope, I hope Colourwheel returns to optimise the Shivering Isles meshes
  5. Bart1965
    Bart1965
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    I tried this and it seemed to work well, and gave me a small but helpful FPS improvement over RAEVWD. However, I uninstalled it because I don't like to see *everything* from distance. With RAEVWD I can activate the forts, wilderness architecture, and rocks, but leave the Ayelid ruins and Statues off. When you can see everything from a distance, it makes Cyrodiil feel small....a little mystery is more fun.

    I tried to hack this mod by simply uninstalling it in BAIN, deleting the Ayelid folder and reinstalling, but then lots of Ayelid meshes disappeared completely, even up close. Testing around the Imperial City, most of the Ayelid ruin south of Weye (forgot the name) disappeared completely and the containers and clutter that normally rest on its stones were floating in air. So I went back to RAEVWD, configured how I like it, and the ruin is back (up close).

    Any idea what I did wrong? I was sure to run TES4LODGen after every change. Any suggestions how to hack this mod so it doesn't show Ayelid ruins and statues, or other things people might not want to see?
  6. Dragon32
    Dragon32
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    • 70 kudos
    There're number of meshes which aren't "*_far.nif" meshes in data\meshes\Rocks\

    Should they be used or were they added to the download unintentionally?

    Thanks for the mod!
  7. colourwheel
    colourwheel
    • member
    • 794 kudos

    well, I´m currently using Optimized distant land MAX, is it considered a LOD mod as well?


    No it is not. Optimized distant land MAX does not add new distant LOD structures to the game world.
  8. alerossi82
    alerossi82
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    • 1 kudos
    well, I´m currently using Optimized distant land MAX, is it considered a LOD mod as well?
  9. colourwheel
    colourwheel
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    • 794 kudos

    I went through the whole forum and I still don`t understand what this mod does, ok I understand it`s some sort of performance enhancing mod, but does it increase the performance for Oblivion itself or it increases the performance of other mods? and what does LOD stand for?


    Generally speaking if you are using any mod that uses distant LOD structures this will replace some of the meshes most mods use as LOD meshes.

    the meshes have been optimized in reducing vertice count to improve over all FPS.

    One huge problem about using mods that add distant LOD mesh structures to the game is ussually cripples FPS so low it makes game play slow. Reducing vertice counts on distant LOD meshes basically improves performance over any other mod that adds the same kind of resorces. If you are not currently using another mod that adds distant LOD structures it's not going to improve FPS for your game.
  10. alerossi82
    alerossi82
    • member
    • 1 kudos
    I went through the whole forum and I still don`t understand what this mod does, ok I understand it`s some sort of performance enhancing mod, but does it increase the performance for Oblivion itself or it increases the performance of other mods? and what does LOD stand for?