Landscape LOD generator tes4ll - 5.00
Content of the updated file:
- too many files to list here..
What I've tested in conjunction with MO:
I tested these three files of TES4LL v5.00 under MO and found, that they are all working - if some additional editing is done.
Installation and Initialization:
First, TES4LL needs to be installed. The normal installation instructions are, that it needs to be installed directly into:
Because we (the ones looking up this particular thread) use Mod Organizer, we can install TES4LL from within MO; MO's virtual file system will make sure, that TES4LL will see all relevant files. So I added "Landscape LOD generator" as a normal mod in MO - Screenshot - Installation.
Click "OK", then "Ignore". It should work nonetheless (as this is "only" a tool, and not a mod that should work ingame).
Once that is installed, I added the 3 files mentioned above as executables in MO, with these filespaths:
C:\Spiele\Modding\0_Programme\Mod_Organizer_Oblivion\mods\Landscape LOD generator\tes4ll_ultimate.bat
C:\Spiele\Modding\0_Programme\Mod_Organizer_Oblivion\mods\Landscape LOD generator\tes4ll_tes4qlod.bat
C:\Spiele\Modding\0_Programme\Mod_Organizer_Oblivion\mods\Landscape LOD generator\tes4ll_normalmaps.bat
So I used the .bat files from my just installed Landscape LOD generator-"Mod".
So far so good, but that isn't everything that needs to be done. If I would now run these executables from within MO, the files wouldn't appear where I want them to be. For example, if I now would run "tes4ll_ultimate.bat" from within MO, the newly created meshes would be placed - if another mod already has such meshes with the same file names - inside that mod, replacing the mod's original files. In this case, that would happen with the "Unofficial Oblivion Patch". That is basically the problem I reported here aswell.
That, of course, must be prevented.
- Go to your "Oblivion Mod Organizer"-folder and open the "mods" folder.
- Create a new folder named "TES4LL". Open it and create the following (empty) folders:
So this should be the result (in MO). This first step is necessary (or better said, to me it seems to be), because if this "mod"-folder wouldn't be setup prior to running the batch files, the batch files would throw an error and thus wouldn't create the files they should. That said, if the instructions of "Step 1" are followed, everything is playing nice.
Open your "Landscape LOD generator"-mod in Windows Explorer, and goto:
Now open "tes4ll_all.mpb" with an Editor of your choice - I use Notepad++
Now change the path $_gamedir\Data\ in several places* to C:\Spiele\Modding\0_Programme\Mod_Organizer_Oblivion\mods\TES4LL\ .. well, actually do not copy that second path just like that, you must use your own correct path, that points to your "TES4LL"-mod, which you have just created in "Step 1".
* here is my entire modified "tes4ll_all.mpb" file, where you can see what I have changed:
Results and thoughts:
If those two things from above are made, all three .bat files can be successfully run through MO and the files will be placed into the "TES4LL"-mod in MO. The three .log files..
.. that will be created during this process will showup in MO's "Overwrite" mod .. nothing to complain here, they easily can either be deleted or manually moved to the TES4LL-mod by drag&drop.
Now .. speaking from MO's perspective .. it would be ideal, if these sorts of manual edits wouldn't be necessary, so that TES4LL can be used though MO. I think, that a command line to specify an output folder - like TES4LODGen.exe's -O: argument - could do the job. So that the user can specify, that files should be placed in a custom folder, and not into a static location like $_gamedir\Data\.......
I can't really say if that is feasible - and if my conclusion is correct in the first place - and if yes, how much work that would require .. but that's how I currently see it.
So, I would say .. TES4LL can be workarounded under MO now!
Thanks a lot gruftikus.