Oblivion

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JESSETIN3

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  1. LichKingArthasMenethil
    LichKingArthasMenethil
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    A bit curious is there a way to get the ICs buildings with LOD? 
    1. JESSETIN3
      JESSETIN3
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      My mod has Waterfront houses. Optional file "J3 Atlassed VWD 2 - AFK_Weye mod support" has one IC building I believe. J3 Atlassed VWD (mostly) covers LOD for objects found in vanilla game exterior. I might do more mod supports in future.

      As for has someone else already released IC bulding LODs, I'm not sure.
  2. MethuselahMike
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    Fabulous resource. I just wish The Hesu Mod Collection was an option here. Nothing I do as far as LOD generation seems to make them show up at any distance other than close up. Skyrim Temple for instance is invisible from Frostcrag just right door. This picture is about as far away as I can get, any farther and it just goes poof. I can see Frostcrag Spire from anywhere but the hill next to it is empty. Wish I knew more about how to make far nifs, may have to learn.

    
    
    1. JESSETIN3
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      I can tell that some of those nifs are added by my Cyrodiil and Shivering Isles packages. I've only included _fars for nifs that exist in vanilla exteriors. I won't promise anything but first step to get support for X mod would be to give me a list of what nifs the X mod uses that doesn't come from this mod. If I'm too busy now then that list could be beneficial in the future.
    2. MethuselahMike
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      I am happy to report I am the culprit. I double checked and revamped my LOD generation process and now I can see the structure from Frostcrag Spire and farther. And also wanted to thank you for responding!
      
      
  3. KillerHell
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    Would this actually increase performance on a "vanilla" game? Or should I just stick with no custom LODs?
    1. JESSETIN3
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      This won't increase performance if you select to add new LODs as it adds hundreds new models to be rendered. If you only substitute vanilla game LODs with ones from this mod then you should get performance increase as the LODs are optimized and use atlas texture.

      For me it is immersion killer not having LODs for wilderness forts, ayleid ruins, bridges, villages and other stuff not added by Bethesda for vanilla Oblivion. Seeing stuff from far makes wandering more interesting imo.

      I would suggest you try this mod without rocks LOD if you are worried about performance and select less LODs if that is not enough.
  4. SleepyChipmunk
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    I'm experiencing the same problem as this Redditor: https://www.reddit.com/r/oblivion/comments/11bt1n2/rainbow_lod_textures/

    I've gone through all my mods and it's J3 Atlassed VWD 2. I installed it via Wyrebash/Bain, and did balanced option for the installation. I've also tested an installation with everything except the rocks, and with and without the patches. The glitch appears every time. If I uninstall J3, the glitch disappears. If I only have J3 installed and nothing else, the glitch appears. I've made sure to run sort my modlist and run lodgen each time I tested it. Sometimes my game crashes when I try to go into the outside world instead of showing the glitched visuals, it seems random. Also, HDR is enabled.
    1. starlessmao81ac
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      It's wether MO2 (like the Redditor says in his post) or ORC/OR
    2. SleepyChipmunk
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      As I said, I’m using Wyrebash, not Mod Organizer. 

      If it’s ORC, what needs to be fixed on my end?
    3. JESSETIN3
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      Does anyother vwd mod work for you? If you test Optimized VWD does it work?
    4. SleepyChipmunk
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      The optimized VWD does seem to work! :D But what do I do about AFKWeye now?
    5. JESSETIN3
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      What do you mean with AFKWeye? But regarding your problem, after installing my mod make sure that in textures/lowres you'll have the atlas javwd_cyrodiil_atlas.dds. Have you installed JAVWD (1) before or JAVWD 2 manually that could have some conflicting stuff? Does that glitch happen to every lod model?
    6. SleepyChipmunk
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      There's a patch here for the AFK Weye mod that adds in the big imperial building the mod adds, that's what I'm talking about.

      This was my first time installing an LOD for this Oblivion install, and I did everything via Wyrebash and the Bain wizard, enabling everything except the rocks. I checked and the .dds file was where it was supposed to be. It looks just like the screenshot in the Reddit post, where it's only showing up on buildings and ruins. I went ahead tested out VWD Leyawin, VWD Town Houses, VWD Ships, and Optimized VWD, and the bug doesn't show up on any of them.

      It's very, very strange. If you want, I can try reinstalling it manually.

      EDIT: I HAVE SOLVED THE ISSUE! It looks like the game reset my texture size for some reason. Setting it to large fixed the issue entirely and I feel really silly for not realizing sooner. If anyone else has this issue, have them check the texture size in the regular Oblivion settings! Thank you so much for doing your best to help me out. I'm glad it was such an easy fix on my end!
  5. Spagootnoodels
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    Heya! Can someone explain to me how to do what the stickied comment by Phlunder is talking about? Preferably step by step for someone using MO2 who doesn't know how dummy ESPs are created or stuffed and loaded with BSA files. I've been searching for answers for an hour now! I may be stupid.
    I also can't get these to work even normally. I install these LOD mods recommended by the Through The Valley modding guide using Mod Organizer 2, run TES4LODGen each time I change something, a Distant LOD folder appears in my Data folder, but nothing happens when I load the game except water reflections are now messed up for some reason (???). HDR is enabled like it wants.

    Update: Disabled and re-enabled water reflections. They turned the god-damn water PURPLE
    1. JESSETIN3
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      Hello! I haven't tested the BSA archiving the DistantLOD output but I understand how it most likely will give performance boost. If someone could explain the steps or point to right guide it would be nice.

      @Spagootnoodels other mods working through MO2 for you? My mod is simply meshes and textures so it should work like any other retexture/remodel mod. About the purple water reflections, I think even in vanilla without any mods if you toggle water reflections they'll do the purple water thing.
    2. Spagootnoodels
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      All mods, MO2 and Bash patched, work perfectly, except LOD stuff. A few years ago I actually did try installing TES4LODgen and some recommended LOD mods, but never got it working back then either despite following every possible install instruction. Idk maybe my Oblivion copy is just personalized and cursed lol.
      The water thing I figured out, though I don't remember if simply restarting or reinstalling Enhanced Water V20 was the solution.

      I'll ask in TES4LODgen's comments as well since it's probably that mod which isn't working properly. Hope somebody can explain the BSA thing though.
    3. Spagootnoodels
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      By tHE NINE I figured it out! When using Mod Organizer 2 to handle your mods, the mod files are not actually stored in your Oblivion's main folder, but in MO2 own silly folder somewhere else, which is why TES4LODgen couldn't find any LOD mods to use and was doing basically nothing. The generator was technically working correctly all these cursed years, but was peeking into Oblivion's data folder instead of MO2's data folder where the mods actually are!

      I solved this by launching TES4LODgen directly throughMod Organizer 2, same way the Through The Valley guide wants you to launch Wrye Bash.
      I can finally see things not directly in front of me! Yay :D
      (The balanced preset with no rocks selected runs and looks the best in my opinion)
      (Still don't understand the BSA kerfuffle please someone help me)
    4. Spagootnoodels
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      An epic guide lol
    5. starlessmao81ac
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      well with MO2 you have to launch EVERY other oblivion app through it (Wrye Bash, TES4Edit, tes4ll, TES4QuickAutoClean, etc.)
    6. Spagootnoodels
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      Ye but nothing and nobody has ever told me that before and guides don't mention it, so I don't see it unreasonable for someone not versed in this stuff not knowing they have to do so.
      Funnily enough I mentioned this totally genius discovery to a friend and they said the exact same thing like it's common knowledge, so maybe I am just stupid after all.
    7. Phlunder
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      Sorry I've just seen your question now. When using MO2 it is very important to set an output path for xLODGen in the Arguments field. Otherwise it will create a big mess and generate the output into possibly already existing folders of DistandLOD from other active mods. I personally use the xLODGen beta 101 from the STEP forum page. On there, it is also described how to set the output path. For example, I have xLODGen in E:\Modding\Oblivion\xLODGen so my Arguments field looks like this: -o:"E:\Modding\Oblivion\xLODGen\Output"

      Once you generated your LOD, use the GUI from BSArchPro and simply drag and drop the folder from the output path into the program window and select pack. Then select Oblivion of course. You can create an empty (dummy) ESP with xEdit, just create a overwrite record into a new plugin, and then delete the record right away so the plugin is empty. Then save, and name it the same as your archive. Then copy both into an empty MO2 mod and activate it.
    8. Spagootnoodels
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      Thank you Phlunder! Even I was able to follow that and now distant LOD works with pretty much vanilla load times and no stuttering at all :3
      I don't know what "create an overwrite record into a new plugin" means, but I did manage to simply create an empty .esp file with the "Create new file..." option and continue. I honestly wasn't expecting this to work out.
      Thanks again. Everything now works perfectly and I'm happy :)
  6. dka29
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    Ahh finally, no more PoP'up-buildings game.
    Much thanks for your work. +1 
    8)
  7. Phlunder
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    Great work and much needed LOD additions for Oblivions jarringly empty distant land. Just putting this here if someone else has cell loading stutter, even when using OR, EngineFixes, and all the other essentials:

    I highly recommend to pack the DistantLOD output into a BSA. As the output for a standard setup consists of roughly 11K singular meshes, this makes a huge difference. I never bothered to do this for other games like Skyrim, but the way Oblivion loads LOD is incredibly inefficient - loading all these meshes as singular loose files makes it much worse. This also allowed me to use the "all" option for regular gameplay without any issues and returned the initial load times back to normal. This can simply be done with a tool like BSArchPro and a dummy ESP to load it.
    1. Pushkatu
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      Many thanks! 
    2. JESSETIN3
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      Interesting I haven't tried this yet but makes sense. Thanks for the tip.
    3. MethuselahMike
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      You sir, are a saint. I tried everything I could think of on my RTX 3080 rig when it came to LOD loading. I tried different offerings by different mod authors (I did settle on J3 Atlassed as best) and tried some pretty minimal loads, but always got a pretty good pause at cell borders. I used all the commons fixes you mentioned. I finally determined that simply engaging Distantlands on any scale caused the issue, and it came down to accept the pause or do without. The game feels too empty to me without, so I just put up with the pause.

      The kicker was when getting my new RTX 4090 32GB super duper rig, the issue did not improve at all. I put it down to a game engine thing. Then I read your post, stuffed the LOD in a BSA, and the problem went away. Now I get some rare micro stutters but that probably more the texture loads I am running. The big pause at cell borders is gone. I'm not used to not being able to solve issues, have modded many Bethesda games extensively, and this one I just gave up on. Again, thank you.
  8. Primaris82
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    I'm getting big green neon blobs when I move the player camera in distinct angles. this happened to me last time I tried to mod my oblivion with a lod with RAEVWD. last time it was so bad I just stopped playing. this time I used J3 ATLASSED I played for a good long while with no problems and it happened on the way to Skingrad. if someone knows how to fix this or knows something about it let me know its driving me crazy and I just finally have the game running good besides this. this is not my pic but it's basically the same but green neon.
    1. CarlosS4444
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      I remember having similar problems when I updated my graphics drivers years ago, and Oblivion Reloaded wasn't compatible with them. So I'd try to verify if you use OR old version and/or switch graphics drivers to previous/newest version. Also, full system restart (NOT switching off and on, but Restart command) sometimes helps.
  9. Capingo
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    Can't seem to get this mod to work. Whenever I enable it, all of the distant LOD models have a rainbow pixel texture on them. I'm using Mod Organizer 2, so I'm wondering if that's an issue. Anyone know what the solution might be?
    1. JESSETIN3
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      Make sure you have the texture file(s) at textures/lowres/ folder.
    2. RodasRage
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      I'm having the same issue, except it also happens even if I don't use MO2 and install it into the actual game directory. The texture files are in the right location, so I'm not sure what I'm missing.
    3. JESSETIN3
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      What file(s?) have you installed from this mod? Do you have any other VWD mods installed, if so, in which order?

      Wonder if @Capingo found a reason why it didn't work.
    4. RodasRage
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      I've installed all the files that come with the installer. This is new installation of the game, and haven't got any other VWDs.
    5. JESSETIN3
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      And you've ran tes4lodgen? Also you actually see the new vwd models but the textures on them are pink or something?

      You could download some other vwd mod like Optimized VWD and see if that works. That way we can rule out if just my mod is not working with your setup.
    6. starlessmao81ac
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      Is your HDR on? Otherwise you wont see any VWD
  10. Primaris82
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    when I generate a lod do I also select test worlds?