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Posts
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Everything posted by PegasusKoga
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Thank you so much, i'll make good use of it. Especially since i cried victory too soon, my LOD is still broken. But at least i now know i need to take a closer look at my other New Land mods so this time it shouldn't take nearly a week to find the offending mod.
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It was a mod that broke everything, this one: https://www.nexusmods.com/newvegas/mods/44717?tab=description It overwrote several vanilla LOD files causing the messed up LOD in my game. I had it swiftly removed from my load order and replaced with Salt Lake Stories, my LOD is okay so i'm good to go now.
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Just wanted to let you know i got fed up with the situation, deleted that profile and aim to start over fresh. Hope i didn't take up too much of your time with this whole ordeal. Thanks for the assistance regardless.
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Day 4 of trying to fix my LOD for New Vegas (i was wrong in my last post, LOD is still broken). What drives me bonkers is that it only happens with this specific MO2 profile, i can generate LOD for my other New Vegas profiles just fine. I'm thinking that if i have to spent another day on this, i might as well delete the whole thing and start fresh in order to keep my sanity.
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Thanks, i managed to (kinda) fix the problem by finding a back up of the LOD files that i generated the first time i build my load order. Nothing else that i tried for three days got me out of this bind. It does mean that Vurt's Flora Overhaul is still in my load order, which will probably glitch out the LOD in my New Lands Mods (at least that's what happened within New California). Anyway, case closed as far as i am concerned, thanks again for the help.
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I've spent the last two days trying to regenerate Object and Tree LOD for New Vegas and i get the same result every time as seen in the screenshot. I started over with the same load order after i had to scrap the last one because of save corruption. The only difference is that i removed Vurt's Flora Overhaul. During LOD generation i also noticed that the application stutters and i noticed several mentions of "lodgen process error exit code 0000025B". Couldn't quite catch the whole message because it was gone so fast. I'm running FNVLODGen through MO2 and made sure to not place it in a protected folder. Probably forgot some essential information so be sure to let me know if i forgot anything.
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I think you are right, it does look out of place. I'm going to follow your suggestion and give that Better Landscape grass a shot, it'll have the added advantage of getting rid of my bug. And if it isn't too much to ask, because God knows there's a plethora of INI settings for grass alone, could you tell me which settings in my INIs i should take a look at?
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About six months ago i decided to really invest in environmental mods and installed the full version of Another Pine Forest, True Grass, Veldt and Veld Greener Pastures. I put Another Pine Forest above the three other mods as instructed by the author and generated LOD with the help of this excellent guide found here: https://www.nexusmods.com/fallout4/mods/61884?tab=description . So far so good but when i finally started my playthrough two days ago i realized my grass was bugged, certain patches of grass would flat out vanish if i got too close (i wanted to enclose an example video but it's size was too large so i took screenshots instead). It seems to mostly happen in Goodneighbor. What could the cause be? Conflict? Wrong INI setting? Should i replace Another Pine Foreset Full Version with the Trees Only version and rebuild my LOD?
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I'm probably paying the price for adding new mods to my load order recently after finalizing it and running Dyndolod six months ago. Because i've been getting random crashes around the settlement of Raven Rock and the wilderness for the first time since i started my hundred hour playthrough. I have included the most recent crash log. I was thinking of regenerating lod but it's not that simple because the Dyndolod exe i used (3.0.0.169) has expired and i need to replace it with the most recent version. Keeping that in mind, do i need to apply the clean save method as described in it's MCM menu before running the tool since the Dyndolod scripts might have changed? Or is it enough to simply re-run Dyndolod and TextGen. I could not find an answer in the faq for my specific situation. crash-2025-01-06-19-49-02-REPORT.txt
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I'm sorry, i know you want to help, but i can't. Let's just leave it at that.
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I just wanted to add as an addendum that the Karthwasten crashes stopped after i replaced Occlusion.esp with a blank plugin of the same name. It will be a stopgap solution until i can figure out where the real issue lies. Strangely enough, i could not find any errors in the Occlusion.esp but found several in Dyndolod.esp and esm so something must have gone wrong during lod generation. I blame this entirely on my load order, not the tool itself.
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I think that's the best piece of advice anybody has given me today. I will take a break of a few days and then follow it.
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Thanks, but at this point all i really want to know is whether disabling the Occlusion.esp is going to impair the stability of my saves. Because i do not know if it adds new records or only replaces vanilla ones. After three days of obsessing over this particularly vile crash, i'm more than done with troubleshooting, honestly. If it turns out i can't disable it, then i'll get back to trying to fix it through regular means... eventually.
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I'm even more confused. Updating the Occlusion.esp by unchecking everything except Occlusion Data and Occlusion Plugin in Dyndolod gave me the exact same file and i still got the crash. Removing the plugin from my data folder and creating one from scratch through the same steps yielded an esp that was a hundred times smaller in size and which doesn't do anything except removing the crash, probably because it is nearly empty and doesn't contain data for the Tamriel world space. What are the downsides of keeping it that way, like a placebo? Performance loss because things out of view aren't being hidden anymore? I have a pretty beefy PC with an Nvidia Geforce RTX 3080 card to compensate that. Or will the loss of data damage my saves over time? Honestly, i just want this over and done with. I'd rather keep the placebo plugin if it means i will no longer have crashes near Karthwasten and it doesn't harm my saves.
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I wish i could say something more professional than "occlusion.esp caused the crashes when getting near Karthwasten either by walking there or through COC and removing the plugin stopped the CTDs" but i can't. For what it's worth, the crash logger pointed to Occlusion.esp as the cause too. The only thing i could have done wrong was to install one more magic mod (Glowtastic) after generating Lod through Dyndolod and creating the Occlusion.esp I reinstalled it for now because i can imagine it would be even more detrimental to stability if i keep it out but i would like to fix this. Now that my load order is definite, should i go through the entire process of generating Lod again or would it be better to take a look at my current Occlusion.esp with SSEEdit to look for oddities? Or can i simply keep playing without the plugin? Is it absolutely required? Frankly, it's almost 3:00 AM now and i was hoping to find a quick solution to this mess before i fall asleep on my couch. *Edit* Found a lot of useful information here: https://dyndolod.info/Help/Occlusion-Data it's a relief to know i can update the occlusion.esp only. It will help me make an informed decision this evening when my face is less tired. Still, if anyone has any pointers, feel free to share them.
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This is slightly maddening. I want to generate LOD with XLodGen for Fallout New Vegas with the NMC Medium version and Poco Bueno textures. There are dozens of guides online for generating LOD for New Vegas and they all have so many different procedures with so many different LOD mods that i frankly cannot see the forest through the trees anymore. Sorry to bother you guys with this but it has been a long night and i just want to get this part of my load order build over and done with. So what do the experts recommend i use as extra LOD mods and in what order do i install everything in MO2? If this is too much to ask (which it probably is), please point me to the most appropriate tutorial for my specific load order. I'm going to catch some sleep first now.
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I'm starting to feel like the Adoring Fan here because i keep coming back. Anyway, generated lod, went without a hitch, except that i have to start over completely because i missed a crucial step. After the fact i got told by the author of A Forest that i should have unpacked his BA2's so his assets would be used during XlodGen processing, meaning i'm back at square one. What assets do i need to unpack from the BA2's though? Meshes\landscape, Meshes\lod or Meshes\terrain? Once i know that i can also unpack the corresponding textures. *Edit* XlodGen reads all the plugins in your load order as pointed out by DoubleYouC on Nexus, thanks for that, so no unpacking is required.
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Thanks to the both of you for replying. The bashed patch did not have any BA2 affiliated with it that would conflict and i kept it last in my load order because not one of the tutorials or guides mentioned putting the plugin that pulls the XLodGen assets below it. I also did not encounter any LOD-related incongruities when i left Vault 111 and walked around a bit so i think i'm good.
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Sorry i wasn't being clear, i'm talking about the blank plugin you need so the game can read the BA2 files with the XLodgen textures and meshes that i packed with the CK's Archive tool.
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I have one last question, i swear i tried to look it up. Where in my Fallout 4 load order do i place the plugin for the BA2's that contain the assets that XLodGen created? Below or above my Wrye Bash bashed patch?
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Fair enough, time for some Googling, i realized myself i was going off topic so i appreciate it that you replied nevertheless. Cheers and thank you.
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Thanks. Now that i think about it are those command lines even required if i use MO2? Will MO2 not make it point automatically to Fallout 4 GOG? And those command lines would need to be added to a shortcut of XLodGen but i need to run the utility itself from within MO2 and not from a shortcut if i want it to work. Apologies for the barrage of questions. I just started using MO2 and while it's been a fun learning curve it also adds an annoying layer of complexity to everything.
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So i have the pre next gen update version of Fallout 4 on GOG and MO2 as my mod manager, the A Forest mod as my mod for landscape and i would like to know if it is even possible to use XLodGen in this very specific scenario? Is there a tutorial somewhere on how to run XLodGen through MO2 and which command lines to use to point XLodGen to Fallout 4 GOG? I know i'm making this needlessly complex but my Fallout 4 Steam looked absolutely fabulous after i was done with the tool and i really want to give Fallout 4 GOG the same treatment.
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I could not add a disclaimer in the title without making it too long so i'll say it here as a preface. This is in no way Dyndolod's fault. I might have messed up things mightily by finalizing my load order, running Dyndolod and then making the stupid mistake of still adding a new mod to the mix (Glowtastic). But my meddling is probably the cause of the crash i experienced today when trying to enter Windhelm and the repeatable CTD i had when approaching Karthwasten (which i have no proof of because i was not using a Crash Logger at that time). I'm not even sure of the latter because while consistent they do not happen each time i get near Karthwasten. I only have a few simple questions before i take it from here. Did i make a mess of Occlusion.esp by adding Glowtastic above it and so changing it's position in my load order? Even though the mod contains no cell or worldspace records, only spells? How far would i need to go if i wanted to update just Occlusion.esp to test if that makes the crashes go away? Clean save method? Starting the whole XlodGen and Dyndolod process from scratch? This is probably not worth it's own thread but i only have two hours left before sleep and i wanted to get this screw up fixed before that.

