970 comments

  1. DoubleYou
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  2. DoubleYou
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    Uploaded new Pregenerated Object LOD optional file. This pregenerated LOD is designed in a way to use some textures from the LOD "resource" textures to provide the most compatible pregenerated LOD possible. If you use a tree mod that provides LOD texture resources for vanilla replacements, the pregenerated LOD will use the tree mod's textures. This works out of the box with vanilla, Barren Trees, Luxor's Summer, Make Like a Tree, and probably others (those were the few I tested).

    You can install ModernHouseLOD, and it will use his textures.

    This method does not work for any tree mod that adds new custom trees (e.g., Boston Natural Surroundings, A Forest, etc), but this will open the door for use by some users who are not comfortable or who experience issues generating their own LOD.

    Yes, it does still require the main file.

    Generating your own LOD will be more performance friendly and look better, but this gets you very close without having to do all the extra legwork.
  3. splitpaws
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    Exception in unit  line -1: Error in unit 'FOLIP' on line 2499 : Undeclared Identifier 'AddRequiredElementMasters'

    I get this error when trying to run the "before generation" script. im not an expert on fo4 modding so any idea what i need to do?
    1. DoubleYou
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      Update FO4Edit. 
    2. splitpaws
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      Im on version 4.1.5f as far as i can tell its the latest version.
    3. splitpaws
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      Oh nvm that was the issue, must have fucked something up in the fo4edit install. Thanks!
  4. StraightWhiteMen
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    i was testing and got a crash with WoodTrimWhite01.BGSM in the log file. This material is included with ur mod so i just hide it within the mo2 i guess to make me feel better.
  5. maikii
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    Edit: Had a day off from work and tried it all again. Finally got it to work without a hitch. I must have screwed up somewhere along the way the first time, but all is good now.
  6. StraightWhiteMen
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    ive been on 6.0.1 and now updated to 6.1 

    Please tell me i dont have to regenerate my lods?
    1. DoubleYou
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      Well, it's not going to break your game if you don't. You just won't see the changes. 
    2. StraightWhiteMen
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      I tried to generate new lods and got some pink objects in nukaworld. I updated ur mod and xlodgen to 132(my previous lods were built with 130 version) but then i wasted more of my time with 130-131 versions and got same result so culprit is not the xlodgen. I didnt changed much besides updating ur mod so idk. I will stick to 6.0.1 and my previous xlodged output for good. 
    3. DoubleYou
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      If you used the FOLIP - Before Generation.esp in the FOMOD instead of building it yourself, that's likely the issue.
    4. StraightWhiteMen
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      Nah, i built it in xedit 4.1.5f 64 bit with simple records disabled and default settings.
    5. DoubleYou
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      Did you redo TexGen? 
    6. StraightWhiteMen
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      That was the issue.
  7. CL4ci5ed
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    A must have mod in my opinion! Thanks DoubleYou! Questions: Once I pack the LODGen out put into a BA2 do I install it like any other mod in MO2? Are there any addition steps or is it the same process? Also can you pack the TexGen output into BA2 file as well instead of loose? Appreciate the mod!
    1. DoubleYou
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      Yes. You can typically just ignore the TexGen Output after LOD generation in Fallout 4, since all its textures will be placed on the LOD Atlas.
    2. CL4ci5ed
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      Ok cool thanks for the reply appreciate it! Cheers! 
  8. wolfspride2241
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    So convoluted. Don't even bother, find something else. 
    1. yesette
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      literally the easiest thing in the world to do btw grahhhh
    2. william09703
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      such laziness. Don't even care, touch the grass.
    3. raznek34
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      There is no "something else". This is the only mod for that purpose, and it is absolutely fantastic work.
    4. HiDDeN5
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      Сompletely agree with you. Amazin work by DoubleYou.
  9. blacktarprophecy
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    Yipee, time to spend an hour regenerating LODs again!

    (I appreciate that you continue to update your mods, honestly)
  10. yarrmateys
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    xlodgen complains some lod mesh files are missing.

    [00:01] <Warning: LOD mesh not found "Meshes\lod\landscape\trees\blastedforestburnttreefallen01_lod_0.nif" TreeBlastedForestBurntFallen01 "Fallen Tree" [STAT:00121553]>
    [00:01] <Warning: LOD mesh not found "Meshes\lod\landscape\trees\blastedforestfungaltreesmall01_lod_0.nif" TreeBlastedForestFungalSmall01 [STAT:0013C379]>
    [00:01] <Warning: LOD mesh not found "Meshes\lod\landscape\trees\blastedforestfungaltreesmall01_lod_1.nif" TreeBlastedForestFungalSmall01 [STAT:0013C379]>
    [00:01] <Warning: LOD mesh not found "Meshes\lod\landscape\trees\blastedforestfungaltreemedium01_lod_0.nif" TreeBlastedForestFungalMedium01 [STAT:0013C378]>
    [00:01] <Warning: LOD mesh not found "Meshes\lod\landscape\trees\blastedforestfungaltreemedium01_lod_1.nif" TreeBlastedForestFungalMedium01 [STAT:0013C378]>
    [00:01] <Warning: LOD mesh not found "Meshes\lod\landscape\trees\blastedforestfungaltreemedium01_lod_2.nif" TreeBlastedForestFungalMedium01 [STAT:0013C378]>
    [00:02] <Warning: LOD mesh not found "Meshes\lod\landscape\trees\treemapleblasted06_lod_0.nif" TreeMapleblasted06 "Maple Trunk" [STAT:000531BC]>
    [00:02] <Warning: LOD mesh not found "Meshes\lod\landscape\trees\treemapleblasted06_lod_1.nif" TreeMapleblasted06 "Maple Trunk" [STAT:000531BC]>
    [00:02] <Warning: LOD mesh not found "Meshes\lod\landscape\trees\treemapleblasted06_lod_2.nif" TreeMapleblasted06 "Maple Trunk" [STAT:000531BC]>
    [00:02] <Warning: LOD mesh not found "Meshes\lod\landscape\trees\treemapleblasted03_lod_0.nif" TreeMapleblasted03 "Maple Trunk" [STAT:000521BB]>
    [00:02] <Warning: LOD mesh not found "Meshes\lod\landscape\trees\treemapleblasted03_lod_1.nif" TreeMapleblasted03 "Maple Trunk" [STAT:000521BB]>
    [00:02] <Warning: LOD mesh not found "Meshes\lod\landscape\trees\treemapleblasted03_lod_2.nif" TreeMapleblasted03 "Maple Trunk" [STAT:000521BB]>
    [00:05] <Warning: LOD mesh not found "Meshes\lod\landscape\trees\treecluster01_lod_0.nif" TreeClusterMound01 [STAT:001A97DF]>
    [00:08] <Warning: LOD mesh not found "Meshes\lod\landscape\trees\treecluster01_lod_0.nif" TreeClusterMound01_RiverbedRocks02Wet [STAT:001C2291]>
    [00:09] <Warning: LOD mesh not found "Meshes\lod\landscape\trees\treecluster02_lod_0.nif" TreeClusterMound02 [STAT:001A97E0]>
    [00:23] <Warning: LOD mesh not found "Meshes\lod\landscape\trees\treecluster02_lod_0.nif" TreeClustermMound02temp [STAT:000787EF]>
    [00:33] <Warning: LOD mesh not found "Meshes\lod\landscape\trees\treecluster02_lod_0.nif" TreeClusterMound02_NF [STAT:001A97E6]>
    [00:33] <Warning: LOD mesh not found "Meshes\lod\landscape\trees\treecluster01_lod_0.nif" TreeClusterMound01_Marsh "Trees" [STAT:001A97E1]>
    [00:44] <Warning: LOD mesh not found "Meshes\lod\landscape\trees\treecluster02_lod_0.nif" TreeClusterMound02_Forest [STAT:001A97E5]>
    [01:35] <Warning: LOD mesh not found "Meshes\dlc03\lod\landscape\trees\treeredpinefallen01_lod_0.nif" TreeRedPineFallen01 "Red Pine Tree" [STAT:0300443D]>
    [05:28] <Warning: LOD mesh not found "Meshes\lod\landscape\trees\chargen\treemapleprewar04green_lod_0.nif" TreeMaplePreWar04Gr [STAT:00061646]>
    [05:28] <Warning: LOD mesh not found "Meshes\lod\landscape\trees\chargen\treemapleprewar04orange_lod_0.nif" TreeMaplePreWar04Or [STAT:00061645]>
    [05:28] <Warning: LOD mesh not found "Meshes\lod\landscape\trees\chargen\treemapleprewar05green_lod_0.nif" TreeMaplePreWar05Gr [STAT:00061649]>

    all of them are defined in FOLIP - Before Generation.esp. did you forget to pack those? there may be some more but i only got those.
    1. DoubleYou
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      Ah, those are part of Optimized Vanilla Tree LODs. I forgot to disable that when making the pre-built plugin. 
  11. GhostSkylineZ
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    I'm going to pack generated LOD meshes files into ba2, should I compress them?
    Or just pack them without compressing?
    1. DoubleYou
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      Doesn't really matter. 
    2. GhostSkylineZ
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      OK, thank you!
  12. entengenemu
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    I followed the guide and I'm pleased with the result especially with the pop-ins. One thing I'm having issue with is some object LOD having missing textures and some nearby objects still popping around Downtown Boston. USS wreck of riptide and the ampetheater on my end are the noticeable ones.

    Update: Yeah, I thought I got it to work but it only works for trees. Been trying to generate and doing all the steps to a tea but sadly no dice.

    Update 2: I tried using Pregen LOD as well and no dice. I'm using BNS and Diamond City billboard fix. I checked FOEdit and BNS doesnt conflict with the LODs. Honestly I'm lost even after following the guide and generating my own LODs.

    Update 3: Alright, I kinda narrowed it down to PRP settlements and SS2 being the culprit, I'll do some more testing to see.

    Alright so I got it to work. Its not SS2 or PRP. Its more of BNS landscape conflicting with the mod without MO detecting it. Removing BNS landscape made the LOD generation work without problems.