Updating oblivion lod files

Posted by / 16-Jan-2020 06:32

Updating oblivion lod files

This may also help you to move through exterior areas where you take a large FPS hit, if it is due to LODs.

(Thanks to Ismelda Lasombra on the Bethesda Softworks Mods forum for this tip.) [Jump to Bottom] [Back to Top] Many mods that add landmark objects such as castles and ruins come with '_far.nifs' and Distant LOD data, but if two mods both change the same area, then you will not be able to see all the correct objects from a distance.

VWDs need less detail and fewer polygons than items viewed up close to render acceptable images more quickly.

High resolution is desirable in close objects, but detrimental to system performance for distant ones where the detail can't be seen.

The first post in the RAEVWD thread has suggestions for methods to improve the FPS impact when used together.

Tip: If you are wondering about the impact of LOD/VWD on your (FPS) in a particular area, try the console command 'tll' (Toggle Land LOD) to see it's impact.

Oldblivion is a piece of software originally created by asp which allows graphics cards which are pre Direct X9 to run Elder Scrolls: Oblivion from Bethesda.

This means that Oblivion can run on cards such as Geforce 3, Geforce 4, Radeon 9200 and so on.

As a result, it becomes necessary to rebuild the distant LOD files whenever mods (such as texture replacers) affecting those quads are added, removed, or relocated in the LO.

Well, it depends upon what you are intending to 'fix'.

Hopefully after reading the 'Overview' above you will understand the distinction, which in turn should make it obvious which pair you need in any given situation.

LODs are built on the basis of 'quadrants' (quads) of four adjoining blocks of 32x32 cells.

As mods are added to the game that affect the view in the distance, these quads realign themselves.

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LOD files based upon all the '_far.nif' files it finds.

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