Oblivion
0 of 0

File information

Last updated

Original upload

Created by

GBRpluss Le_Karasique

Uploaded by

GBRPluss

Virus scan

Safe to use

Tags for this mod

23 comments

  1. DEEJMASTER333
    DEEJMASTER333
    • premium
    • 246 kudos
    What exactly does this do?
    1. LuxDivinity
      LuxDivinity
      • member
      • 12 kudos
      This are far lod meshes for every ayleid ruin, if I'm right, with every piece like arches, columns merged together so it is less performance heavy.
      Good for vanilla, but if any mod changes the position it will visually clash.
  2. donut11975
    donut11975
    • premium
    • 0 kudos
    How does this work? I added the files and generated with TES4 LOD and also tried CSE but I dont see any new lod :(
  3. Pherim
    Pherim
    • premium
    • 251 kudos
    Hello, how did you get them to line up with the placement of the individual objects in the game? Is there a way to export entire cells to blender or NifSkope or something like that?
  4. LavaCroft
    LavaCroft
    • member
    • 5 kudos
    It would be great if you could add support for the Knights of the Nine ruin near Anvil, Garlas Malatar.

    Thanks for your work!
  5. ludar
    ludar
    • member
    • 0 kudos
    Thanks for being so unhelpful :(
    Is it really so hard to write some instructions for those new to Oblivion or unexperienced in modding graphics?
    1. eddybod
      eddybod
      • member
      • 2 kudos
      I would direct you to https://www.nexusmods.com/oblivion/mods/47591, it's a massive mods guide and has tons of info. If you are interested in modding there are plenty of guides on you tube, thats how I learnt at least. Modding can seem very daunting. For some brilliant user friendly guides I would recommend looking up Gopher on Youtube. He has great modding tutorials for Fallout 3/4, New Vegas and Skyrim. Modding these games is fundamentally the same as Oblivion modding and his tutorials are an excellent way to start.
      Hope this helps.
    2. GBRPluss
      GBRPluss
      • premium
      • 147 kudos
      Better thank your laziness, google knows how to.
    3. ArchcanonCannon
      ArchcanonCannon
      • member
      • 2 kudos
      No need to be brash about it
    4. JESSETIN3
      JESSETIN3
      • premium
      • 30 kudos
      Easiest way to install/apply LOD:
      1. install mod
      2. install and run TES4LODGEN
  6. asteriasennall
    asteriasennall
    • member
    • 51 kudos
    Thank you for sharing!

    Would we need to make sure we do not have _far nifs for the individual ayleid ruin pieces installed to avoid TES4LODGen generating LOD that includes both the _far nifs for the individual ruin pieces as well as the "full ruin in a single mesh" ones in your mod?

    Best regards,

    Jess
    1. GBRPluss
      GBRPluss
      • premium
      • 147 kudos
      yes, you need to delete your old aleyd lod (_far.nif) if you have some. Also I suggest to use CSE for LOD generation.
    2. TriniXjin
      TriniXjin
      • member
      • 15 kudos
      (CSE) construction set extender generates better lods than TES4LODGen?
    3. GBRPluss
      GBRPluss
      • premium
      • 147 kudos
      Not better but smarter. First you need to flag all refs as "visible on distant"  Refs in this mod already flaged.
    4. Vorians
      Vorians
      • premium
      • 376 kudos
      That's not entirely accurate. TES4LODGen does away with the need to tick each object in the CS as "visible when distant" which is laborious and time-consuming.

      With TES4Edit, it simply checks which objects you have _far NIFs for (as there's no point including anything which cannot be visible when distant), then looks for every usage of that object in your active load order and includes it in the DistantLOD files it generates.

      The CS on the other hand doesn't take into account whether or not you have _far NIFs for any object, instead it just looks for every object flagged as "visible when distant" (whether it should be flagged or not) and includes it in the DistantLOD files it generates. All objects not flagged which you would expect to be flagged, will not be included.
    5. GBRPluss
      GBRPluss
      • premium
      • 147 kudos
      Yes, but it generate lot of garbage, that drops fps and make game freeze on cell change. Its my opinion.
  7. deleted2027229
    deleted2027229
    • account closed
    • 34 kudos
    How do I install his mod?
  8. ArchcanonCannon
    ArchcanonCannon
    • member
    • 2 kudos
    Where do I put the files?
  9. ludar
    ludar
    • member
    • 0 kudos
    How do I generate the LODs?
  10. LuxDivinity
    LuxDivinity
    • member
    • 12 kudos
    Wow, amazing stuff. Nice way to cut down on the amount of so called draw calls and thank you for sharing part of your great work with English speaking audiences.
    If someone could investigate whether Unique Landscapes doesn't change the layout of Ayleid Ruins and there won't be a mismatch, it would be great.
    1. PokeyGT
      PokeyGT
      • premium
      • 19 kudos
      From what I've been able to tell (mostly by comparing terrain maps), UL has been very true to the vanilla placements and layouts of ayleid ruins. It does add a few small additional ruin parts though, which will of course not get lods from this mod.