This means your load order is screwy and something conflicts with NeuraLOD. This means you shouldn't be using the Main file - you want to regenerate LOD for your load order using the Resource file. As for details, check the other sticky comment.
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Thanks to jthrongard we found that Fallout 4 VR will crash upon entering the Diamond City worldspace if you have *any* LOD mod installed. This is not an issue caused by NeuraLOD or whatever LOD mod you have installed, it happens with any custom LOD apparently.
Hi there good to see a mod like this. My lod mods for FO4 started with 'FAR', then found the awesome xlodgen for terrain & object. So let me get this right, after extracting the archives I found: - Main file overwrites my xlodgen objects folder - Resource file conflict free
So my question is does having the Resource file present prior to regenerating object lod improve it with the higher resolutions? And guessing it can be disabled afterwards...
Superb! I've just rerun it and taken some before/after shots, running xlodgen with the resource file has made a noticeable diff.
As a standalone mod for other users this is great, but I'd imagine if users had pre-existing mods that contain lod it would need overwriting with the files from the respective mods & repacking (as I did, elm and maple lods were already in the load order).
I have always left my output as loose, after reading archiving lod can have a negative impact (that was for SSE at least). However as this has not proven a problem I'll archive & esl my xlodgen output mods, thats great.
Endorsed & kudos to you, thanks for furthering this area of the game in terms of quality.
Yes, the main file is intended for users who run no environmental overhaul mods. The resource file is for people who do, those will have to regenerate LOD. The resource file can also be used by other mod authors who want to generate LOD for a custom worldspace.
I highly recommend packing your FO4LODGen output into BA2 archives. The amount of resulting .bto files (not necessarily the amount of data) can add up to clogging up your CPU, which is very bad for performance. It also makes mod management a great degree easier.
Uh, any chance for an updated guide that actually uses your resources? ^_^;
The one you linked says nothing at all about NeuraLOD. It also has you download FOLIP -- which itself comes with instructions to enable one esp before generating, and one esp after -- but says nothing at all about that.
Should I just replace FOLIP with this, follow the guide as normal otherwise?
Thing is this mod is basically outdated and I'm mostly keeping it around as a resource for other authors. I'd recommend following DoubleYous guide. If you have trouble with that guide you should comment on that though.
Gotcha. I just wasn't sure if you were even aware that the guide you linked didn't involve this mod anymore. Really appreciate the link. :) And all your work -- Inside Jobs is a huge favourite!
I've used the resource texture you provided to generate LOD, and at first I build it on a 4096x4096 atlas. However, after rechecking, I saw that LODgen had generated 2 atlases for me. Surely enough, the 4k atlas is full. So I rebuild it using 8192x4096 and the texture fits.
But that makes me wonder, if LODgen can generate 2 atlas instead of 1. What would be the benefit of using bigger atlas instead of multiple smaller one? From the screenshot that I took (albeit only in 1 location on the bridge overlooking the Boston skyline), there doesn't seem to be any difference between the two.
I've searched the internet, and it's a bit hard to find a concrete answer to this. I did find a thread on STEP (DynDOLOD), mentioning that the only downside would be additional draw calls. Based on my unreliable testing, I found it cost 1 fps using 2 atlases
Mkay, thought I'd give this sucker a second try and I'm sorry that I did. I've been getting stuck LOD's from the start of my run. I don't have any lod replacers for trees, or the Sanctuary bridge and it's what I've been having issues with. I'm guessing maybe you had different lod's for these, or other objects when you made this.. Either that, or you don't really know what you're doing when it comes to building LOD correctly. That would be my first guess. You need to take this mod down. It's not designed to run with anyone's game, except yours, maybe. What was I thinking? I'm going to go ahead and block you, so you don't ruin any more of my runs. Oh and FYI: my load order is pristine, not that this has anything to do with load order. (Another red flag from your sticky.)
You're one of a little more than 40k users who's having problems, certainly that must be on the mod, not on you. It's telling that you're not even able to describe the problems you have. Good riddance.
No tree or landscape mods. I still see weird artifacts, specifically LOD textures failing to unload or loading overtop of a vanilla LOD mesh causing flickering. Sometimes when I enter a new cell, I will see the LOD trees still there growing amidst the vanilla. Its low in my LO but Im trying putting it deadlast. Could it conflict with PRP (previs repair)?
Edit: Confirmed, I think. Have not seen the artifacting since I forced to load after. Not sure why Loot does not put this after previs. This is a replacer and so can't possibly break previs. oh well.
Edit 2: Well nevermind, I guess I just got lucky for a while. Seeing the same glitches again, distant trees not unloading resulting in flat cardboard trees everywhere. Its related to cell changes because I can always reload in the same cell to fix it.
"Landscape mods" is referring primarily to mods that add more trees or change existing trees. Those usually conflict because of the change in objects in the worldspace, which requires LOD regeneration.
At first I wasn't seeing much difference. I was like running all over the map and shit. Then I noticed the sanctuary bridge disappeared when I disabled the mod. I was like, "oh, ok... now I see." Heh
Well it did disappear when I disabled your lod, so I dunno what to tell ya'. I'm guessing from your response you didn't add any lod objects. I didn't bust open the bsa to see. Whatever, not much change anyway... just some minor detail. Not like what you see when you use FO3LODGEN for FO3, that's for sure. Of course that game needs all the help it can get. The below praise doesn't really match what I saw. Meh
I'm using Vivid Fallout 4k + FAR + Luxor's mods (including Far Habor Tree LOD and HQ LOD). I haven't generated anything, I just installed them like normal mods.
So does this mean I can just put your main file right at the end?
Gotcha, I followed your guide pretty much and have finally got around to generating all the LODs. Have you tried doing Terrain? There are a ton of options there so I'm a bit lost.
But I guess for now using the game-ready file from Far Away Reform will suffice.
When I made this, FO4LODGen couldn't even make terrain LOD. Thus it's just not covered by NeuraLOD. But in theory one could follow NeuraLODs workflow to create a similar pack for terrain LOD.
156 comments
This means your load order is screwy and something conflicts with NeuraLOD. This means you shouldn't be using the Main file - you want to regenerate LOD for your load order using the Resource file. As for details, check the other sticky comment.
-------
Thanks to jthrongard we found that Fallout 4 VR will crash upon entering the Diamond City worldspace if you have *any* LOD mod installed. This is not an issue caused by NeuraLOD or whatever LOD mod you have installed, it happens with any custom LOD apparently.
So let me get this right, after extracting the archives I found:
- Main file overwrites my xlodgen objects folder
- Resource file conflict free
So my question is does having the Resource file present prior to regenerating object lod improve it with the higher resolutions? And guessing it can be disabled afterwards...
Precisely. It overrides texture assets so FO4LODGen uses NeuraLODs instead.
As for settings, I used the following for generating the main file:
Atlas size max: 8192
Single texture max: 1024
UV Range: 1.1
Alpha thresh: 128
Diffuse: DXT1
Normal & Specular: DXT5
There is still a bit of space left on the 8192x4096 atlas so adding more and higher-res LOD textures will blow your atlas size up to full 8192x8192.
> And guessing it can be disabled afterwards...
Yes.
As a standalone mod for other users this is great, but I'd imagine if users had pre-existing mods that contain lod it would need overwriting with the files from the respective mods & repacking (as I did, elm and maple lods were already in the load order).
I have always left my output as loose, after reading archiving lod can have a negative impact (that was for SSE at least). However as this has not proven a problem I'll archive & esl my xlodgen output mods, thats great.
Endorsed & kudos to you, thanks for furthering this area of the game in terms of quality.
I highly recommend packing your FO4LODGen output into BA2 archives. The amount of resulting .bto files (not necessarily the amount of data) can add up to clogging up your CPU, which is very bad for performance. It also makes mod management a great degree easier.
The one you linked says nothing at all about NeuraLOD. It also has you download FOLIP -- which itself comes with instructions to enable one esp before generating, and one esp after -- but says nothing at all about that.
Should I just replace FOLIP with this, follow the guide as normal otherwise?
But that makes me wonder, if LODgen can generate 2 atlas instead of 1. What would be the benefit of using bigger atlas instead of multiple smaller one?
From the screenshot that I took (albeit only in 1 location on the bridge overlooking the Boston skyline), there doesn't seem to be any difference between the two.
Good job man.
Edit: Confirmed, I think. Have not seen the artifacting since I forced to load after. Not sure why Loot does not put this after previs. This is a replacer and so can't possibly break previs. oh well.
They basically change the quality of vanilla textures keeping the same look
Terrain (ground/worldspace landmass) textures shouldn't conflict.
Pretty cool man. Thanks.
Also, there's screenshots of what to expect, y'know.
I'm using Vivid Fallout 4k + FAR + Luxor's mods (including Far Habor Tree LOD and HQ LOD). I haven't generated anything, I just installed them like normal mods.
So does this mean I can just put your main file right at the end?
But I guess for now using the game-ready file from Far Away Reform will suffice.