Oblivion
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Arthmoor

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  1. MeToLe
    MeToLe
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    everything goes to data folder as usual?
  2. Peter254
    Peter254
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    If you use Mod Organizer 2 to generate custom LODs, here's a magic trick that may help in-game performance:

    > Move the generated DistantLOD folder out of MO2's virtual Data directory (accessed via the Overwrite folder) and place it into your real Oblivion/Data/ directory. So it should read like this: Oblivion/Data/DistantLOD

    Doing this eliminated the unbearable 1 to 2 second load stutter I kept getting when moving between outdoor areas. My virtual mod folder and my Oblivion install are on the same drive, which means that this fix wasn't coincidental due to swapping to a better drive. This fix might be applicable to anyone who uses any mod program--not just MO2--that relies on a virtual folder structure.

    TL;DR Move your custom generated LOD folder, wherever it is, into the real Oblivion install directory
    1. PccP
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      are you aware the you are just not using the lods if you move them there? Therefore better performance..
  3. Stephanous
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    I wonder if anyone else encountered this. When installing through Bash wizard, I specified 'No' to both "City Architecture" and "Imperial City Architecture", to avoid the associated FPS hit. However, at the wizard's pre-install summary, they were both selected. So, I cancelled the wizard and manually selected the items I wanted, then used "Advanced Installation/Install Missing" in order to not install those two Architecture packages.
  4. ctrl94
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    The first thing I want to say is, Arthmoor, I love your work. I don't post a lot but I've been using your mods for years, and they've consistently been some of the best, most well supported mods out there.

    I fully believe this mod is up to your usual standards. However, I don't think Oblivion's game engine is able to handle this mod in addition to a collection of other graphics mods that I'm using. It's really unfortunate because it's a good game that should be wide open for modding, but Oblivion's engine seems to be severely limited, even for its age.

    This is all to say that I believe this mod was inadvertently the cause of many crashes that I have experienced in recent attempts to mod and play this game. I was able to confirm the crashes happened only at exterior cell borders, and the most consistent crash was just outside the entrance to Vilverin. Disabling this mod fixed the issue entirely. I still occasionally get a crash when loading cells (i.e. going through doors) but I don't get random, frequent crashes out in the wilderness anymore. This is not a complaint against the mod so much as it is a hint for other people who may be having the same problem I was. I understand it's a limitation of the engine, and not the mod, and for people who go lighter on the graphical mods they may do just fine using this mod, but obviously in my case it was too much.

    Really appreciate your work, Arthmoor. I'm disappointed I had to leave this one out.
    1. DaggerfallHero
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      Same for me.
  5. Pherim
    Pherim
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    Hello,

    are you aware that the objects in the Imperial City Prison and in the Arcane University are set to "Initially Disabled", and that this keeps TES4LODGen from generating LODs for them? They can be seen when going near with tcl because they are linked to an object called "OCOuterDistrictsEnabler", which is for some reason a loaf of bread in a test cell called Castle Varaldo that is also disabled, and the Buildings are set to have the opposite state of the parent object, so they are visible in the game world, but not in the LOD.
    1. ctrl94
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      .
  6. falloutnut194567
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    Hi,

    Is this enough to run this mod, Along with: https://www.nexusmods.com/oblivion/mods/45960 (Most is Endless Jungle - A lore based Environmental Overhaul) and https://www.nexusmods.com/oblivion/mods/46118 (Jungle for Everyone)?

    CPU: Ryzen 5 1600, 3.2 Ghz (Stock)
    GPU: RTX 2060 6 GB VRAM
    RAM: 16 GB DDR4
  7. Fkemman11
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    Just wanted to say thank you. I got so tired of stuff "popping up" when I got close enough to it- talk about immersion breaking! Halfway across the lake from the IC Waterfront and couldn't see Fanacasecul or Fort Virtue on the highest settings. Now I should be able to.

    BTW Using optimized textures should help with performance for those that might need every little bit of help they can get- like me.

    Edit; Not kidding about the performance hit- cut my frame-rate in half. No way I can run an ENB preset with this.But the view from Frostcrag is much better.
    1. Arthmoor
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      ENB is and always will be a performance killer and IMO isn't really worth the bother except to take screenshots with.
    2. Fkemman11
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      Boris would strongly disagree I'm sure, lol. Call me stupid, but I prefer the vanilla look of the game anyway- the colors are very vivid. Still, ENBoost helps with performance a bit.
    3. Arthmoor
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      I'm sure Boris would say I'm an idiot for pointing out the facts, but they are the facts :P
  8. Eldaroth420
    Eldaroth420
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    After having all the LODs generated in Skyrim with decent performance, I thought I'd try it out in Oblivion. The game looks great with the LODS generated but, man is it unplayable. With my AMD 3600x and 1070ti I get fps drops into the mid 20s all over the place. And even with just a few things generated I still get big drops while panning the camera around.
    I'll think I'll just use the LODs for screenshots.
    1. malautomedonte
      malautomedonte
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      Is your CPU overclocked? That's what Oblivion needs the most, the higher the clock on the single core, the better. Besides, try not to install the city architecture module and the IC module, just keep ayleyd ruins and forts, it's going to run better this way. There are also some highly optimized vwd meshes here on the nexus which can alleviate your stuttering and framerate drops.
    2. Arthmoor
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      These are already highly optimized VWD meshes. The problem isn't that there's too much detail in them, it's that this game engine is never going to give people the godlike (and IMO impossible) 60fps experience. Oblivion is simply too old for that.

      Oblivion is also a game that doesn't need to target 60fps. If you can get it to hit 30 consistently, you're good. Everything in the game is built around the assumption of that being the target to hit, so a few dips into the 20s won't even be noticed unless you're obsessively running fps counters on screen.
    3. malautomedonte
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      Of course, I didn't mean to diminish your work here Arthmoor, RAEVWD is a must every time I play. I just wanted to report that some users created a couple of new meshes which for instance use a texture atlas to cover the vwd models themselves and are also much more conservative regarding the triangle count, which means less draw calls and better performance. They aren't objectively as detailed as the ones you made but they do their job great.

      Personally, I gave up on the 60 fps rock solid a long time ago. Only in interiors I can get that privilege. 30-40 fps are totally fine for me, what I find annoying is the stuttering that unfortunately vwd meshes cause, specially when in combination with hi res textures and all the other eye candies you can imagine.
  9. malautomedonte
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    Hi, I have a small problem: I did a mission from Better Cities that required me to destroy two ships in the Anvil Bay. Now, the full poly meshes disappeared, but the distant ones didn't, so I keep seeing these two "ghost" ships from the distance with their reflection in the water. As soon as I get close the far meshes disappear of course, but they are still reflected in the water. I tried uninstalling the ships module, reinstalling it and running tes4lodgen once again, but the problem persists.

    Is there any way to solve this?
    1. Arthmoor
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      Unfortunately no, that's just how the engine works with LOD. They are not actively tied to a real reference the way they are in Skyrim and Fallout 4. So if you're using the ships module and are expecting those ships to be disabled or otherwise move from their normally static positions, you'll probably just want to exclude those files from your install and regenerate the LOD without them.
    2. malautomedonte
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      Oh, that's a shame. Thank you for clarifying! I think I'll keep the ships anyway, it's not such a big deal, just a minor thing.
    3. malautomedonte
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      Oh Arthmoor, I'd like to ask you another question: since the city architecture module, when installed, produces a lot of stuttering during cell transitions, I wanted to keep the chapel meshes only, so I copied the far nifs meshes belonging to the chapels in the proper directory. Now I can see the chapels from the distance but they are still not visible in Bravil and Bruma. How come? Is that because Better Cities uses customized far meshes for them, or because some other files from your package need to be installed? As far as I remember the models are the same. Only Skingrad and Chorrol have totally different meshes.

      The files that I manually copied are:

      cathedralakatosh01_far
      cathedralakatoshruined01_far
      cathedralcloisterrec01_far
      cathedralstendarr01_far
      cathedralcryptentrance01_far
      cathedralcryptextentrance01_far

      edit: it doesn't depend on raevwd.
  10. AllisterHenderson
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    Is this compatible with Better cities.... As in are there any VWD objects such as buildings, structures that was for the Vanilla Cities, that will look wrong because of any Vanilla structures that was changed or moved. So that a VWD object may suddenly pop out of existence or suddenly move when getting close enough.
    1. Arthmoor
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      You'll want to make sure you aren't loading the Cities file from RAEVWD but other than that it will be compatible. BC probably even provides some specific LODs of its own for custom assets.
    2. AllisterHenderson
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      Okay. Thank you Arthmoor, will do.