Use -o:"c:\OutputPath\" command line parameter to change where files are generated to, default is the game folder.ĭo not generate into any game or any mod manager folders. Rename xLODGen.exe to LODGen.exe (TES5LODGen.exe for example) or start with command line parameter -fnv, -fo3, -fo4, -fo4vr, -tes5, tes5vr, -sse, -enderal, -enderalse
Unzip into a dedicated folder outside of any Steam, game or mod manager folders or special Windows folders like Program Files.
This is for experienced mod authors and users that know how to use 圎dit, xLODGen or DynDOLOD already. This is a beta of LODGen/Edit with terrain LOD meshes and textures generation. Which should return 0 if you are using the setting displayed above.
If you are unsure at any time if an INI setting is being applied by the game, you can easily verify it in the console with the following commands: Therefore, since iLocation X and iLocation Y are invalid within Fallout4Prefs.ini, as long as a plugin INI file is not overwriting the values, it will use the value assigned within FalloutCustom.ini. Here is the one for Fallout 4 for instance: You can see the lists of valid settings for each of these games within BethINI, or through our wiki guides, or my several threads listing all valid INI settings for each of the games. However, only a select few settings of the many thousands of available INI settings are valid in the gamePrefs.ini file. In other words, gameCustom.ini will overwrite any setting in the main game.ini file, but not any setting that is validly placed in the gamePrefs.ini file. Fallout New Vegas does not natively support a custom.ini file, but just about everyone uses the JIP LN NVSE Plugin mod for Fallout New Vegas, which adds the ability to use a FalloutCustom.ini file to overwrite any and all INI settings set in Fallout.ini or FalloutPrefs.ini.įor the rest of the games, the order is game.ini, gameCustom.ini, custom plugin INIs (INI files that accompany a mod plugin), and then gamePrefs.ini. (CTRL F "List of variables that will not be overwritten")įallout New Vegas is the oddball. Here is a list of variables that can't be used on MO2 custom ini, but people on discord also confirmed the theory: Is this the case for Fallout 4? The fallout4custom.ini from MO2 (printscreen to be sure ) can't do that? So I have to edit the vanilla inis directly (in MO2 ini editor of course)? Since it's a major thing I want to be 100% sure that I don't see placebo stuff by editing the custom ini. This wasn't the case for SSE or FNV, as far as I have noticed, I mean the values I were interested in were always edited. I have been told that the fallout4custom.ini from MO2 can't overwrite the fallout4prefs.ini or the fallout4.ini with many if not most values that are supposed to be in those 2 vanilla ini files.
I am using MO2 and Fallout 4, used MO2 before with SSE and FNV without issues. If you are just sticking ESP+BA2 files in to game, then it is pretty much all the same which one you use.I have a question if someone can help me please, thank you. If you are doing any advanced modding, then I would then recommend MO2 in any case. Some players didn't enjoy using MO2 and found Vortex better for their uses. Several people that tried Vortex have jumped back to MO2. Me saying that MO2 is "best" does not necessarily mean it would give best user experience for other player. Vortex needs to support wide variety of game, so it can never become as dedicated mod manager than MO2.Įach should use what they feel most comfortable though. I would argue that MO2 - and likely remains for the time being - the best available mod manager for Skyrim, Skyrim SE and Fallout 4. It remains as BGS game manager, while the Vortex is made for general use. It was derived from old Fallout mod manager and put to use on several other games, which made it a mess. That was also the problem with Nexus Mod Manager. Reason why MO2 isn't the "main mod manager" is that it was made for Bethesda games. Mod Organizer 2 was developed by Tannin, the same guy who leads Vortex development.