QUOTE(dev_akm @ Jul 16 2007, 08:27 PM) [snapback]10539949[/snapback]
Awesome! Thanks so much!
As promised my tutorial.
----------------------------------------------------------------------------------------------------------------How to create a load order independent (including the LOD) ESM?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 == 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 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) was 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.
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 modindex >=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.
----------------------------------------------------------------------------------------------------------------Please acknowledge ScripterRon and Deathless Aphrodite as well.
I hope it helps.
Regards,
sandor