Refer to their respective descriptions and explanations. The object and tree LOD generation is the same as the current versions of 圎dit / xLODGen.
Also refer to any modding guide which has a list of relevant mods close to your load order. My main interested is that generations works correctly and without problems for now.Ĭheck out the thread xLODGen Terrain Settings Compare. That means, I am only able to give generic guidelines and hints to send you off to find and test for yourself and share your results. I did some testing in the different games, but finding the best combinations of options and settings requires lots of testing and are a matter of personal opinion and which game is used, the load order, mods, even different worldspaces probably. However, these tools provide more options and higher resolutions (use the 圆4 version if there are memory errors because you believe you require 4k or higher) and can be updated to add more useful features and options. These tools generate LOD meshes and textures "exactly" like CK, but not like the meshes and textures which are shipping with the games (they are often manually edited). Ask specific questions about terrain LOD in this thread for a more in-depth explanation if required and share feedback (with screenshots) about results or problems. Read the hints that are shown when the mouse pointer rests on a setting. See the included Terrain-LOD-Readme.txt for a brief explanation of the settings for terrain LOD generation. Ask specific questions or give feedback in the dedicated Skyrim TVDT - Occlusion Data thread. See the included Skyrim-Occlusion-Readme.txt for a brief explanation of the Skyrim TVDT Occlusion data generation. Get matching platform x86/圆4 depending on which xLODGen.exe (x86) or xLODGen圆4.exe (圆4) is used. Microsoft Visual C++ Redistributable for Visual Studio 2015, 20 - Required by LODGen.exe/LODGen圆4.exe and Texconv.exe/Texconv圆4.exe.
Use -o:"c:\OutputPath\" command line parameter to change where files are generated to, default is the game folder.ĭo not generate into any game or any mod manager folders. Rename xLODGen.exe to LODGen.exe (TES5LODGen.exe for example) or start with command line parameter -fnv, -fo3, -fo4, -fo4vr, -tes5, tes5vr, -sse, -enderal, -enderalse Unzip into a dedicated folder outside of any Steam, game or mod manager folders or special Windows folders like Program Files.
This is for experienced mod authors and users that know how to use 圎dit, xLODGen or DynDOLOD already.
Currently busy with IRL work (and the patch that's coming soon according to ).This is a beta of LODGen/Edit with terrain LOD meshes and textures generation. If you can't do that, then right now I don't have a solution for you yet. So, to summarize: if you have an EXE where you can just set the large-address-aware flag and have everything work, continue using nvse_loader as normal, everything will work. We also have a problem with loading directly (bypassing the launcher screen) that this also triggers, but I haven't been able to debug what's breaking yet. The 4GB loader bypasses the checksumming process via some interesting code that unfortunately breaks the way that we integrate with Steam. However, Steam checksums executables at launch, so changing the flag breaks the game and it won't launch properly. The flag effectively needs to be set on disk, since it's read by the PE loader (in other words before nvse_loader can do anything about it). The fact that NV is a Steam application makes setting the 4GB-aware flag overly complex.