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.
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?
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.
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?
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.
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.
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.
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Good for vanilla, but if any mod changes the position it will visually clash.
Thanks for your work!
Is it really so hard to write some instructions for those new to Oblivion or unexperienced in modding graphics?
Hope this helps.
1. install mod
2. install and run TES4LODGEN
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
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.
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.