This mod only has VWDs for vanilla assets. So if those mods are using vanilla assets then those will have VWDs. But anything new from UL or better cities won't be added by this mod.
Shoot, I remember this was an issue with RAEVWD, and the solution was something to do with game settings. Maybe it was as simple as enabling HDR instead of bloom? Otherwise I’m not sure, maybe something to do with lod or lighting settings in the Oblivion.ini file
I'd say it's still valid - at least until v2 gets modular. The performance of v2 overall is great, but v1 has less objects so it's less resource-hungry.
Hello, when I regain my motivation. Life is a struggle sometimes but I will never lose my love for Oblivion and gaming. I also need to setup my blender and other stuff.
Sorry I'm not quite sure how this mod works. Do I enable the mods in MO2, generate LOD with TES4LODGen and then disable them or do I keep the mods enabled? Sorry if this is a dumb question.
Keep them enabled. Tes4lodgen tells the game where to put vwd objects, but you still need the resources so there are vwd objects available to be placed.
No. Not this version on Nexus. I've been doing major update for the whole mod and I've uploaded rather complete version to TES Reloaded discord server's#off-topic channel. Not yet here to Nexus since I haven't done texture pack support mechanism for it.
That covers so much more and with better visuals than this version in Nexus. Including the Chapel LODS. But only vanilla texture atlas available.
Hey, great mod you have here, addressing one of Oblivion's biggest performance problems, great work! I just installed the current version (thinking about playing Oblivion again and begun setting up a mod configuration) and I noticed that the rocks (at least some of them) don't have their vertex normals smoothed properly, resulting in blocky shading with clearly visible seams. I guess it's more noticeable in high resolutions (3840x2160, in my case), though. Still, they would probably look better with smooth shading.
Are you using the Blender nif plugin? Borders between uv islands are split on import (they are actually split in the nif already, but the vertex normals are smoothed so it looks like a continuous surface), and although the smooth normals are stored as custom split normals data, that data is no longer valid if the mesh is edited. So this might have happened when you decimated the original meshes to these low poly versions, at least if you did it the way I would have done it.
Normals can be smoothed either in NifSkope or in Blender. In Blender (if you are using it), you have to merge vertices that are in the same place, which should already eliminate the seams, but as I said, the custom normals won't be accurate any more. To get "correct" smooth normals, you have to Remove the "Custom Split Normals Data" in the properties tab and disable Auto Smooth.
Look at the rock directly under the crosshair to see what I mean. The image is only a small section of my entire screen, but the scale is accurate.
Thanks for the tips. Yes I use blender. The upcoming version uses texture baking. I think that tackles the problem automatically. However I will check that. You can see example of the baked texture atlas in my Oblivion images.
This is really amazing work. I just had the inkling to replay Oblivion after ~10 years or so, and was a bit let down by the absence of a unified and performant LOD experience... until I found this! Along with your recommended mods, Pushthewinbuttons's guide, tes4ll, dvxk, & displaytweaks I have to say this seems like the Oblivion / old gamebryo engine experience cranked up to 11.
I hope you get some kudos for this, it's really great.
180 comments
now.
Find it here.
when shivering isles? xD
your work is really, nay extremely, appreciated, for us tes4 die hards
That covers so much more and with better visuals than this version in Nexus. Including the Chapel LODS. But only vanilla texture atlas available.
Are you using the Blender nif plugin? Borders between uv islands are split on import (they are actually split in the nif already, but the vertex normals are smoothed so it looks like a continuous surface), and although the smooth normals are stored as custom split normals data, that data is no longer valid if the mesh is edited. So this might have happened when you decimated the original meshes to these low poly versions, at least if you did it the way I would have done it.
Normals can be smoothed either in NifSkope or in Blender. In Blender (if you are using it), you have to merge vertices that are in the same place, which should already eliminate the seams, but as I said, the custom normals won't be accurate any more. To get "correct" smooth normals, you have to Remove the "Custom Split Normals Data" in the properties tab and disable Auto Smooth.
Look at the rock directly under the crosshair to see what I mean. The image is only a small section of my entire screen, but the scale is accurate.
This is really amazing work. I just had the inkling to replay Oblivion after ~10 years or so, and was a bit let down by the absence of a unified and performant LOD experience... until I found this! Along with your recommended mods, Pushthewinbuttons's guide, tes4ll, dvxk, & displaytweaks I have to say this seems like the Oblivion / old gamebryo engine experience cranked up to 11.
I hope you get some kudos for this, it's really great.