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enneract
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Vurt's Flora Overhaul TTW Edition

Hi guys!

So, since RoyBatty decided that he didn't have the time to finish this, I've been working on it. I'm at a stage where I'm comfortable with putting up an interim version while I finish polishing off the new installer. 

The FO3 options include fixed LODs for all FO3 areas, the FONV options are untouched from Vurt's distribution.

The current version posted here does not set the ini entries needed for full functionality of the FO3 versions of the mod, you'll need to do so manually. Unless someone knows a method of using the XML configuration method for fomods to set ini values, I'll need to rewrite the installer in c# in order to accomplish that. 

below [Grass] in your fallout.ini make sure you have; iMinGrassSize=40 and iMaxGrassTypesPerTexure=6 otherwise you won't see all grasses and plants. Yes, it's spelled "texure", use copy/paste to get it 100% right.

The to-do list for final release is to automate the ini edits, and produce the NMC compatibility patch for the LODs.

Anyway, I'm posting this now to get some bug reports in, so please post any problems that you encounter - especially related to EVE compatibility (I can't reproduce the EVE crash bug that some people have reported).

A final caveat - I don't know anything about permissions to post this. I don't see anything in any of Vurt's readmes which addresses that topic & Vurt doesn't respond to PMs, but the requirements of the posted modding bounty seems to preclude the normal procedure of posting changed files only. To be clear, all credit for all of the original work goes to Vurt - all I did was convert the plugins, rebuild the LODs, and add the FO3 bits to the installer.

 

DOWNLOAD: (297 MB)

TTW Version Compatibility: 

v2.7

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Edited by: thermador on 07/01/2015 - 09:53
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I love you for this.

I love you for this. Seriously. Thank you so much! Although Vurt's has gotten much better with 2.7.2 (Not sure why, maybe the new EVE?) I still come across LODs in places every once in a while.

|CPU - Intel Core i5-4670k @ 4.4GHz| |GPU(s) - EVGA GTX 970| |Motherboard - Gigabyte Z87X-D3H| |CPU cooler - CM Hyper 212 Evo| |16GB Crucial Ballistix Sport XT 1866MHz RAM| |PSU - Corsair TX750| |Case - Cooler Master HAF-X| |Storage - 1TB HDD/256GB SSD|

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EVE should not conflict with

EVE should not conflict with it, I'm going to install it in a bit. Since NMC doesn't have LOD generated anyways, it was the stock LOD included and the combine scripts just remove it.

Also, TTW has permission to use his assets so you can just package them up with it.

 

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No crashes with EVE as far as

No crashes with EVE as far as I can tell, at least not my conversion.

So far the only thing I noticed is this.

http://i.imgur.com/tZ1BDEp.jpg

Wrong tree type, so it's a conflict. Should be easy to fix.

http://i.imgur.com/qxkjUb1.jpg

Sorry about this screenshot it's the only one I still have with that tree in it.

I'm using the dead editions.

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Thanks enneract!  

Thanks enneract!  

Just to make sure, this is the full version for both wastelands, correct?

"TTW is the Fallout version of The One Ring. The One Ring to rule them all."

"Si vis pacem, para bellum!"

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enneract
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KeltecRFB wrote:

KeltecRFB wrote:

Thanks enneract!  

Just to make sure, this is the full version for both wastelands, correct?

 

Yes, sort of. It contains the overhaul for both wastelands, but the only one I've actually worked on yet is the FO3 portion. It needs a little more adjustment, but a new game shouldnt be required or anything. The NV portion also needs a fix pass, but I haven't touched that yet.

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Roger, thank you.  I will

Roger, thank you.  I will keep following your progress... :-)

"TTW is the Fallout version of The One Ring. The One Ring to rule them all."

"Si vis pacem, para bellum!"

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Great, Thanks a bunch! :)

Great,

Thanks a bunch! :)

Restoring the greatest country in the world to its former glory, well, heh heh... Well, that takes time, even for the Enclave.

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Thx you for the link! Which

Thx for the link! Which version of vurts overhaul is this? Fertile and forested or dead? Or all versions?

Edit: I'm back home and downloaded the file. One word: awesome! I can't belive, all versions together in one Installer, with NMC and Poco Bueno pacht and AA-Patch. I don't need anything else.

And it worked like intended. No more misplaced LOD (haven't found one yet).

Thank you for this package!
 

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@enneract - I had a chance to

@enneract - I had a chance to test this out and what an outstanding job!  Hope to see final release soon so you can get the bounty!

"TTW is the Fallout version of The One Ring. The One Ring to rule them all."

"Si vis pacem, para bellum!"

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Absolutely awesome, thanks

Absolutely awesome, thanks man

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Thank you enneract, I've

Thank you enneract, I've never tried Vurt's before but your all encompassing installer was just what I needed.

Finally settled on Dead/Dead for both games areas. Many thanks for the continued fixing, I have noticed some small things on the NV side so far. However as you have stated you haven't started to bugfix that side yet, I will keep watch when I head back to the CW for anything I could report.

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I talked to Vurt a bit when

I talked to Vurt a bit when he showed up on the Nexus forums again. He never made 2D LOD for NV, but he did make it for FO3 and he uploaded some of the 2D models already.

http://www.nexusmods.com/fallout3/mods/19864

He said he will look for the the rest of them and upload them if he finds them.

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It's a terribly overused word

It's a terribly overused word these days, but this is, dare I say it... epic.

Brilliant even.

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enneract wrote:

enneract wrote:



The current version posted here does not set the ini entries needed for full functionality of the FO3 versions of the mod, you'll need to do so manually. Unless someone knows a method of using the XML configuration method for fomods to set ini values, I'll need to rewrite the installer in c# in order to accomplish that.

The to-do list for final release is to automate the ini edits, and produce the NMC compatibility patch for the LODs.

Anyway, I'm posting this now to get some bug reports in, so please post any problems that you encounter - especially related to EVE compatibility (I can't reproduce the EVE crash bug that some people have reported).

Enneract, if you come back to claim the bounty on this mod, I don't think you need to rewrite the installer in C# to do the .ini edits.  If it can't be done with the existing installer's XML configuration, users will just have to do it manually.  Rewriting the entire installer in a different language is totally overkill just to avoid two .ini edits.

So the only thing that really needs to be done is to make that NMC patch, and a few bug fixes as noted above.

I believe the EVE compatibility is no longer a problem with the new version of EVE that RoyBatty made - anyone else able to verify this?

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Worked fine for me with EVE.

Worked fine for me with EVE. I have since uninstalled it though, I prefer the vanilla tree's after all.

 

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Sorry I've been away. Got

Sorry I've been away. Got crazy at work to make a delivery, and got laid off as a thank-you present. 

I hope to finish this up in the upcoming week.

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Great Job, No problems so far

Great Job, No problems so far with me. I am using EVE and don't have any issue. I am using quite a few mods so will continue to check but it looks awesome. 

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enneract wrote:

enneract wrote:

Sorry I've been away. Got crazy at work to make a delivery, and got laid off as a thank-you present. 


I hope to finish this up in the upcoming week.

 

Damn Enneract, that sucks for the holidays!  I hope you find another job soon. 

"TTW is the Fallout version of The One Ring. The One Ring to rule them all."

"Si vis pacem, para bellum!"

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Thanks for this, works great

Thanks for this, works great so far in DC.

 

Kill me again or take me as I am, for I shall not change.

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Would it be possible to use

Would it be possible to use Dead for DC and Fertile for NV ? Or would those 2 conflict with one another?

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Yep ... nope.

Yep ... nope.

"TTW is the Fallout version of The One Ring. The One Ring to rule them all."

"Si vis pacem, para bellum!"

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I've been using this site

I've been using this site for modding since 2.7, but I finally created an account just to comment that this is abso-frickin-luetly fantastic! Thank you for converting vurt's flora! I couldn't stand playing TTW without it, it was driving me crazy, I could never get it to work right with the lods etc... 

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'Oh yea, totally before the

'Oh yea, totally before the end of the week'.

Famous last words.

I'm installing FONV and FO3, downloading NMC, and getting my workflow set back up... right now. :D

 

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Might want to hold off until

Might want to hold off until FNVLODGen is done, zilav has been working on it and it should be done soonish.

 

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RoyBatty wrote:

RoyBatty wrote:

 

Might want to hold off until FNVLODGen is done, zilav has been working on it and it should be done soonish.

 

Someones working on that!!!!! 

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enneract, this is likely a

enneract, this is likely a -little- on the late side, however I ran into an odd problem with the "lite" version on the FO3 side. In and around the "planters" that are there for the trees at the Anchorage Memorial produces a "void" of sorts, all the other trees seem to have an earthen texture/groundcover for the areas directly around the tree itself. The Lite version's trees lack this, so you end up getting a void directly around the trees that a character and NPCs or objects could fall into. Sorry I don't have a picture of it, and there may be other places in game using those same planters with the same problem. But use the lite version and head to the Anchorage Memorial area and you will see what i mean.

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I'm a bit confused about the

I'm a bit confused about the installation of this. The archive comes with a FO3\Dead\ folder, which is what I want, so no issues there. But then it has meshes, LOD and textures folders on the main level as well. Guess I want the LODs in LOD\NMC\, as that's what I'm using, but the readme doesn't say anything about these textures/meshes folders. Are they used both for the FNV and F3 versions or for one of them - and which in that case?*

*Sorry, that wasn't in the readme but was made clear(er) when using the FOMM installer.

Also, I get this issue seen in thr screenshot below with the Dead F3 version. I just tried uninstalling, repacking and reinstalling it in case I had messed up something, but the issue persists. It shouldn't have anything to do with AA, as it worked fine in F3 with the same settings and I also tried upping it to 8x (from 4x) and it looks the same.

EDIT: The issue is fixed if I switch to Vurt's latest F3 Dead Edition and convert it to TTW, so I guess I'll just use my own conversion.

EDIT 2: I was premature. I still get the issue with my converted version. It's both that odd graphical effect, plus parts of the trees are very blurry. So issues with the Dead version both with this TTW Edition and my own converted version. Man, I must get Flora Overhaul running correctly. I don't want to be w/o it. :(

EDIT 3: I tried a third time with the Dead F3 version of this TTW Edition, this time installed via FOMM, but still the same issue.

EDIT 4: I tried the Forested F3 version from the TTW Edition and I get issues with it as well, namely that the LOD versions look really bad and flicker as well. Not the same graphical issues up close as with the Dead version, though. Basically, I guess I'll have to skip Flora Overhaul. :(

EDIT 5: Sorry for long post, but on a more positive note: the Devastated version seems to work fine.

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The issue is that TreeLOD is

The issue is that TreeLOD is broken in the NV engine. So if you generate LOD with FNVLODGen, then you need to delete the TreeLOD files.

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But can the LOD mess with the

But can the LOD mess with the tree so up close as in my screenshot? (In fact, I haven't noticed any issues with trees in the distance with the Dead version - it's up close they have huge issues.)

Also, you don't generate TreeLODs with FNVLODGen (or FO3LODGen). zilav recommends against it - I guess because of that issue - so I never check the TreeLODs option.

But OK, I'll try w/o using FNVLODGen tomorrow. I really like the Dead version, so I really want it to work.

»You're no match for science!« Doctor Mobius

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You're misunderstanding.

You're misunderstanding. TreeLOD is broken in the NV Engine. New Vegas does not use TreeLOD at ALL. It uses object LOD for trees, and FNVLODGen is setup to do the same thing. He made LOD models for trees, also for Vurts in a separate pack with the FO3 version I believe since Vurt still had them and uploaded them.

The next update of TTW will use object LOD for tree's too which fixes the issue with LOD staying close up and not appearing at all at mid distance.

 

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Ah, OK, so what I'm seeing up

Ah, OK, so what I'm seeing up close to that Dead tree IS the LOD version of it (or perhaps superimposed on it?) which is why it looks so bad. Looking forward to the TTW update then!

EDIT: Yes, removing the Tree folders from the LODs fixed the issue. Of course, now I don't have any tree LODs in the distance either, but it's a compromise I can live with.

»You're no match for science!« Doctor Mobius

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You should have distant LOD

You should have distant LOD if you made it correctly with FNVLODGen, I'm pretty sure he make object lod meshes for Vurts and for vanilla. I know he did for vanilla, perhaps there isn't any for Vurts but I thought he did because Vurt uploaded low poly meshes for FO3, maybe only certain ones though...

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Sorry, but I must have

Sorry, but I must have misunderstood you then. Yes, there are LODs for all three versions of Vurt's F3 Flora Overhauls. But what is the issue in my screenshot then? Sorry for being daft - I guess we're talking about different LODs here or something?

The issue went away when I removed the Tree folders generated by FNVLODGen. Exactly how should I install it to both have LOD tress and no issues up close as in the screenshot?

I'm not a newbie when it comes to using xLODGen - it worked perfectly with Fallout 3. Then I installed Vurt's Dead edition, the LODs for Dead edition and ran xLODGen. Doing the same with TTW causes the issue above.

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Yeah it's because everything

Yeah it's because everything including tree's, needs to be object lod in the new vegas engine, just like buildings and everything else with lod. Forget treelod even exists. zilav made it so shrubs and yucca plants can be treelod though. In which case, the lod models for vurts need to be changed into treetype_lod.nif with the corresponding textures named in the same manner. This may require some mesh work so that the lod models work correctly and are the correct scale.

They simply broke something in the engine with treelod, and treelod won't disappear when up close, and it fails to show up at all at mid distance (there are 3 distances). This is why Obsidian generated everything as object lod, and we in turn, must do the the same thing in order to have proper working lod.

There is an advantage to it, it can have tree's at angles and stuff where treelod can't, it's also higher quality. The biggest plus is that it works properly. The downside is if your computer is a potato it may hurt performance.

 

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Thanks, but still not sure

Thanks, but still not sure how I should do in practice, though. You tell me:

So if you generate LOD with FNVLODGen, then you need to delete the TreeLOD files.

Which was what I did (I thought) - and that got rid of the issue, but removed the trees in the distance as well. But then you say:

You should have distant LOD if you made it correctly with FNVLODGen, I'm pretty sure he make object lod meshes for Vurts and for vanilla. 

In short (sorry for not wrapping my head around different LODS), is the issue

TreeDead01Lod.dds and other LODs that come with Vurt's Flora Overhaul Dead Edition LOD

Or is it the ones that are generated by FNVLODGen and end up in:

Meshes\Landscape\LOD\<Worldspace>\Trees\*.DTL Meshes\Landscape\LOD\<Worldspace>\Trees\TreeTypes.LST  

:confused:

 

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If the LOD is just a dds

If the LOD is just a dds (this is a billboard) then it's for TreeLOD and useless to you for NV. Also .dtl files are TreeLOD and also useless.

Someone (not me) will have to take the high poly model for vurts tree's and make low poly lod meshes out of them along with the textures. Until then, you can't generate Object LOD for the tree's. Object LOD is a mesh and texture not just a single plane that displays a static texture. It will be included into Object LOD meshes for the wasteland and the texatlas for them.

Have a look over this thread to gain some understanding.

 

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OK, thanks, I think I get it

OK, thanks, I think I get it now, perhaps. I've bookmarked that thread and will study it as I feel a bit stupid regarding this.

Meanwhile, I searched around here on the forums and TJ mentioned this LOD on close trees issue way back when - and then JaxFirehart gave this tip, which seems to have fixed this issue for me, at least for now:

JaxFirehart wrote:

If you go to an interior, wait 4 days, purge cell buffers, save quit reload, it seems to at least help the LOD issues.

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Yup it will come back, and

Yup it will come back, and the "mid range" lod still won't be there no matter what you do.

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Yes, you're right. Even

Yes, you're right. Even weirder close-up LOD issues now. Guess it's best to wait to the next TTW version before trying this.

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I'll publish a new version

I'll publish a new version that works with the current version of TTW soonish*. No new fixes in regard to shared stuff between FNV and FO3, but should be better for values of better.

I can replicate LOD-persistence with the currently published files, but I regenned one version against current TTW release and it isn't doing it anymore *shrug*.

TTW moving to object-LOD will make this a lot more interesting, actually. I've been slowly making LOD models for FNV flora (since vurt never made them), I guess I'll need to do FO3 too. 

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enneract wrote:

enneract wrote:

TTW moving to object-LOD will make this a lot more interesting, actually. I've been slowly making LOD models for FNV flora (since vurt never made them), I guess I'll need to do FO3 too. 

 

This is so great! Can always use more LOD :)

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It'll make for flawless and

It'll make for flawless and seamless vurts, it you pull it off it will be great.

You guys with deep pockets should contribute to the bounty for this ;)

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Any idea when the next public

Any idea when the next public release will be? The One that switches to object LOD.

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WireframeNerd wrote:

WireframeNerd wrote:

 

Any idea when the next public release will be? The One that switches to object LOD.



If you mean the release of this mod that switches to object LOD? A while, months at least. TTW using only object lod? I can't answer that.
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Sorry for the confusion, I

Sorry for the confusion, I was referring to the next TTW release. Having no middle LOD sucks when it comes to pop-in.

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Objects LOD generation tree

Objects LOD generation tree meshes packs for Vurt's Flora Overhaul (in optional downloads of FO3LODGen) should work in TTW too unless it modifies the names or location of tree meshes themselves.

If not modified - drop one of those pack in game folder and generate objects LOD with FNVLODGen for TTW worldspaces, also remove *.lst file for those worldspace (it is enough to disable the buggy tree lod system).

If modified - relocate/rename LOD meshes from the pack so they have the same path and name with _lod.nif suffix before runnig FNVLODGen, *.lst file must removed too.

I can't check myself if meshes are renamed or not in this conversion, don't have TTW.

TJ
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They should be named the same

They should be named the same.

"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."

Arkngt
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Guess I've misunderstood

Guess I've misunderstood something as I seem to do regarding this, but I still get completely messed up trees after following that procedure. This in Capital Wasteland - I haven't tried it in Mojave yet:

1. I already had the FNVLODGen Resources installed

2. Installed the Dead Edition from this TTW Edition with FOMM

3. Installed Vurt's Flora Overhaul Dead Edition LOD

4. Ran FNVLODGen

5. Removed the *.lst files in Meshes\Landscape\LOD\<Worldspace>\Trees\TreeTypes.LST

[ I also retested after waiting for a cell respawn and used purged cell buffers]

Here's how it looks, for example:

File Attachments: 

»You're no match for science!« Doctor Mobius

AssassinGabe14
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I'm new to modding other than
I'm new to modding other than just using NMM, so could anyone be kind and explain how to exactly install the mod?
RoyBatty
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Arkngt: It's because you aren

Arkngt: It's because you aren't using the resources that come with FO3LODGen ;) Follow zilav's instructions. You need the assets for BOTH wastelands and for vurts FO3 (optional download) which are not included with FNVLODGen.

zilav: could you just make this less confusing for people and upload a TTWLODGen here? :D

 

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