Issues? Read the post by RogerLibiez2 below; What I did was set the "bModifyDirectXBehavior" line in New Vegas Tick Fix .ini to "1" instead of "0" and set my GPU to performance mode on New Vegas exe.
To generate the Tree LODs for this mod you can use XLODGEN
To anyone generating tree lod in addition to needing xLodGen you will need the mod Lod Fixes and Improvements - NVSE which will help fix the previously broken tree lod system that didn’t used to work in new vegas.
This way you will be able to generate proper tree lod.
Whenever an npc is shooting rapidly all the grass starts to flash, how do i fix this? i don't have any sound mods and the only other visual mods i have is nmc,s pack, clutter retexture, and Nevada skies.
Im having this same issue and its only this mod that it happens with. Edit For anyone having this issue. Turn off transparency multisampling in the FNV Launcher Settings. You can manually open up the launcher from your Game Folder if your using NVSE.
hi just looking for some help after I load LOD they look fine but there's like lines floating above the trees just hoping someone can give me some advice how to get rid of these
I'm at the landscape overhaul and generating lod part of my load order build.
It's so easy to mess this up, so even after years of modding, i get very, very nervous about the whole procedure.
Could you please tell me if this is the correct order to install these mods?
1 NMCs Textures 2 NMC New Vegas Patch for ALL Sized packs 3 Ojo Bueno Texture Pack 4 FNVLODGen Resources 5 LODadditions 6 Much Needed LOD 7 WFO Medium Resolution version 8 A Wasteland in Bloom
PegasusKoga You still lack quite a lot of good LOD mods. Go search LOD and sort by download. Almost every mod in the first and second page is good, I recommend the first 12 (except the pre-generated LOD of course), remember to download their requirements as well. Avoid the mods with TTW in their name if you don't play TTW.
That is really not good advice. You should go through the VNV Lod Guide made by very experienced modders and is up to date. I recommend downloading the More Lod for Wasteland Flora Overhaul. Once downloaded, load this mod and the More Lod for Wasteland Flora Overhaul mod after the last mod in the VNV Lod Guide, then generating lod.
Just wanted to say THANK YOU !!!! I won't surprise anyone by saying this mod (fertile version) looks almost unbelievable considering that it runs in such an old game (whose graphics weren't that impressive even at release). It does. In fact it looks spectacular from arboreal point of view.
How much and how well does it do so? When I exited Goodsprings Cave I was stunned by the majestic beauty. When that awe over the sheer beauty wore off, I realized I had no idea where I was! It looked like a new location to me, if not another game entirely! And i mean this in an utterly positive way - this is a massive upgrade on FNV. I'd used a "lite" version of this years ago, so I knew to expect technical quality, but with modern equipment (undreamed of 12 years ago for cheap-ish gamers!) I am simply blown away by its sheer beauty.
One, is the latest version the same as the fertile version? Because I want fertile, more trees.
Second, can someone walk me through generating LOD like a literal baby?
I tried on my own and have ended up having to do a complete reinstall because I'm so confused. The LOD I generated was all messed up. I had building lod on tree lod, looking very strange, and cliff lod looking very strange too, all messed up. I would prefer not to have messed up LOD again.
I followed instructions as far as I'm aware, including using the other lod resource mods as suggested in the description, plus one lod resource mod for NMCs. The one thing I think I did different was select all the world spaces? Because I'm using the HH stuff too and didn't know which worldspaces to have selected. I just now read the comment that suggests LOD Fixes and Improvements, maybe I needed that?
EDIT: I am currently trying out the LOD Guide from Viva New Vegas to see if it helps.
Hi guys! I love this mod, a must have for every playthrough. What are your plans for development? Will you ever introduce animations to plants, to make it look like the plants are moving in the wind? That would be an absolute killer!
plants should be moving in the wind already (the grass renderer takes care of this automatically). If you mean trees, highly unlikely, we have 100+ trees, to animate each would be an immense undertaking.
Yes, I meant trees, sorry for the confusion – my English isn't perfect. Thanks for the quick reply! Have you ever considered collaborating with someone skilled in animations, like Ashens2014, AmaccurzerO or hitman47101? Of course, I’m just curious and not asking on their behalf. :)
I wonder if it'd be possible to make a replacer version of this that uses the larger pool of meshes/textures and Base Object Swapper as to not change large swathes of landscape for maximum compatibility. I'm talking as someone with very minimal knowledge though, so... Yeah.
He probably means this patch Wasteland Flora and Terrain Overhaul (Patched) As far as I know, it makes some pretty useful and significant changes to your mod. Have you considering these fixes as a future update to the main mod? Well, or at least discuss it with Inthegrave.
If he re-enabled the visible with distant flags on forms than he re-enabled the errors that can occur from having both the "has treelod" and the "VWD" flag enabled simultaneously on a form, that means you can run into LOD trees up close again. That is because some LOD is treelod, which was not supplied in vanilla BSA files, but was enabled on vanilla forms. That in turn means that if you supply the treelod assets on vanilla game, you get LOD up close errors. if for some reason i have the will to make all LOD 3DLOD (static) in the future, those flags could be re-enabled, but not right now.
Also, there are no dirty edits, the edits made in WFO are made with a specific reason. And if there would be ITM's, that would mean i haven't been checking my file, and i don't think that is the case, i always check my file with xEdit before saving it. And making the mod a ESM gave us crashing problems in the past, and it prevented people from putting it last in the load order, which means that if you have another mod that touches the placement of a vanilla tree that was deleted (disabled) in WFO, it will again give you the LOD up close problem, So if you want to use that patch, be my guest, but don't come crying to us if you have LOD up close because another mod re-enables vanilla forms, or your game starts crashing without obvious cause.
Not everything is what it seems, and sometimes you have to do things in a way that is not generally recommended.
So no, we won't incoorporate these "fixes", cause they arent fixes as far as i'm concerned.
Also, i don't see why we would need to discuss this with InTheGrave if we should want to make these edits. If these edits would have been neccesary, i would have made them long before he did, but i didn't cause they would mess up the mod for many people that don't know how to fix errors themselves that could come from using these edits, or this patch. The reason the mod is like it is, is to make it as noob friendly as it can be, so long as the follow the given instructions to put it last in the load order.
I would like to add to the above. I think it's a bad modding practice to make duplicates of unabandoned and regularly updated mods and tell everyone they shouldn't use the original mod.
In short there is dirty edits. the mod still has dirty edits to a few coyotes that were moved very slightly downwards (imperceptible to the player).
Also there is a reason a lot of the modding community is moving towards ESM. ESPs increase memory usage and save file size because you are forcing all the placed REFs (including the disabled ones which should not have been disabled but swapped for the new records you added) to be forced into memory at all times.
If even just the mod was flagged as ESM (file extension doesn't need changed) I would hide my mod as I feel like the most major issue would have been addressed. Rest of the issues would be fairly minor at that point.
To extend an olive branch, if either of the authors of this mod want me to takedown my patch then I will do so just say the word. But I would hope the changes are made because they still should be done (Flagging as ESM, removal of dirty edits and brand new placed REFs removed and the old disable ones reenabled and swapped instead) or even just esm flagging at the very least.
The mod is OK as it is, the extra memory load is negligable due to modern vidcards having ample VRAM for this old game, unless you use 4K or 8K textures for everything, the 3D models loaded are negligable compared to the texture load. So the community moving towards the use of ESM is bollocks in that regard.
The problem with swapping is that if i swap the Z placement of 3d (tree) models is completely messed up, and even after repostion every tree it will still be messed up (tried that in the past, the engine doesn't let me do that)
I don't care about a few coyotes placed slightly different, the whole point about not wanting to have dirty edits is that if another mod changes that record, that it would potentially mess up a mod loaded before that that edits the same record, that's a non issue in this case for a few coyotes, be reasonable..
And you can keep your patch on the Nexus, we don't care about that, i'm just warning people for the potential problems that could arise from using a patch with obvious flaws.
Cause you did not adress the problem with the double lod flags, and you didn't mention it either, and that is the main problem why people should not use it.
It's very important to do things right if you do it, if you don't, you shouldn't bother making patches.
2778 comments
My new grass mod is out, works well with WFO
A Wasteland in Bloom<- Click
...also available Groundcover Overhaul and Improved Plants
Issues? Read the post by RogerLibiez2 below;
What I did was set the "bModifyDirectXBehavior" line in New Vegas Tick Fix .ini to "1" instead of "0" and set my GPU to performance mode on New Vegas exe.
To generate the Tree LODs for this mod you can use XLODGEN
Vurt on Youtube
This way you will be able to generate proper tree lod.
https://www.nexusmods.com/newvegas/mods/84171
otherwise you'll get missing LOD in chunks.
Looks like you're on your own.
It's so easy to mess this up, so even after years of modding, i get very, very nervous about the whole procedure.
Could you please tell me if this is the correct order to install these mods?
1 NMCs Textures
2 NMC New Vegas Patch for ALL Sized packs
3 Ojo Bueno Texture Pack
4 FNVLODGen Resources
5 LODadditions
6 Much Needed LOD
7 WFO Medium Resolution version
8 A Wasteland in Bloom
And then generate LOD?
This guide is awesome - you saved me a lot of hassle.
Somehow i did not get notified about your reply so apologies for not answering until now.
Thanks for the link though!
I won't surprise anyone by saying this mod (fertile version) looks almost unbelievable considering that it runs in such an old game (whose graphics weren't that impressive even at release). It does. In fact it looks spectacular from arboreal point of view.
How much and how well does it do so? When I exited Goodsprings Cave I was stunned by the majestic beauty. When that awe over the sheer beauty wore off, I realized I had no idea where I was! It looked like a new location to me, if not another game entirely! And i mean this in an utterly positive way - this is a massive upgrade on FNV.
I'd used a "lite" version of this years ago, so I knew to expect technical quality, but with modern equipment (undreamed of 12 years ago for cheap-ish gamers!) I am simply blown away by its sheer beauty.
One, is the latest version the same as the fertile version? Because I want fertile, more trees.
Second, can someone walk me through generating LOD like a literal baby?
I tried on my own and have ended up having to do a complete reinstall because I'm so confused. The LOD I generated was all messed up. I had building lod on tree lod, looking very strange, and cliff lod looking very strange too, all messed up. I would prefer not to have messed up LOD again.
I followed instructions as far as I'm aware, including using the other lod resource mods as suggested in the description, plus one lod resource mod for NMCs. The one thing I think I did different was select all the world spaces? Because I'm using the HH stuff too and didn't know which worldspaces to have selected. I just now read the comment that suggests LOD Fixes and Improvements, maybe I needed that?
EDIT: I am currently trying out the LOD Guide from Viva New Vegas to see if it helps.
As long as you don’t have any messy mods, these settings for FNVxLODGen are golden
If you mean trees, highly unlikely, we have 100+ trees, to animate each would be an immense undertaking.
i don't understand what you're saying.
Most trees are not replaced, but placed.
And others disabled.
You want a totally different version ?
if so, make it yourself.
As far as I know, it makes some pretty useful and significant changes to your mod.
Have you considering these fixes as a future update to the main mod?
Well, or at least discuss it with Inthegrave.
That is because some LOD is treelod, which was not supplied in vanilla BSA files, but was enabled on vanilla forms.
That in turn means that if you supply the treelod assets on vanilla game, you get LOD up close errors.
if for some reason i have the will to make all LOD 3DLOD (static) in the future, those flags could be re-enabled, but not right now.
Also, there are no dirty edits, the edits made in WFO are made with a specific reason.
And if there would be ITM's, that would mean i haven't been checking my file, and i don't think that is the case, i always check my file with xEdit before saving it. And making the mod a ESM gave us crashing problems in the past, and it prevented people from putting it last in the load order, which means that if you have another mod that touches the placement of a vanilla tree that was deleted (disabled) in WFO, it will again give you the LOD up close problem, So if you want to use that patch, be my guest, but don't come crying to us if you have LOD up close because another mod re-enables vanilla forms, or your game starts crashing without obvious cause.
Not everything is what it seems, and sometimes you have to do things in a way that is not generally recommended.
So no, we won't incoorporate these "fixes", cause they arent fixes as far as i'm concerned.
Also, i don't see why we would need to discuss this with InTheGrave if we should want to make these edits.
If these edits would have been neccesary, i would have made them long before he did, but i didn't cause they would mess up the mod for many people that don't know how to fix errors themselves that could come from using these edits, or this patch.
The reason the mod is like it is, is to make it as noob friendly as it can be, so long as the follow the given instructions to put it last in the load order.
Also there is a reason a lot of the modding community is moving towards ESM. ESPs increase memory usage and save file size
because you are forcing all the placed REFs (including the disabled ones which should not have been disabled but swapped for the new records you added) to be forced into memory at all times.
If even just the mod was flagged as ESM (file extension doesn't need changed) I would hide my mod as I feel like the most major issue
would have been addressed. Rest of the issues would be fairly minor at that point.
To extend an olive branch, if either of the authors of this mod want me to takedown my patch then I will do so just say the word.
But I would hope the changes are made because they still should be done (Flagging as ESM, removal of dirty edits and brand new
placed REFs removed and the old disable ones reenabled and swapped instead) or even just esm flagging at the very least.
So the community moving towards the use of ESM is bollocks in that regard.
The problem with swapping is that if i swap the Z placement of 3d (tree) models is completely messed up, and even after repostion every tree it will still be messed up (tried that in the past, the engine doesn't let me do that)
I don't care about a few coyotes placed slightly different, the whole point about not wanting to have dirty edits is that if another mod changes that record, that it would potentially mess up a mod loaded before that that edits the same record, that's a non issue in this case for a few coyotes, be reasonable..
And you can keep your patch on the Nexus, we don't care about that, i'm just warning people for the potential problems that could arise from using a patch with obvious flaws.
Cause you did not adress the problem with the double lod flags, and you didn't mention it either, and that is the main problem why people should not use it.
It's very important to do things right if you do it, if you don't, you shouldn't bother making patches.