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xLODGen - Terrain LOD beta 110 for FNV, FO3, FO4, FO4VR, TES5, SSE, TES5VR, ENDERAL, ENDERALSE


sheson

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12 hours ago, sheson said:

You posted a lot of screenshots for "Terrain lod not loading/working." Many of them show terrain LOD just loading fine. So I am assuming this screenshot https://ibb.co/album/zshJ2Q shows the problem that you are referring to. This looks like what can happen when seasons are switched but the terrain, object, tree LOD meshes are missing from the load order, while NGIO extends gras and large references load outside the active cells. Also refer to https://dyndolod.info/How-LOD-Works and https://dyndolod.info/Help/Large-References.

Using different guides is not troubleshooting. If there are problems following a guide, you need to ask their authors. I suggest reading the first post, the readmes included in the download archive and https://dyndolod.info/Help/xLODGen

Troubleshooting would be to check the log for errors etc. The last generation seems to look fine. Double check all desired worldspaces and seasons have been generated and their files are installed properly in the load order. Doublecheck the season switching is setup and working properly.  Make sure the the LOD was generated for the current load order.

Do not post screenshots of mod managers. Use the modwatch or loadorderlibrary websites instead.

Thanks to both of you for your answers.

I'm going to take a step back and try to make a good overall LOD generation without SoS first, in order to have less parameters to finalize a proper first LOD setup and see if things seem less off then. It does look indeed that the terrain LOD meshes at least are there as I now see the differences, notably around water zones etc. I'll report back then if needed.

Sorry troubleshot maybe isn't the right word, the guides were there just to show what settings I inputed in my different generation tests, I used dyndolod.info as my instructions basis and did read the links provided, although reading and understanding are two different things and actually doing these generations helps me further understand the logic of dyndolod

Noted for the mod managers load orders.

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On 12/27/2022 at 2:00 AM, Trademark said:

Hi sheson,

I'm not sure what to make of the results or where this leaves us. The first run failed pretty quickly with an assertion failure, but the second run went fine.

The logs of the first run can be found here: https://mega.nz/file/F9AnRTSD#evA4vQFocofmTmA0nvgqJPrNfXwCziv_Hm8rFEWFj0Y

 

Please let me know if you'd like to me to do another test run or two. Always happy to help!

Test what happens with this version https://mega.nz/file/EYgBySSZ#KwaD-zLGmkzOynIhLU0FvpcKrIltsBl72Kmwikl0BYM

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Hi sheson,

Did a run with the version from the MEGA link and it ran OK:

[06:22] Building terrain LOD textures elapsed time: 01:39
[06:22] LOD generation complete

 

If you want me to share the logs, just let me know. Also, if there's anything specific you want me to test, please also let me know.

 

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8 hours ago, Trademark said:

Hi sheson,

Did a run with the version from the MEGA link and it ran OK:

[06:22] Building terrain LOD textures elapsed time: 01:39
[06:22] LOD generation complete

If you want me to share the logs, just let me know. Also, if there's anything specific you want me to test, please also let me know.

Thanks. No logs needed if it works. Maybe run it a couple more times to be sure.

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35 minutes ago, Trademark said:

Hi sheson,

Ran it again this morning. This time it stopped again. Logs attached!

bugreport.txt 70.92 kB · 1 download LODGen_log.txt 463.62 kB · 1 download

Test with this version https://mega.nz/file/QZhQzCyQ#aNSltnW2mTIlejc4ufYsYfFTWJDO1-6egEvzBC0_7FE

No need for the LODGen_log.txt, just the SSELODGen_log.txt in case it still happens.

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3 hours ago, sheson said:

Test with this version https://mega.nz/file/QZhQzCyQ#aNSltnW2mTIlejc4ufYsYfFTWJDO1-6egEvzBC0_7FE

No need for the LODGen_log.txt, just the SSELODGen_log.txt in case it still happens.

Hi sheson,

I did a run with the version you shared and it was succesful. I'll probably give it another go soon and report back if it's not working.

Would you be willing to share what you believe to be the cause of the issue?

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2 hours ago, Trademark said:

Hi sheson,

I did a run with the version you shared and it was succesful. I'll probably give it another go soon and report back if it's not working.

Would you be willing to share what you believe to be the cause of the issue?

In addition to above post; I ran it a second time. Another succesful run.

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On 1/2/2023 at 5:01 PM, Trademark said:

Hi sheson,

I did a run with the version you shared and it was succesful. I'll probably give it another go soon and report back if it's not working.

Would you be willing to share what you believe to be the cause of the issue?

It is always race conditions

On 1/2/2023 at 7:06 PM, Trademark said:

In addition to above post; I ran it a second time. Another succesful run.

Thanks for letting us know.

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I made a LOD .nif for a tree (its replacing an already existing tree), turned it into a .ba2, how can i generate it? This is for Fallout 4.

How do i even make xlodgen process the .ba2? 
I tried putting it into the plugins.txt that it seems to want (there wasn't one created so i made one in the folder where its supposed to be. I also tried the dlc txt. I also put it in [archive] fallout4.ini, though no idea which line is correct. xlodgen doesn't load it.

Thanks

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3 hours ago, vurt said:

I made a LOD .nif for a tree (its replacing an already existing tree), turned it into a .ba2, how can i generate it? This is for Fallout 4.

How do i even make xlodgen process the .ba2? 
I tried putting it into the plugins.txt that it seems to want (there wasn't one created so i made one in the folder where its supposed to be. I also tried the dlc txt. I also put it in [archive] fallout4.ini, though no idea which line is correct. xlodgen doesn't load it.

Thanks

xLODGen is a tool mode of xEdit. While archive loading is an option in edit mode, the lodgen mode should have it enabled by default. If you have any issues with loading plugins,  or archives, test with xEdit and in case there are issues report them via xEdit github issue or on the xEdit discord.

If there is a problem that only happens in LODGen tool mode, upload the log here and provide concrete information or the plugin and the BA2.

xEdit/xLODGen loads BA2 via sResourceIndexFileList, sResourceIndexFileList, sResourceArchiveList, sResourceArchiveList in Fallout4.ini, Fallout4Custom.ini and of course via the usual [plugin name*].BA2, which is the normal and preferred method to load archive files for mods/plugins in the game and all tools.

plugins.txt is created by the game/mod manager to know which ESM, ESL, ESP to load. Whatever plugins are enabled in it, will be used to look for matching [plugin name*].BA2.

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  • 2 weeks later...

Hello, I tried generating new LODs for FO4 because well... the vanilla are pretty bad. I followed This guide, https://themidnightride.github.io/lod.html which basically said to follow DoubleYouC's guide on Nexus, and I thought I did everything pretty well, but I have this odd issue of White walls at what I can only imagine are the lod borders or something. Screenshot of the issue: https://imgur.com/Gl7OoWj When I get closer to a wall, it will pop out of existence, and it comes back when I move far enough away. I can play with it as is for now, because I really only care about story... but I'd kinda like to not have the walls. I tried looking for a solution, but googling variations of "FO4/Fallout 4 lod white wall/border lodgen" wasn't very helpful.

Any help or pointers in the right direction would be greatly appreciated! 

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8 minutes ago, kellieatthelab said:

Hello, I tried generating new LODs for FO4 because well... the vanilla are pretty bad. I followed This guide, https://themidnightride.github.io/lod.html which basically said to follow DoubleYouC's guide on Nexus, and I thought I did everything pretty well, but I have this odd issue of White walls at what I can only imagine are the lod borders or something. Screenshot of the issue: https://imgur.com/Gl7OoWj When I get closer to a wall, it will pop out of existence, and it comes back when I move far enough away. I can play with it as is for now, because I really only care about story... but I'd kinda like to not have the walls. I tried looking for a solution, but googling variations of "FO4/Fallout 4 lod white wall/border lodgen" wasn't very helpful.

Any help or pointers in the right direction would be greatly appreciated! 

This is caused by the mod Annex the Commonwealth which erroneously adds the HasDistantLOD flag and relevant full models to the static records for workshop borders. This issue is fixed automatically if you use my FOLIP Synthesis patcher. Otherwise, you will need to disable this mod for lodgen.

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