For anyone generating LOD, this mod will interfere with LOD generation. Turn it off in the mod manager when you generate LOD, re enabling it afterwards should work just fine. The main thing I noticed was the the LOD for the underpass area at Mojave Outpost where you fight the ants for Ranger Jackson, presumably it would affect the other assets covered in this mod as well.
Been bugging me for a while and I Finally got some insight from Mugzee, give him kudos if it helps.
Other than that, any performance benefit helps. Thank you kindly Inthegrave.
I will have to test later but I suspect there is some sort of user error going on. A lot of people have generated LOD for this mod with no reported issues like that. But either way glad you are enjoying the mod.
It wasn't an error on my part, I try to be as humble as possible, but I'm pretty fervent with what I know to be true.
On FNV LOD Supplementation Mugzee said I quote "Great work! I had issues with the Nellis Tower not showing up. Turns out it was NV Interiors causing trouble. To anyone running into the same issue, disable NV Interiors and any components associated with it, run LODGen, then enable NV Interiors again, and it'll work."
I didn't have NV interiors, but I applied the logic to what I did have. After clicking on the Highway 95 Underpass in console command, it showed me there were static objects that were part of this mod, so that was the first one I unchecked in FOMM, then I regenerated LOD. Afterwards the LOD was functioning as it should have been.
It's been a longtime issue that I haven't been able to resolve until seeing mugzee's post, it's a consistent problem people have had with other mods that alter objects. On further inspection I saw that this mod replaces several static objects with new ones, including the static objects that had LOD not generating, I believe that the original objects being replaced by those with new names prevented the proper LOD from generating, such as...
"rwstraightstone01NV [STAT:00176212]" being replaced by "rwstraightstone01NVOverdraw1 [STAT:16001E08]"
The mod works as intended after LOD Generation, and I truly do appreciate it.
Well you need LOD models or yeah you will have a problem. So I suspect it is user error. That's why Decent LOD Kit is listed in the description as a requirement for generation since it has LOD models for this mod. Now I was thinking about providing default vanilla LOD models in case people don't use that mod but I never did since I figured 90 percent of LOD gen folks use that. Regardless though If those instructions were followed the LOD should be fine. So yeah it is an error on your part.
Also just as a minor thing (you weren't too far off) but the stuff being replaced with a different object or a different named object has no bearing on the LOD (aside from flags), comes down to the base NIF being used which yeah is different in this mod.
Thank you very much for this. Squeezing out as many frames possible with my old laptop and this looks like it helped quite a bit.
There's something I think I should note for people playing with Classic Adobe Buildings in Mojave and/or Classic Adobe Camp McCarran: I saw concrete walls added by this mod clipping into the adobe walls of Crimson Caravan and McCarran - the config from this mod that disables the optimizations for these areas didn't seem to work, but putting PotT before those two mods in my load order seemed to work quite well and I haven't noticed any performance problems around these spaces.
Because the config settings don't remove anything, but just revert the model to the vanilla one. As a golden rule content mods should almost always overwrite fix mods.
Also it should be noted this mod does not add any walls. It adds nothing.
I know Performance of the Titans is perfectly compatible with nearly everything under the sun due to its very simplistic nature, but do you know if this mod is compatible with DUST?
I curate a DUST collection, and I have been on the fence about including this mod due to unknown compatibility.
Never played DUST but I know it changes a lot of stuff. not sure I would expect it to be fully compatible. But any compat issues would probably be harmless. also you can use the ini to turn off certain optimizations if they cause an issue.
Hey my friend ¿could your mod works with this mods i have installed? https://www.nexusmods.com/newvegas/mods/83269 https://www.nexusmods.com/newvegas/mods/83300 https://www.nexusmods.com/newvegas/mods/80922 https://www.nexusmods.com/newvegas/mods/45475 and this too https://www.nexusmods.com/newvegas/mods/45116
Yes. But if you need performance that badly, then you're probably doing something wrong with your mod list. I recommend you use the following mods (just as an example):
You may want to consider following the Viva New Vegas modding guide if you're looking for a guide to properly learn how to mod the game from the ground up (for Mod Organizer 2 users). Alternatively, you may want to consider using Essential Foundation/New New Vegas which is an automated collection (for Vortex users) to automatically provide you what you're looking for.
Thanks man but i already had all mods you tell me (except New Vegas Heap Replacer, BethINI, ExRB-Extended Roombounds) and already read and install Viva New Vegas guide i was searching more mods for more performance and only want know if were compatibles
If you still get crashes from lack of memory, check out the Viva New Vegas mod list. It basically gives you the best stability and performance optimization without any cosmetic changes.
My PC is high end, but not everyone has amazing PCs. I speak to users regularly who have potato PCs and can barely run the game. Additionally the mod is good for users who use mods like NVR or various mesh replacers that put a lot of strain on the game allowing for more headroom. And on top of that this mod doesn't just help with FPS, but memory consumption and load times.
What a weird thing to say. I have a high end PC and many performance optimization mods, and even then I can still see performance issues here and there (usually in the case of stutters). I'm sure if you observed your game while running MSI Afterburner or any other performance observance tool, you'd see the same thing.
No matter how good your PC is, FNV modding is VERY resource intensive compared to playing any other game in vanilla. Any kind of performance gained is a win.
169 comments
Been bugging me for a while and I Finally got some insight from Mugzee, give him kudos if it helps.
Other than that, any performance benefit helps. Thank you kindly Inthegrave.
with no reported issues like that. But either way glad you are enjoying the mod.
On FNV LOD Supplementation Mugzee said I quote "Great work! I had issues with the Nellis Tower not showing up. Turns out it was NV Interiors causing trouble. To anyone running into the same issue, disable NV Interiors and any
components associated with it, run LODGen, then enable NV Interiors
again, and it'll work."
I didn't have NV interiors, but I applied the logic to what I did have. After clicking on the Highway 95 Underpass in console command, it showed me there were static objects that were part of this mod, so that was the first one I unchecked in FOMM, then I regenerated LOD. Afterwards the LOD was functioning as it should have been.
It's been a longtime issue that I haven't been able to resolve until seeing mugzee's post, it's a consistent problem people have had with other mods that alter objects. On further inspection I saw that this mod replaces several static objects with new ones, including the static objects that had LOD not generating, I believe that the original objects being replaced by those with new names prevented the proper LOD from generating, such as...
"rwstraightstone01NV [STAT:00176212]" being replaced by "rwstraightstone01NVOverdraw1 [STAT:16001E08]"
The mod works as intended after LOD Generation, and I truly do appreciate it.
the description as a requirement for generation since it has LOD models for this mod. Now I was thinking about providing default vanilla LOD models in case people don't use that mod but I never did since I figured 90 percent of LOD gen folks use that.
Regardless though If those instructions were followed the LOD should be fine. So yeah it is an error on your part.
Also just as a minor thing (you weren't too far off) but the stuff being replaced with a different object or a different named object
has no bearing on the LOD (aside from flags), comes down to the base NIF being used which yeah is different in this mod.
There's something I think I should note for people playing with Classic Adobe Buildings in Mojave and/or Classic Adobe Camp McCarran: I saw concrete walls added by this mod clipping into the adobe walls of Crimson Caravan and McCarran - the config from this mod that disables the optimizations for these areas didn't seem to work, but putting PotT before those two mods in my load order seemed to work quite well and I haven't noticed any performance problems around these spaces.
As a golden rule content mods should almost always overwrite fix mods.
Also it should be noted this mod does not add any walls. It adds nothing.
I curate a DUST collection, and I have been on the fence about including this mod due to unknown compatibility.
But any compat issues would probably be harmless. also you can use the ini to turn off certain optimizations
if they cause an issue.
You may want to consider following the Viva New Vegas modding guide if you're looking for a guide to properly learn how to mod the game from the ground up (for Mod Organizer 2 users). Alternatively, you may want to consider using Essential Foundation/New New Vegas which is an automated collection (for Vortex users) to automatically provide you what you're looking for.
Additionally the mod is good for users who use mods like NVR or various mesh replacers that put a lot of strain on the game allowing
for more headroom. And on top of that this mod doesn't just help with FPS, but memory consumption and load times.