Elder Scrolls IV: Oblivion - Almost Everything VWD
Polygon reduced visible when distant objects...
- Category Traditional
- Size 10.9 MB
Elder Scrolls IV: Oblivion - Almost Everything VWD
Polygon reduced visible when distant objects. Bridges, doomstones, forts, Ayleid ruins, inns, taverns,
farms, villages, chapels, IC waterfront stuff , docks, guild houses, etc etc. Also comes with very low-res textures
for all objects so even those with 128MB video cards and single-core CPUs can enjoy it.
Almost Everything VWD (visible when distant)
Q: What is it?
A: Polygon reduced visible when distant objects. Bridges, doomstones, forts, Ayleid ruins, inns, taverns,
farms, villages, chapels, IC waterfront stuff , docks, guild houses, etc etc. Also comes with very low-res textures
for all objects so even those with 128MB video cards and single-core CPUs can enjoy it.
Q: How to install?
A: Extract into Oblivion installation folder. If asked to overwrite folders/create new folders, select yes.
Activate the Almost everything.esp in the usual way.
Q: How to uninstall?
A: Delete the Oblivion\data\distantLOD folder, delete the Oblivion\data\textures\lowres folder,
deactivate the Almost Everything.esp, delete all *_far.nif files in all Oblivion\data\meshes\ subfolders.
Additional info:
Not every house in every town has a vwd counterpart. That will possibly be added in future versions.
Vertex colour has been removed from all models since the presence thereof affects game performance
negatively.
Archiveinvalidation is not necessary because the textures do not replace any existing ones.
Imperial City may turn up non-visible when distant after uninstall.
Some distant objects may appear in odd locations, such as elevated in the sky or half burried in the ground.
This cannot be fixed, because the xyz-coordinates these objects use are the same as the closeup objects uses.
Which in turn are put on a height map that the game doesn't render in the distant. Instead it renders a
low quality mesh with some parts higher and other parts lower than the height map.
Credits:
BethSoft for Oblivion, Autodesk for 3D Studio Max, wz for FarGenerate.exe, NifTools.org for NifSkope,
PhaedrusQ for part of the polygon reduction, PirateLord for texture path editing, HTF for initial inspirational tutorial video
and The Elder Scrolls Forumites for their input, bugreports, assistance and general encouragement.
TESSource for mod hosting and xs.to for image hosting.
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