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El_Rizzo

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Everything posted by El_Rizzo

  1. Huh, you are right, I've reported this to the dev team of MO2, one of whom could reproduce the issue the others and I have, an older version of xLODGen was using the correct output path, only 34 seems to have this issue since it requires to be run with admin privileges, unlike previous versions and that seems to be the reason things get wonky with MO2.
  2. Just wanted to report that I'm also getting the truncated output path with version 34 (x64) of xLODGen and MO2 version 2.1.6 (final build) and my MO interface log reports the correct argument, which is -fo4 -o:"F:\FO4 LODgen Output" : The only difference I can see is that you tested on Windows 7 and I'm using Windows 10, could that be causing it?
  3. There is no changelog, if there is something important that changed/got added, Sheson posts it here, otherwise consider updates to be minor bugfixes/improvements.
  4. Is there a way to increase mesh and texture quality of object LOD similar to the way you can set quality and resolution for terrain LOD? Since Fallout 4 has no DynDOLOD I was wondering if there is a way to improve the object lod similar to the way you can set the quality for meshes and resolution for terrain LOD in xLODGen.
  5. Alright, good to know, thanks for the answer! :) Yeah I'm aware that xLODGen updates independently from xEdit I was just curious in this particular case since you specifically mentioned the build it was based on.
  6. Just out of curiosity, are there any benefits from basing the latest beta versions of xLODGen on the new experimental builds of xEdit? Such as improved speed or stability?
  7. You should definitely put them into an archive, LOD textures compress really well and the resulting BA2 won't be even close to 30gb in size. My own xLODGen output for Fo4 was around 12gb and the compressed BA2 is 1.69gb in size.
  8. Yeah, but I wasn't 100% sure, hence why I asked, but thanks for answering my question despite this! :) Derp, yeah I forgot to check the manual first ... sorry.
  9. This might be a dumb question, but if I run xLODGen and DynDOLOD afterwards, the mods Terrain LOD Redone and HD LODs Textures SE become obsolete for me, right? Since xLODGen + DynDOLOD will generate the files these mods offer themselves, correct?
  10. In case you haven't seen it already Sheson, there is now a way to fix the tree LOD alpha bug without the use of ENB, SSE Engine Fixes by Aers/meh321 contains the fix as well.
  11. Like I said, archive.exe is perfectly stable because CK actually uses that exact archive.exe to create BSAs ... there is ZERO difference between creating a BSA through CK or through archive.exe because it is created by archive.exe either way. As for MO2, there is no point in running archive.exe through MO2, because the files you want to archive are in a separate mod folder anyway, so simply point archive.exe to that folder, create an empty "Data" folder, put all the files inside it -> archive with archive.exe.
  12. First of all, PLEASE check your spelling and sentence structure, it is extremely hard to understand what you are trying to say. Secondly, CK simply calls archive.exe to create its archives, so there is no difference if you simply use archive.exe directly, it even has a GUI so it really isn't hard to use and the results are exactly the same as using the CK.
  13. Why do you go through the hassle of trying to create BSAs through the CK anyway? Just run archive.exe and create your archives wherever you want, there is absolutely no need to run MO or the CK to create archives. Just create an empty folder (doesn't matter where) and name it Data, then put all the files you wanna archive in it (with the correct file structure of course) and then point archive.exe to it and compress it, done. That is all there is to it, no need for MO or CK.
  14. @Sheson Is there a changelog somewhere that lists the changes you made with each update for xLODGen? Would be helpful to know if running it again is advisable when a new version is out or if it isn't necessary due to what has changed. Is Fallout 4 also using lz4 or is it also still using zlib and decompressed archives are therefore recommended? I'm asking because I have a PCIe SSD with Fallout 4 + Mods installed on it and I'm currently using compressed BA2s for all my textures.
  15. Yep, just tested the same scenario again and it ran without hicups this time :)
  16. Alright, beta 12 of the slow version got as far as the regular one and has some more information on the error, here you go:
  17. Yeah, I was just using the same settings as before to reproduce the same scenario. Will do the test with the new slow version now and report back.
  18. Okay, I guess I'll play around with the settings a bit and see what looks best without murdering my Vram usage.
  19. Yep, seems like you do, because when I tried to run it, this happened after a short while: I ran it twice, with the same error each time.
  20. Okay, so if I'm understanding this correctly, instead of decreasing the resolution with growing LOD level, it should actually be increased since it needs to cover more cells at once, correct? Assuming I understood this correctly, this also applies to diffuse maps as well, right? Sorry if these are dumb questions, I'm not really familiar with how LOD works, only what it does, but I'm always happy to learn more about it :)
  21. I'm using the x64 version of xLODGen. I can run it again with the slower version to see if the error message is more detailed, will post the results when I'm done.
  22. I have a comprehension question regarding the normal map resolutions for terrain LOD in Fallout 4, why does the native resolution increase with higher LOD levels? Since higher LOD levels are farther away, shouldn't the normal map texture resolution decrease? I'm currently using the settings alt3rn1ty posted on page 3, which do decrease normal map resolution with higher LOD levels, but I'm curious why the native ones do the opposite and for what reason.
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