Fallout New Vegas

To patch custom xLODGen output for any of my animated LOD mods, you will need NifSkope installed. Prior experience with NifSkope is recommended, but not necessary for this tutorial. Below is a visual overview of the layout terms I will be using:


This tutorial also assumes that you use Mod Organizer 2, and your xLODGen output is installed to its own mod folder (not in overwrite). Neither are strictly necessary, but no support will be given for other setups. Refer to the VNV LOD Guide for more information.

1) Download any version of the mod from Nexus. It doesn't matter which one you choose.

2) Install the mod archive in MO2.

3) Right-click the mod in MO2 and select "Open in Explorer." Navigate to Meshes\Landscape\LOD\WastelandNV\Blocks.

4) Take note of each .nif's filename. You will need to refer to them later.

5) Right-click in the left pane of MO2 and select "All Mods > Create Empty Mod Above." Name the new mod something like "Animated LOD - Custom Patch." Make sure it is being loaded below your LOD output and any animated LOD mods you have installed.

6) Right-click the custom patch in MO2 and select "Open in Explorer." Locate your LOD output and do the same.

7) In the custom patch folder, recreate the folder structure for Meshes\Landscape\LOD\WastelandNV\Blocks. You can also just copy the Meshes folder from the original mod and overwrite the .nif files in the next step.

8) In your LOD output folder, navigate to Meshes\Landscape\LOD\WastelandNV\Blocks. Copy all of the .nif files that match the filenames from step 4, and paste those into the Blocks folder you created in the previous step.

9) Open the first .nif from the original mod's Blocks folder in NifSkope and then do the same for the corresponding .nif you just copied to the custom patch's Blocks folder.

10) You will need to copy all of the NiNode branches from the original .nif into the custom patch .nif. To do this, right-click the first NiNode in the original .nif's Block List and select "Block > Copy Branch." Then switch to the custom patch .nif, right-click the BSFadeNode, and select "Block > Paste Branch." Repeat for every top-level NiNode in the original .nif.

11) Save your .nif. If you get a pop-up that says some blocks had their names sanitized, just click "OK" (it doesn't matter, but NifSkope wants to assign the base LOD block a unique name).

12) The .nif has been patched! As should be done after editing any mesh, the final step is to go to "Spells > Sanitize" in the toolbar (at the top of the window) and run Reorder Link Arrays, Collapse Link Arrays, and Reorder Blocks. Save your mesh again.

13) Repeat steps 9-12 for each set of .nif files.

Notes:
  • If you want to use Smoke on the Desert alongside Dust Bowl, you need to open the "WastelandNV.Level4.X-12.Y-24" .nif files from both mods and copy over the NiNode branches from each into your patched .nif.
  • To verify that your file structure is correct, enable the original mod in MO2. It should be flagged a white lightning bolt in the conflicts column. If your custom patch is flagged with a yellow bolt with a red minus (with or without a green plus), something is overwriting it. Ensure that you do not have LOD files in your MO2 overwrite folder (can be opened at the bottom of the left pane).

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DuncanWasHere

8 comments

  1. Muggzee
    Muggzee
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    Having trouble with step ten. Is 'BSFadeNode' under Block List, or Block Details? I'm not seeing it anywhere. The rest of the instructions seem forward enough. I'm just hitting this one snag is all. I hardly touch Nifskope, so apologies in advance if this is rookie stuff I’m glazing on.
    1. Postman6
      Postman6
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      Same did you happen to find it by any chance ? 
    2. Muggzee
      Muggzee
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      No. Hopefully Dunc'll see this soon. I know they're busy with other things at the moment. Have got my project to keep me busy 'till then.
    3. rndrflotilla
      rndrflotilla
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      It looks like that particular object can be named something different depending on the .nif file you're editing, but the idea is to put everything under the top level or root object.

      For example, if you're running Smoke on the Desert you want to paste your NiNode branch under BSMultiBoundNode. The method works flawlessly for me.
  2. Lucas9
    Lucas9
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    Awesome guide, I was able to patch all three of your ESPless mods in less than 10 minutes for my custom LOD.
  3. DamageHero
    DamageHero
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    Thank you so much for this guide, some mods I installed have huge lod elements that don't appear if using Dust Bowl, so this was necessary.
  4. A1ienAtomz
    A1ienAtomz
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    Thank you for these mods and this tutorial. Really straight forward and simple.
  5. DracoVampire786
    DracoVampire786
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    Was a bit confused at first but now I understand it.
    Basically its just a matter of copy and pasting the nifs from our LOD output then opening them up in nifskope and copying the branches from your mod nifs into our lod output nifs.

    Then following the santize mesh method.