After some messing around, I was able to use this tool within MO2.
(1) Create an empty mod in MO2, copy Oblivion.esm and other official esp files from ~/Oblivion/Data folder and paste there. Put this mod at priority 1. Activate it. Use LOOT or BOSS to sort plugins. (2) Make sure your overwrite folder is empty. (3) Install Landscape LOD generator tes4ll-v5 just like any other mods in MO2. Activate it. Open the mod folder, edit "tes4ll_ultimate.bat" with a text editor. Delete "overwritelods" in the first line. (4) Add tes4ll_ultimate.bat as an executable in MO2. Run it. Wait for it to finish. (5) Now the generated LOD file will be present in the overwrite folder. Create a mod from overwrite folder called "tes4ll". In it, make sure all .nif files are in the following path: Meshes/Landscape/LOD/
Thank you, this worked. Will combine this with peter254's advice to put it into the real Data folder, and hopefully won't need to stress myself gray beyond that.
I tried this, but it hasn't been working for me. I checked the load order yesterday, and Landscape LOD Generator wasn't on there, despite being active as a mod according to Mod Organizer 2, so I'm assuming that's why this hasn't been working. Should I use the reinstall mod option in MO2, or should I remove the mod and start the process over entirely? Edit: I started over and reinstalled TES4LL from an archive, only to realize that MO2 thought the data structure didn't look valid. I think that I can make this work if I can get TES4LL into a data structure MO2 recognizes.
Also, with MO2 there's a neat trick to avoid an executable dumping its generated files into overwrite. Let's say we do it for TES4lodgen (but also works for wryebash and its bashed patch, xEdit, etc.) :
1) create an empty mod called "Lodgen output". Activate it 2) Go in your MO2 executables settings -> select Tes4lodgen 3) There's a case in the middle named "Create files in mod instead of overwrite" : Tick it, and in the box, enter the empty mod you created. Apply changes 4) Now everytime you'll generate files with that particular executable, it'll use the empty mod to dumb its files. 5) If you have to re-generate the files, I'd avise deleting the files inside the mod first then doing what you have to do
What about reporting this kind of stuff to mo2 devs? Or even asking for better compability with data files generating programs like this and tes4lodgen?
Hi, I've been working with MPGUI and TES4LL + MO 2 ... eventually got the MO 2 compatibility functioning for the most part thanks to a few guides I found, but I'm having an issue where DXT compression is failing. I've tried 1, 3, and 5 with no luck.
I've also tried running all of this outside of MO2 to make sure it wasn't an issue with the compatibility, and still get compression failed for BMP to DDS.
the NIF files complete successfully. Any ideas what might be going on?
Just adding, meshes and textures are generated successfully, but like above, DXT compression fails every time. I can generate uncompressed BMP just fine but not DDS. Program runs to completion without issue in every other regard besides DXT compression always failing. Any help would be appreciated.
https://www.nexusmods.com/oblivion/mods/54789 best guide to using the lodgen that i've found is under the spoiler tag on this mod - and includes a link to a conversion software for BMP https://www.nexusmods.com/oblivion/mods/53667 ^there is the converter if you don't need the rest of the instructions
I don't know what is a non-child world but you can run TES4LODGen.exe and if you have a TES4LODGen.ini you can specify which worlds to run and which to skip so I would think you could list all the worlds you want. This is what I do to run only modded worlds. Like this for my world "a4":
I'm gettinng some moderate, but still visible normal map seams between quads, could you advice what can be done further to improve it?
What I do: 1) Download and throw RAEVWD to Oblivion/data folder 2) Run TES4LODgen 3) Run TES4LL ultimate bat 4) Run TES4LL normalmap.bat 5) Run TES4LL tes4qlod.bat 6) go check in game (jumping point)
The game itself is bare 1.2.0416 Oblivion, mostly unmodded and without SI and other DLC.
Then, by looking at how the MPGUI works, it seems normalmaps are generated later. I must admit I'm considering to use the MPGUI over the BAT files at this point, as I see I can set everything up more precisely and it outputs any error.
I need some guidance using this tool with Mod Organizer 2 (MO2).
I want to generate the landmass to be compatible with all my MODs and my Tamriel height map MOD. At the castle DLC, the front doors are currently under the landscape.
How can I get this tool working with MO2? Do I need to delete any previous files or will the tool overwrite them?
I'm having an absolute bear of a time getting this to work with MO2. I've tried installing it inside MO2 as a mod so it's in the virtual data folder, I've tried installing it in the actual data folder. I've tried juju81500's Missing Textures mod, even onra's Tamriel Heightmaps mod. Almost every single time I try to generate, I get "[Error] SelectAll: map [_heightmap] not found". And when that doesn't happen, I run into the error where RumareCoastline.dat can't be found, despite it being where it's supposed to be.
If anyone has had these problems and solved them, please help. I use MPGUI, and am following the instructions in the Oblivion Vanilla Enhanced modding guide:
?tes4llFirst we'll run the program for Cyrodiil:
Run mpgui.exe, go to File->Open Batch... and select "Oblivion\Data\ini\tes4ll\tes4ll_all.mpb"
Click the "Plugins" tab, and then click the Plugins.txt box on the top-left
Next the "Worldspace" tab, click on Read Worldspaces
On "LOD Meshes", change Mid Resolution to Ultimate Resolution
For "Normal Maps", put a check next to "Make normal maps", then put a check next to "Fake shadows"
On the "Color Maps" tab, put a check next to "Regenerate texture cache" and "Make color maps"
Finally, go to "Start Process" and put a check next to "Overwrite the original files". Then click the "Click me if you are ready" bar
Before starting the next step, download this esp made by Pherim. Put it in your Oblivion\Data folder and make sure not to activate it in Wrye Bash or anything. Now we'll run tes4ll for the Shivering Isles:
Run mpgui.exe, go to File->Open Batch... and select "Oblivion\Data\ini\tes4ll\tes4ll_all.mpb"
Click the "Plugins" tab, and then click the Plugins.txt box on the top-left. After that, put a check next to the new "SI_HM_fix.esp"
Next the "Worldspace" tab, click on Read Worldspaces and then select: SEWorld "Realm of Sheogorath" [0009F18] from 'Oblivion.esm'
On "LOD Meshes", change Mid Resolution to Ultimate Resolution
For "Normal Maps", put a check next to "Make normal maps", then put a check next to "Fake shadows"
On the "Color Maps" tab, put a check next to "Regenerate texture cache" and "Make color maps"
Finally, go to "Start Process" and put a check next to "Overwrite the original files". Then click the "Click me if you are ready" bar
Once tes4ll is finished, close the program and delete the "SI_HM_fix.esp" from Oblivion\Data
So the RumareCoastline.dat issue means it's not installed in the right location. The tes4ll exe/bat files and its Ini folder need to be in your Oblivion\Data folder (1). You can manually install it there, drop the tes4ll 7z file into your MO Oblivion downloads folder and install through MO, or unzip it to its own folder in your MO Oblivion mods folder. %LocalAppData%\ModOrganizer\Oblivion is where those folders can be found.
I couldn't get MPGui to work at all through MO, kept getting "couldn't start process" errors with no info, but the bat files work just fine. I ran tes4ll-midres.bat, then tes4ll-normalmaps.bat, then tes4ll-tes4qlod.bat, then TES4LODGen and it works. Just make sure each LOD tool you set up has "Create files in mod instead of overwrite" turned on and set to a new mod for each of your profiles (I called mine LOD - Default because it's just for a fresh install with patches). You should place these at the bottom of your MO mods list to make sure they overwrite any LOD provided by mods.
Haven't seen it mentioned, but adding tools via MO is a bit of extra trouble. You can't run the tools without tracking down their mod folder for the exe/bat/script because MO doesn't seem to setup the virtual folders until after it loads the file. My solution is to use C:\Windows\System32\cmd.bat and add the argument /c "exe/bat/script name" to run whichever tool I want.
1) It's a hard-set rule because it uses relative pathing to get to the script that tells it how to generate (which is in the Ini folder) but then it uses absolute pathing based in the Oblivion\Data directory to get to those dat files (which are also in the Ini folder). It's a pretty big oversight since tes4ll specifically sets out to detect the install folder anyway, this just forces it into a very specific (and kind of annoying) location.
I believe this means the "_heightmap" variable is never defined upon running tes4ll from MPGUI. tes4ll defines all of its variables before running, so as to keep them saved for when they need to be called (for example, I often see "56 [Info] Flag: minheight=-2048" early on in the console). I also have this exact issue, but I don't know what the cause is. If you've modified tes4ll, I would recommend you redownload it and see if that works. Edit: Finally fixed it. What I had to do was copy the official Oblivion plugins (Oblivion, KoTN, Shivering Isles, and the misc. DLCs) and their bsas and put them into a Mod Organizer mod, which I chose to call "Official Oblivion Plugins". I stuck this after where the original plugins were in Mod Organizer. I think the reason that the heightmap wasn't getting defined was that the official plugins weren't loading into MPGUI (I noticed that it said the official plugins weren't found at the top).
I've been using this for some new lands that all have a river in the low land and a surrounding wall (hill) to enclose the new land. This program works great to improve the surrounding wall so there are no floating trees in the distance but the river is much worse than the CS mesh. I'm thinking there may be some options to get a better river but I can't find a manual for the command line parameters. I've modified the Dibella's Watch bat file for my own lands and my bat file works fine except the river is such low resolution. Any ideas, or where do I find details on all the command line options? Thanks
Yes, that's what I'm looking for. I will have to spend some time studying these links. I'm going to try to get your much improved mesh of the peaks with a similar improvement, or at least the same as the CS, to the lowlands (particularly the rivers). It might be over my head but I'll give it a try. I think there is a similar degradation of the rivers in standard Oblivion running the stock bat file so maybe that's just the way it works to keep the size down.
I can't believe I finally got it figured out. I just needed to follow the Writing data files method in the readme. Now I have good peaks and a beautiful river. Happy camper here. Part of the problem I had with figuring out the command line options is the wiki website is acting strange in that the links to the individual command options don't go to the page of that option but instead open another copy of the same page you're on. Maybe the picture will explain it better. Thanks again. This is an incredible program.
Under Worldspaces, do i only need to select the main Worldspace for the program, or do i have to generate LOD for it's child Worldspaces afterwards too?
742 comments
thanks
(1) Create an empty mod in MO2, copy Oblivion.esm and other official esp files from ~/Oblivion/Data folder and paste there. Put this mod at priority 1. Activate it. Use LOOT or BOSS to sort plugins.
(2) Make sure your overwrite folder is empty.
(3) Install Landscape LOD generator tes4ll-v5 just like any other mods in MO2. Activate it. Open the mod folder, edit "tes4ll_ultimate.bat" with a text editor. Delete "overwritelods" in the first line.
(4) Add tes4ll_ultimate.bat as an executable in MO2. Run it. Wait for it to finish.
(5) Now the generated LOD file will be present in the overwrite folder. Create a mod from overwrite folder called "tes4ll". In it, make sure all .nif files are in the following path: Meshes/Landscape/LOD/
Edit: I started over and reinstalled TES4LL from an archive, only to realize that MO2 thought the data structure didn't look valid. I think that I can make this work if I can get TES4LL into a data structure MO2 recognizes.
Also, with MO2 there's a neat trick to avoid an executable dumping its generated files into overwrite. Let's say we do it for TES4lodgen (but also works for wryebash and its bashed patch, xEdit, etc.) :
1) create an empty mod called "Lodgen output". Activate it
2) Go in your MO2 executables settings -> select Tes4lodgen
3) There's a case in the middle named "Create files in mod instead of overwrite" : Tick it, and in the box, enter the empty mod you created. Apply changes
4) Now everytime you'll generate files with that particular executable, it'll use the empty mod to dumb its files.
5) If you have to re-generate the files, I'd avise deleting the files inside the mod first then doing what you have to do
I've also tried running all of this outside of MO2 to make sure it wasn't an issue with the compatibility, and still get compression failed for BMP to DDS.
the NIF files complete successfully. Any ideas what might be going on?
Thanks!
best guide to using the lodgen that i've found is under the spoiler tag on this mod - and includes a link to a conversion software for BMP
https://www.nexusmods.com/oblivion/mods/53667
^there is the converter if you don't need the rest of the instructions
[Default]
Rule=Skip
[Worldspace]
a4=Replace
[frmMain]
WindowState=0
Left=1088
Top=5
Width=977
Height=1395
What I do:
1) Download and throw RAEVWD to Oblivion/data folder
2) Run TES4LODgen
3) Run TES4LL ultimate bat
4) Run TES4LL normalmap.bat
5) Run TES4LL tes4qlod.bat
6) go check in game (jumping point)
The game itself is bare 1.2.0416 Oblivion, mostly unmodded and without SI and other DLC.
Like this:
- tes4ll_(type/version).bat
- tes4ll_normalmaps.bat
- tes4ll_tes4qlod.bat
Or this:
- tes4ll_(type/version).bat
- tes4ll_tes4qlod.bat
- tes4ll_normalmaps.bat
?Or does it not matter...?
So far, what I did was to run them in the order of the readme:
tes4ll_ultimate.bat;
tes4ll_normalmaps.bat;
tes4ll_tes4qlod_cache;
tes4ll_tes4qlod.bat.
Then, by looking at how the MPGUI works, it seems normalmaps are generated later.
I must admit I'm considering to use the MPGUI over the BAT files at this point, as I see I can set everything up more precisely and it outputs any error.
I want to generate the landmass to be compatible with all my MODs and my Tamriel height map MOD. At the castle DLC, the front doors are currently under the landscape.
How can I get this tool working with MO2? Do I need to delete any previous files or will the tool overwrite them?
If anyone has had these problems and solved them, please help. I use MPGUI, and am following the instructions in the Oblivion Vanilla Enhanced modding guide:
I couldn't get MPGui to work at all through MO, kept getting "couldn't start process" errors with no info, but the bat files work just fine. I ran tes4ll-midres.bat, then tes4ll-normalmaps.bat, then tes4ll-tes4qlod.bat, then TES4LODGen and it works. Just make sure each LOD tool you set up has "Create files in mod instead of overwrite" turned on and set to a new mod for each of your profiles (I called mine LOD - Default because it's just for a fresh install with patches). You should place these at the bottom of your MO mods list to make sure they overwrite any LOD provided by mods.
Haven't seen it mentioned, but adding tools via MO is a bit of extra trouble. You can't run the tools without tracking down their mod folder for the exe/bat/script because MO doesn't seem to setup the virtual folders until after it loads the file. My solution is to use C:\Windows\System32\cmd.bat and add the argument /c "exe/bat/script name" to run whichever tool I want.
1) It's a hard-set rule because it uses relative pathing to get to the script that tells it how to generate (which is in the Ini folder) but then it uses absolute pathing based in the Oblivion\Data directory to get to those dat files (which are also in the Ini folder). It's a pretty big oversight since tes4ll specifically sets out to detect the install folder anyway, this just forces it into a very specific (and kind of annoying) location.
tes4ll defines all of its variables before running, so as to keep them saved for when they need to be called (for example, I often see "56 [Info] Flag: minheight=-2048" early on in the console).
I also have this exact issue, but I don't know what the cause is. If you've modified tes4ll, I would recommend you redownload it and see if that works.
Edit: Finally fixed it. What I had to do was copy the official Oblivion plugins (Oblivion, KoTN, Shivering Isles, and the misc. DLCs) and their bsas and put them into a Mod Organizer mod, which I chose to call "Official Oblivion Plugins". I stuck this after where the original plugins were in Mod Organizer.
I think the reason that the heightmap wasn't getting defined was that the official plugins weren't loading into MPGUI (I noticed that it said the official plugins weren't found at the top).
Thanks
Thanks and thanks for the great program too.
Under Worldspaces, do i only need to select the main Worldspace for the program, or do i have to generate LOD for it's child Worldspaces afterwards too?