Fallout 4

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Phlunder

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Phlunder

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  1. Phlunder
    Phlunder
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    16 May 2022

    Uploaded the first version of LOD Fixes and Additions in the optional files, which is an ongoing effort to fix various issues with existing LOD assets and add new resources for LOD generation. Starting with Far Harbor, I created optimized LOD meshes for all cliffs added by the DLC. These originally had no LOD, which was a strange decision for large objects like that.


    I also fixed an issue with a commonly used material that missed the alpha testing flag:


    05 December 2021

    Uploaded 3 variants of terrain noise diffuse and normals. My current favorite is Variant 3 - but I advise to just compare them in game and deciding for yourself. They can be exchanged at any time of course, no need to rerun xLODGen. I uploaded some screenshots for all variants.



    You have to run xLODGen with these resources installed, they won't do anything on their own! I won't provide pre-generated LOD as it makes no sense, one should always generate LOD for their own specific loadout!

    What's the difference between this mod and NeuraLOD?

    Advanced models were used to avoid the "water painting" like look, and bring back a lot of lost detail:


    The alpha channels were reworked to be pixel perfect, and are not bicubic upscaled and blurry:


    Faithful rework of small scale material details for important buildings and other objects:

  2. ajinxpatil
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    I've been happily using HD LOD Textures for a while now. But just recently I looked into terrain noise. Thankfully, this mod page also includes some variations for noise and detailnormals. Following is the comparison of few mods that I tried. Love Phlunder's variants.

  3. AtomicFallout757
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    This is an amazing upgrade over vanilla textures. Just curious - is it possible to give some LODs like highways a more 3D look? Currently, they look almost entirely 2D in my opinion which I believe is do to a low poly count, but I could be way off there. I know that would be a completely different project on it's own, separate from textures, but it would drastically improve the look of the game at long distances.
    1. Oynlen
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      you want LOD to be low poly as possible, 2d is better than nothing which was mostly there before. #D lods will kill your performance in this engine. 
  4. dangerism
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    Thanks for the credit. Will definitely give add this mod once I get down to reinstalling Fallout again.
  5. Dashboarderian
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    I'm surprised this hasn't been endorsed more, it's a really good LOD textures that's more detailed than vanilla but also giving a high clarity feel
    1. Phlunder
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      I don't really care about downloads or endorsements, but thanks for the kind words!
  6. szeiger
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    I'm trying to build an objects LOD with A Forest. When I use the HD LOD Textures I get vanilla trees in the LODs instead of the tree textures from A Forest. It works fine with just the FO4LODGen resources. All textures of A Forest are in BA2 and it makes no difference whether I put it above or below the LOD mods. Has anyone run into this? What could be the issue?
    1. Phlunder
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      From the description page:
      Please use common sense to hide or remove certain resources from this mod, as your landscape retexture most likely includes LOD resources for objects like rocks. Otherwise you will revert those textures to vanilla.
      Use your mod manager to hide the tree LOD resources from this mod. If you use MO2, this is pretty easy using the Conflicts tab. You also have to activate archive parsing to see these kinds of conflicts of course.
    2. szeiger
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      Thanks, that worked. I didn't know about the archive parsing feature. And I must have been looking at the wrong mod before. I was sure HD LOD Textures had a .ba2 so I was surprised that putting it before A Forest didn't help.
  7. ajinxpatil
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    Hi! I'm a bit confused regarding recommended priority of mods and plugins before LOD generation. So is following correct?

    Mod Order:

    • HD LOD Textures
    • LOD Fixes and Additions
    • LOD Terrain Noise and Details Normals
    • FO4LODGen Resources
    Plugin Order:

    •  LOD Fixes and Additions.esp
    • <all FO4LODGen esps>

    And after generation, the new mod/plugin containing generated LOD will be at the bottom. 
    1. Phlunder
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      The official FO4LODGen Resources and its plugins always come first in both mod and plugin load order. I have some fixes for plugin and resources too, so this mod needs to load after. The terrain noise and normals should have no conflict. There is no plugin generated when using xLODGen, just meshes/textures, and yes they should have priority over everything.
    2. ajinxpatil
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      Ah I see. So,

      Mod Order:

      • FO4LODGen Resources (always first)
      • HD LOD Textures
      • LOD Fixes and Additions (can be anywhere after FO4LODGen Resources)
      • LOD Terrain Noise and Details Normals (can be anywhere)

      Plugin Order:

      • <all FO4LODGen Resource esps>
      • LOD Fixes and Additions.esp

      I hope I understood you correctly. Thanks for clearing this up.

      (I love your mods, the work and presentation is methodical and neat, thank you!)
  8. TheClairvoyant1
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    Hey phlunder, is the LOD Fixes and Additions optional file meant only for generation? Or is it to be used indefinitely? Thanks in advance.
    1. Phlunder
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      You should keep it active just like the FO4LODGen.esp, you could even merge it with it.
    2. TheClairvoyant1
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      Thanks dude!
  9. 30tolife
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    Thank you !!!
  10. payl0ad
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    Hey just came across this, good stuff. This covers pretty much exactly the same things as NeuraLOD does, right?
    1. Phlunder
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      Yes, it covers every single LOD texture resource so it is meant as a replacement. Comparisons to NeuraLOD are in the sticky.
  11. Denixerianer
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    is it fine to add these to an ba2 before generating lod? Im asking more for in general if lodgen read the archives or just loose files
    1. Phlunder
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      Waste of time, these are not actively used by the game, so packaging them in BA2 will do nothing. They are only needed for atlas creation.
    2. Denixerianer
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      alrighty thank u
    3. payl0ad
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      Having them in BA2 archives still provides small benefits to mod management QoL. Especially advantageous to users who do not use mod managers with Virtual Filesystems. It'd still work perfectly fine.