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[Tutorial] A load order independent ESM for LOD & VWD / ESP LOD only
08-01-2007, 04:58 PM,
#1
[Tutorial] A load order independent ESM for LOD & VWD / ESP LOD only
How to create a load order independent (including the LOD) ESM?

This guide assumes you're using an ESM and want to keep the LOD/VWD in Mod Index 01 (loaded after the Oblivion esm) for normal modding. It shows how to prepare a load order independent release version once your mod is finished or a version for playtesting. Moving the LOD to mod index 00 and shifting the VWD objects to the esp of the ESM/ESP pair, fixing the missing land problem. Gecko automatically assigns the new worldspace ID to the LOD meshes & textures.


Abbreviations and general info.


Use the TES4Gecko v14.4 or a higher version.

I take the Silgrad_Tower.ESM as an example.

VWD = Visible-When-Distant.

Mod index (MI) == Determines the load order of the ESM and ESP files via the time stamp.
The Oblivion.ESM is loaded as the first file (normally) thus has a mod index of 00.
ESM's are loaded before the ESP files (always).
You can use Wrye Bash (or OBMM) to change the load order (move the files) of the ESM and / or ESP.

An example of a possible load order:
00 Oblivion.ESM
01 Silgrad_Tower.ESM
02 ESP1
03 ESP2
etc.

The Move Worldspaces (WS) option will shift the LOD files into mod index 00 (the same as the Oblivion.ESM) which makes it load order independent.

The Split Plugin option will move (amongst others) visible-when-distant references to the OUTPUT_ESP.
These VWD objects caused the problem of the disappearing land when the ESM was loaded in a mod index of >=02 (not directly after the Oblivion.esm). This also applies to interiors with VWD objects (e.g. trees).

The process step by step.

Method 1.

1 Check before the release if the ESM is clean (otherwise clean the file).
2 Make sure the LOD (full) has been generated and remove the Distant LOD folder.
3 Open the TES4Gecko to split the ESM (before you do so, convert the ESM to an ESP, Split Plugin, don't check independent ESM/ESP pair).
4 Rename the OUTPUT_Silgrad_Tower.ESM to Silgrad_Tower.esm
5 Load the ESM/ESP pair (OUTPUT_ESP active)
6 Generate the Distant LOD for your worldspace('s).
7 Close the CS.
8 Open the TES4Gecko and move the LOD to mod index 00 (Move Worldspaces), insert a "placeholder" for the ESM.
9 Repeat the Move Worldspaces for the OUTPUT_ESP (don't insert a "placeholder").


Method 2.

1 Check before the release if the ESM is clean (otherwise clean the file).
2 Make sure the LOD (full) has been generated including the Distant LOD.
3 Open the TES4Gecko and move the LOD to mod index 00 (Move Worldspaces), don't insert a "placeholder"
4 Open the TES4Gecko to split the ESM (before you do so, convert the ESM to an ESP, Split Plugin, don't check the independent ESM/ESP pair).
5 Rename the OUTPUT_Silgrad_Tower.ESM to Silgrad_Tower.ESM



Why does Silgrad Tower use method 1?

Because we merge an Travel ESP (*) that alters the Oblivion.ESM including a number of VWD references (related to the Silgrad_Tower.ESM) to the OUTPUT_ESP before step 5. The VWD references are updated through the newly generated Distant LOD (step 6).

(*) The LOD (meshes and textures) were generated (step 2) with this ESP active (depending on the Silgrad_Tower.ESM). We don't want to merge this Travel ESP to the ESM because it alters the Oblivion.ESM causing the missing land problem as well.

If you don't want to merge files to the OUTPUT_ESP, use method 2 (it's faster).


The game will halt during the loading screen when using a mod index >=2 for the Silgrad_Tower.ESM and you have to reboot. What to do?

Move (directly after step 9 or 5 depending on the method) the split ESP (OUTPUT_ESP) to the first position after the last esm in the list. So if there are 4 ESM's (including the Oblivion.esm) move the split ESP (OUTPUT_ESP) to position 5 (mod index 04). After that the mod index of the ESM/ESP pair can have any number.
Not everyone has this problem.

[hrc=yellow][/hrc]
[hrc=yellow][/hrc]

Moving the LOD to Mod Index 00 for new worldspaces (WS) or a permanent move for existing worldspaces using an ESP or ESM.


For an esp/esm move WS', insert placeholder, regenerate the DistantLOD and LOD files.

If you use an ESM for team modding, you have to load in MI 01 for playtesting (VWD objects in the esm), only the LOD is load order independent (MI 00).

For a fully load order independent ESM you have to open the TES4Gecko to split the ESM (before you do so, convert the ESM to an ESP, Split Plugin, don't check independent ESM/ESP pair). Next rename the OUTPUT_Silgrad_Tower.ESM to Silgrad_Tower.esm. It fixes the missing land problem caused by VWD objects, these are shifted to the ESP. Don't merge the OUTPUT_ESP, release as an ESM/ESP pair.



The Gecko assigns a random Form ID to the WS in MI 00. The chance that another team uses that is almost zero , IIRC not many teams used it anyway. If you don't want to take the risk use the normal ESP/ESM for modding (has to be loaded at 01 for the LOD to work) and prepare a LI esp for every release See above, method 1 or 2).

History.

sandor has attached these images (downsized versions):
[Image: tn_attachment-9627.jpg] [Image: tn_attachment-9628.jpg] [Image: tn_attachment-9629.jpg]



TES4Gecko.jpg (36 KB) | Split Plugin.jpg (181.18 KB) | Move WS.jpg (11.22 KB)
Dum loquor, hora fugitĀ  - While I speak the time flies



Ovid 43 BC - 17 AD
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08-17-2013, 11:50 AM,
#2
 
Updated the OP, added a section for new worldspaces and more. Smile
Dum loquor, hora fugitĀ  - While I speak the time flies



Ovid 43 BC - 17 AD
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