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TJ
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Vurts Flora Overhaul - Fertile FNV / Forested FO3

As best I can tell, this is as close as it's gonna get to a proper VFO for TTW (unless someone that knows more about fixing LOD than I comes along.) As always all credit goes to the original author - I just gave my best shot at fixing these up for TTW. Here's the process for getting Flora Overhaul and Wasteland Flora Overhaul working with TTW.

Even after all of this, I cannot guarantee that this will work properly. It hasn't been tested enough yet. That said it works for me. I'll add a few screenshots momentarily.

Additionally, here are the instructions for advanced users. I'll not explain any of this because it's clearly labelled 'advanced users.' However if said advanced users upload their alternate builds of Vurts to this thread I'll add them to this post.

Delta has built new LOD for Vurts! Get it here!

Downloads:

Flora Overhaul (144 MB)

 

Loose Files (DO NOT INSTALL THESE, they are just a modder's resource):

 

TTW Version Compatibility: 

v2.4

Rating: 

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Average: 5 (4 votes)
Edited by: thermador on 07/01/2015 - 09:47
TJ
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After more testing I can say

After more testing I can say the LOD is still messed up in some places. It's not as bad as it was the last time I attempted to use Vurts, but still happens. I'm going to leave this up, as it's already converted, merged, and packed together.. but it still needs work.

"In the world of entertainment, there are very few things as good..... as Fallout."

"... That's why we're going out of our way to make our game less Fallout."

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This is good news! I thoat

This is good news! I believed Vurt's doesn't had time but it seems that he found it ;) thanks man!

Since we're talking about LOD, have you eared about DynoLOD?

Video games are bad for you? That's what they said about rock'n'roll...

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manos wrote:This is good news

manos wrote:

This is good news! I believed Vurt's doesn't had time but it seems that he found it ;) thanks man!

Vurt still doesn't have time. I put the pack together.

"In the world of entertainment, there are very few things as good..... as Fallout."

"... That's why we're going out of our way to make our game less Fallout."

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My mistake, i should stop

My mistake, i should stop smoking... Thanks!

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TJ wrote:

TJ wrote:

 

 

manos wrote:
This is good news! I believed Vurt's doesn't had time but it seems that he found it ;) thanks man!

Vurt still doesn't have time. I put the pack together.

Thanks!

Always bring a companion or two that is slower than you.
Because you don't need to out run a Deathclaw.
You just need to out run your companions (Just bring a lot of companions in case the Deathclaw is really hungry!).

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I'm going through all of NMC

I'm going through all of NMC's texture packs also, and making some scripts to clean them up. There is a lot of files in the New Vegas packs which are not present in any of the BSA's and probably leftovers from his Fallout 3 packs, as well as tons of duplicate files which are redundant. I'll put the scripts to clean them out up somewhere, it should help a lot with issues with Vurts and with TTW in general.

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This Crashes my game on the

This Crashes my game on the main menu, have no clue why. do you also need original files as well? 

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@Burnsy

@Burnsy

I'm having the same problem. CTD as soon as the menu tries to load. If I take VFO out, it loads fine. I followed the instructions, but they're kind of confusing to me. It doesn't mention if we're supposed to keep the original ESPs or not.

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Your problem is probably also

Your problem is probably also a conflict. No, you aren't supposed to keep the original VFO esps as this supersedes them.

"In the world of entertainment, there are very few things as good..... as Fallout."

"... That's why we're going out of our way to make our game less Fallout."

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@TJ

@TJ

Yeah, I figured out it was EVE (EVE FNV-ALL DLC.esp, the TTW conversion) that was causing the conflict with this mod. I could have swore is disabled it before in troubleshooting, but I might have had a brain fart. The game loads fine if either one or the other are enabled, but never together. Which I find strange, because opening them up in FNVedit, they don't show any conflict with each other. 

 

Hmmm.... People exploding into goo, or trees.... 

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That was Burnsy's exact issue

That was Burnsy's exact issue as well.

"In the world of entertainment, there are very few things as good..... as Fallout."

"... That's why we're going out of our way to make our game less Fallout."

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Yeah, I read that thread

Yeah, I read that thread after I figured out what was causing the issue. Could have saved me the headache... 

Any idea what would cause this?

 

EDIT: I tried messing around with it, it seems it's the DC Flora Overhaul that is causing issues with EVE, or vice versa. The NV edition works just fine. I even tried running the conversion script on the standalone DC Flora overhaul to the same effect. But still, no conflicts come up in FNVEdit....

 

ReEDIT: I actually read a little deeper in this post and found the fix. Cleaning Masters on the DC Flora Overhaul in FNVEdit AFTER the TTW conversion seemed to fix it. I had to manually change the FalloutNV.esm to TaleOfTwoWastelands.esm in the file header, as I couldn't find a way to delete it entirely. But it works! Trees and violent plasmic dismemberment!! 

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Guys, I just thought I'd post

Guys, I just thought I'd post here because of what you said. I don't know if you have the version of EVE available on this site, but I'm running both mods without any issues, even after reading this thread. That being said, I did follow the LOD deletion instructions but still see duplicates of trees at a couple locations - drowned devils crossing being an example. I haven't reached the mojave yet, but the area around goodsprings seems clear for now. Ironically, the LOD is LESS noticeable with this mod than with vanilla, since the lusher trees hide their 2D LOD meshes better.

As for texture pack info, I'm running the small versions of NMC with this sat on top.

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Any suggestions on how to
Any suggestions on how to strip out the Loose files when you are using Mod Organizer?

Always bring a companion or two that is slower than you.
Because you don't need to out run a Deathclaw.
You just need to out run your companions (Just bring a lot of companions in case the Deathclaw is really hungry!).

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Runnerblank wrote:

Runnerblank wrote:

Any suggestions on how to strip out the Loose files when you are using Mod Organizer?

 

Go to the archives tab right click on the BSA and extract it. Mod Organizer comes with a BSA extractor.

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That worked like a charm.

That worked like a charm.

Thanks all!

 

Always bring a companion or two that is slower than you.
Because you don't need to out run a Deathclaw.
You just need to out run your companions (Just bring a lot of companions in case the Deathclaw is really hungry!).

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I must be doing something

I must be doing something wrong..  I se LODS...  LODS EVERYWHERE..

Followed your steps like a crazed cat.  Not using NMCs.  Could it be a mod conflict?  Using Project Nevada - Nevada skies - Hero Race - TTWfixes - MCM - Weapons of the new millennia

 

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http://taleoftwowastelands
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I honestly don't think that

I honestly don't think that this issue is fixable. 

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It is.

It is.

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So what exactly is missing

So what exactly is missing for being able to fix the lod?

Besides that, thanks for this conversion. Absolutely endorsed.

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The mods need their tree LOD

The mods need their tree LOD regenerated. I don't know how to do that off the top of my head, but I think there is a tutorial on the site. Basically, FO3 tree LOD is different from FNV tree LOD and so the LOD that came with Vurt's for FO3 is broken. Just needs to be fixed.

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The LOD generation tutorial:
TJ
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That guide seems extremely

That guide seems extremely easy to follow.

"In the world of entertainment, there are very few things as good..... as Fallout."

"... That's why we're going out of our way to make our game less Fallout."

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Very easy to follow, and

Very easy to follow, and seemingly useless. Does not help.

To the people who downvoted this post; no, it really doesn't work. Tree LOD appears broken in the engine, gotta do something else.

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Any problems I've had with

Any problems I've had with trees are fixed by coc into Goodsprings (out of the Capital map), then reloading. That usually does the trick.

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Since some one asked for it

Since some one asked for it in the chat this should fix the Tree LOD issues for the capital wasteland worldspace and vurts flora. The other fallout 3 worldspaces that have trees will need to be patched.

File Attachments: 

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Here is a non-merged version

Here is a non-merged version of Vurt's Dead Edition, with proper LODs for all worldspaces.

File Attachments: 

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Thanks enneract and delta,

Thanks enneract and delta, this works rocks!

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So do we use Delta's and

So do we use Delta's and Enneract's together?  Or do we do the tutorial at the first and over-wright with one of them?  I'm not sure if the D.C. is supposed to be half dead and half alive with these versions.

"We have made and kept covenants with our Lord, God, to honor his laws. In exchange, we are promised eternal salvation after this life." ~ Joshua Graham

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Mine is complete. Don't use
Mine is complete. Don't use it conjunction with any other lod fix. Additionally, the lods in the bsas may not be directly overwritten by the lods in the pack which I posted, due to how geck generates the filenames. No guarantees on that front (I use extracted bsas from which I culled the broken lod data. Not recommending copying my setup, it isn't necessarily best practice)
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yeah if you're gonna use

yeah if you're gonna use enneract's version, don't use mine.  If you use mine, add delta's lod fix.

"In the world of entertainment, there are very few things as good..... as Fallout."

"... That's why we're going out of our way to make our game less Fallout."

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Processor: Intel® Core™ i5

Processor: Intel® Core™ i5-3230 CPU @ 2.6GHz

RAM: 8.00GB (7.89GB useable)

Nexus Mod Manager 0.50.3

First I tryed enneract's file alone and got a CTD


So I tried installing the WFO for NV from the Nexus.  Installing that first and then enneract's file.

After that failed I downloaded TJ's file unziped it into a folder and overwrote it with Delta's file.

None of it worked.

"We have made and kept covenants with our Lord, God, to honor his laws. In exchange, we are promised eternal salvation after this life." ~ Joshua Graham

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Vurts is incompatible with

Vurts is incompatible with EVE and causes a CTD. 

If you want to use Vurts + EVE, you have to open up both Vurt's plugins in FNVedit and clean up the file headers.

Click on the Vurt's .esm for FO3, go to the file header on the left pane, and on the right pane, delete all master files except for Fallout3.esm.  Then save by closing FNVedit or Ctrl+S.

Do the same for the FNV version of Vurt's - delete all master files except FalloutNV.esm in the file header.  Then save by closing FNVedit or Ctrl+S.

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enneract wrote:

enneract wrote:

Here is a non-merged version of Vurt's Dead Edition, with proper LODs for all worldspaces.

Nice job Enneract!  Can you do the same for the forested edition?

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Thank you so much, Thermador!

Thank you so much, Thermador!

"We have made and kept covenants with our Lord, God, to honor his laws. In exchange, we are promised eternal salvation after this life." ~ Joshua Graham

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delta's should work  for that

delta's should work  for that

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If we use OP's provided

If we use OP's provided package, what steps are necessary for making it not cause CTD when used with EVE? Thermador's instructions seem to be if you manually convert the plugins (and also his instructions name the FO3 one as the ESM, opposite the OP's instructions).

improvman
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Cleaned the the load orders

Cleaned the the load orders of all the non-base files.

NVEditor says that TreeWastelandEvergreen01 is the problem.

How do I fix that?

"We have made and kept covenants with our Lord, God, to honor his laws. In exchange, we are promised eternal salvation after this life." ~ Joshua Graham

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What is conflicting with

What is conflicting with TreeWastelandEvergreen01? And do you mean FNVEdit, or is NVEdit something else?

 

 

There is my load order, I have no issues with CTDs. 

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It was FNVedit

It was FNVedit

I was using the Delta/TJ mod(s)

This is what it said the conflicts were

TreeWastelandEvergreen01

[10] TaleOfTwoWastelands.esm

Casts shadows/On Local Map/ Motion Blur, NavMesh Generation - Bounding Box

WastelandNVmini

[11] NevadaSkies.esm

NVDefaultClimate [CLMT:0008809B]

[30] NevadaSkies - TTW Edition.esp

NVDefaultClimate [CLMT:0008809B]

 

I'm new to FNVeditor so I'll attach some screenshots.

File Attachments: 

"We have made and kept covenants with our Lord, God, to honor his laws. In exchange, we are promised eternal salvation after this life." ~ Joshua Graham

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Those conflicts aren't going
Those conflicts aren't going to cause a ctd. Definitely not the tree statics.
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Yeah conflicts aren't errors

Yeah conflicts aren't errors usually, just two or more things are editing a record. Which ever one is last is the "winner".

 

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enneract wrote:

enneract wrote:

 

Here is a non-merged version of Vurt's Dead Edition, with proper LODs for all worldspaces.

what does non-merged mean? Do I need any other .esps or .esms?

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Non merged means that the

Non merged means that the original plugins are still the same after the conversion. A merged version is a unique plugin that will contain every records of several plugins.

Non merged version = 2 or more plugins

Merged version = 1 plugin

Something like that ;)

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enneract wrote:

enneract wrote:

delta's should work  for that

Unfortunately delta's forested version doesn't include all the Fallout 3 worldspaces; your dead edition does.  Maybe it doesn't matter tho.

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thermador wrote:enneract
thermador wrote:

enneract wrote:

delta's should work  for that

Unfortunately delta's forested version doesn't include all the Fallout 3 worldspaces; your dead edition does.  Maybe it doesn't matter tho.

Oh, yea, I guess. I'll see about doing it.
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manos wrote:

manos wrote:

 

Non merged means that the original plugins are still the same after the conversion. A merged version is a unique plugin that will contain every records of several plugins.

Non merged version = 2 or more plugins

Merged version = 1 plugin

Something like that ;)

strange though. Both world spaces have Vurt's flora overhaul with just that one .esp. No other files needed.

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anstand wrote:

anstand wrote:

manos wrote:

 

Non merged means that the original plugins are still the same after the conversion. A merged version is a unique plugin that will contain every records of several plugins.

Non merged version = 2 or more plugins

Merged version = 1 plugin

Something like that ;)

 

strange though. Both world spaces have Vurt's flora overhaul with just that one .esp. No other files needed.

 

They don't. Just some of the textures will apply in NV.

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enneract wrote:

enneract wrote:

 

 

anstand wrote:
manos wrote:

 

Non merged means that the original plugins are still the same after the conversion. A merged version is a unique plugin that will contain every records of several plugins.

Non merged version = 2 or more plugins

Merged version = 1 plugin

Something like that ;)

 

strange though. Both world spaces have Vurt's flora overhaul with just that one .esp. No other files needed.

 

 

They don't. Just some of the textures will apply in NV.

 

so, what exactly do I need to use to get the full effect?

your .esp has no other requirements than just the original Fallout + DLC .esms, .esps.

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