Oblivion

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Laulajatar

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laulajatar

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12 comments

  1. AllisterHenderson
    AllisterHenderson
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    Will this work with Better Cities.......
    1. laulajatar
      laulajatar
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      It will not show any houses that are not real houses, so probably no houses inside closed cities. I would assume Better Cities already places their own lod meshes according to their layouts.......
    2. AllisterHenderson
      AllisterHenderson
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      Okay, Thanks Laulajatar
  2. Skyrim16912
    Skyrim16912
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    I'm assuming this is going to take a toll on our FPS or?
    1. laulajatar
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      Probably not much. The cities, except for Leyawiin, are already visible in Vanilla and it's fine. There are not that many villages using those models, either.
      Using Tes4LodGen, if you haven't before, could have impact on performance however. Sometimes mods bring their _far meshes, like Unique Landscapes, and if you didn't use them before they, too, will then appear.
  3. LuxDivinity
    LuxDivinity
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    Just wanted to report that thanks to your mod, we can not only have Border Watch and Lord Drad's Estate visible from distance, but there's also Hackdirt (chorrol houses) and Blankenmarch houses visible (leyawiin houses) and MTExpandedVillages additions - Two Decker Camp (brumahouselower01 and 02) and one house located in the wilderness (15,40 - BrumaHouseLowerInn) visible from distance!
    yay!
  4. qwertyasdfgh
    qwertyasdfgh
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    Good stuff! City architecture is a big chunk of LOD models, now we have an option that won't cripple performance. A couple of models can probably have their polycount reduced even further, but not by much, doubtful this will have noticeable impact. I would recommend disabling vertex colors on all models (Cheydinhal and some of the Chorrol ones have it), as it's not needed and can potentially cause issues.

    Any plans on doing other architecture types? Wouldn't want to overlap with Optimized VWD.
    1. laulajatar
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      All but Leyawiin and some of the Chorrols were taken from vanilla assets. I think the vanilla Cheydinhal and Chorrol are a bit more detailed than needed, but not enough to make me lose sleep and try to recreate them. Especially since them using vanilla textures makes compatibility with retexture mods not my problem :D
      Also the lowerclass house, was my first try and probably can get rid of 2 posts for the back door at least.

      I'll see about removing the vertex color with the next update. Thank you, I removed a bunch of things from the vanilla assets, but I wouldn't have thought to check for vertex color.

      If I can find some motivation, I'd like to make proper different models for the lowerclass houses + tavern first. I know you linked to KatKats replacer on your mod, but I like the vanilla look.
      I'm also not sure about Chorrol. Leyawiin was kinda an easy decision, since you really don't see much of it, ever, as there is so much forest and no hills in the area. The LOD houses are barely more than a square with a badly stretched texture on it. Chorrol, on the other hand, drove me crazy, since all the houses have different shapes, textures, and sizes.

      Other than that, no current plans, but I can message you if I get the sudden urge to create some far nifs for some random thing.
  5. chicagoasylum
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    Oh wow, even more welcomed game optimizations with extra eye candy. Does this mean I can remove your VWD for leyawiin mod as this overwrites a few files?
    1. laulajatar
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      This will not show up in vanilla leyawiin, as it has no esp. I'll have to put the new models into the leyawiin mod when I have time.
    2. chicagoasylum
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      Ah, makes sense. Thanks for the clarification :)
  6. Wiepman
    Wiepman
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    Looking good as always thanks @laulajatar!