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SkankingFuchs

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kittayman

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20 comments

  1. seangloin
    seangloin
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    Great work. Much appreciated.

    After reading yours and Drarack's conversation below, I'm also keen to see an improvement of specific objects LOD that have been missing from FO3 since its launch. It's amazing how much modders such as yourselves have improved this game almost beyond recognition.  

    Thanks.
  2. Drarack
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    Would your mossy rocks work in fo3? we have wasted lod here
    1. kittayman
      kittayman
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      It sure would, I didn't realize it had a port or I wouldv'e posted it here too (though honestly wasted lod is not a hard requirement, you can use the lod meshes from uhq and vanillaif you like). Am currently working on a new update with more mesh fixes and new parallax textures.
    2. Drarack
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      Sounds good. Reckon the fo3 crowd would appreciate it
    3. kittayman
      kittayman
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      I'll probably just remove all the texture edits for FNV textures and post the mesh fixes/parallax textures/wasted lod textures by themselves, I don't want to redirect people from the original mod since it is already made out of the box for fallout 3 in mind. Other than that yeah should be no problems posting it up.
    4. Drarack
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      That would be awesome. Cheers
    5. Drarack
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      If you ever want to port your dynamic lod, I have the coding infrastructure already created in the nv and fo3 plugin "location based graphics settings" which does the same thing for all settings except lod. Just wallsogb wouldn't give me the globals, thought it was a bad idea for some reason lol. I didn't agree but didn't push because was happy to get the rest. Someone gives you them in nvse discord, I'll write you commands that you can use. 

      Hope I'm not a hassle, just on a slight mission to improve fo3 which is inferior to ttw but has orders of magnitude more story and location mods, which I think are indispensable
    6. kittayman
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      Perms are open for conversion if you want to convert it to work in other games, main thing it's doing is just using SetNumericINISetting to change the values during cell changes. Normally ini settings don't get refreshed during runtime; but in this particular case the game has to read those values every time a cell change happens in order to make LOD fade and pop in properly in the foreground and background. So, all you need is a low script delay and it happens seamlessly during loading screens.
    7. Drarack
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      That's very good to know. I tried most settings except lod. Just thought the same rules applied. Might just integrate it into the fo3 version of my existing plugin if you have no plans to port yours to fo3. Or maybe port yours. Cheers for the info and open permissions. 

      At some point, would you mind leaving a link to the wsg discord for ttw? I can't find and and I really want to get the high priority flags script
    8. kittayman
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      If you go to the WSG guide website, it's linked at the bottom of their page under "The Wasteland Supplemental". That said, newer versions of xlodgen now allow you to set hi priority flags at the base form instead of having to manually select placed objects, so the script is now redundant unless you are trying to flag a typically low priority object as hi priority while keeping it otherwise low priority in other instances.
    9. Drarack
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      Thanks a lot. Very useful info. Probably saved me wasting a lot of time 
  3. Drarack
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    That's very good. hope you do a few more
    1. kittayman
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      Any suggestions? As far as I know the red rocket LOD was by far the worst but I'd be willing to look at others 
    2. Drarack
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      That's great. It's less about stuff looking bad and more just not existing. BlackBubble1's Lodify added a lot but still much missing in FO3. I pulled a lot over from NV assets for personal use but obviously can't release it and I think the colours are wrong anyways.
      If you look from the top of tenpenny tower to the metro, it's a disaster. Lodify covers the metro itself but the rest is missing. 

      I think a lot of vehicles are missing LOD, and at least one type of bridge is noticeably missing. I think the big red train trailers or boxcars are missing lod too. I could uninstall the NV assets I have and give you a better answer. The TTW crowd would love more lods too. Be great if you managed to get a few more in there.

      Aslo, the radio towers probably need some attention. I won't go on and on. But I'd say there's plenty of lod work needs doing and noone with the ability to do it. 
    3. kittayman
      kittayman
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      Sadly I dont play much outside of TTW so idk how much i can address in the FO3 end of things. The vast majority of things you mentioned are already covered if you play in TTW and follow the VNV LOD guide however. The missing car LOD, water tower LOD, boxcars, and others are directly addressed for example. As for the bridge LOD, it's there, but it's separated into two seperate meshes which makes it get culled kind of funny based on block load levels and player distance sometimes. There is actually a mod going to be coming out soon addressing such things though for NV called high priority LOD (basically makes a bunch of object LOD high priority like a more modern game so you dont have to crank block load levels), and I have been testing the TTW Patch. The bridge culling issue is gone with this new upcoming mod. If you can think of some others that have not been addressed before I can certainly look into it though.
    4. Drarack
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      Ok, that explains a lot. You know your stuff. That bridge scenario always struck me as peculiar. Makes sense now. I might look into porting that priority setting mod or recreate it sometime depending on what the author thinks.

      I'm sure there is lod that hasn't been address yet but I'd look into myself first. Not going to ask for anything boring or insignificant.

      I have noticed, and this could just be an issue I have, that xlodgen seems to make flat or 2d lod for the radio towers, and I didn't see them made for ttw yet. And nv uses different and wider models than fo3. So that could be a both ttw and fo3 one that hasn't been done yet. But that could be an issue I created from messing around. 

      This isn't the place for it, but you seem to know about this stuff, so I have to ask, what could be causing lod to linger and overlap the real models up close? My only solution was to decrease the size of the lods by a few percent so when the real models appeared, the lods where hidden inside. Works well for roads and a few others, but not everything 
    5. kittayman
      kittayman
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      Both radio tower models are partially 2D, also including a few other lod models and portions of lod models. Heck, some close up models even have 2D elements like trees and power lines. It's recommended to play with transparency multisampling enabled to make 2D billboards look more convincing. As for your LOD not dissappearing issue. I haven't seen that happen on xlodgen's side in years. Usually nowadays it means you have two conflicting landscape edit mods that need to be patched for each other. Basically a user error issue.

      Edit: Also there is an xedit script that can be found in the WSG discord for TTW that batch applies high priority flags to all selected references. I imagine the script should probably still work in FO3.
    6. Drarack
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      Alright, that's very good to know. I'll have a look at that script. Also, figured it was something on my end causing the problem. Just have to put up with it because I don't have a clue
  4. Wubbledee
    Wubbledee
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    It looks great.  My only criticism is that the white areas don't quite match the colors of the full detail object.  Otherwise excellent.
    1. kittayman
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      Hmm true, the white paint strips in the full model are a little more contrasted and rusty. I'll do a slight recolor later today.

      Edit: Okay done.