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xLODGen - Terrain LOD beta 111 for FNV, FO3, FO4, FO4VR, TES5, SSE, TES5VR, ENDERAL, ENDERALSE


sheson

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33 minutes ago, aerithone said:

Hey Sheson, could you please suggest what might have gone wrong with LodGen here?

LodGen issue

I'm 99.9% sure i did everything in the right order. I'm using majestic landscapes (also i did turn on the required specific textures for lodgen and then disabled them as required).

No log. No written description what the supposed problem is.

If there are no error messages in the log, most likely nothing went wrong with xLODGen. It just did its job and generated terrain LOD textures from the full landscape textures installed at generation time.

If full terrain and terrain LOD textures do not match well, it is because the full landscape textures are now different; brightness, contrast or gamma settings were used; the game applies effects to full textures only ("improved" snow shader for example) or to terrain LOD only (noise.dds texture for example).

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2 minutes ago, sheson said:

No log. No written description what the supposed problem is.

If there are no error messages in the log, most likely nothing went wrong with xLODGen. It just did its job and generated terrain LOD textures from the full landscape textures installed at generation time.

If full terrain and terrain LOD textures do not match well, it is because the full landscape textures are now different; brightness, contrast or gamma settings were used; the game applies effects to full textures only ("improved" snow shader for example) or to terrain LOD only (noise.dds texture for example).

Apologies, log is attached.

As seen from screenshots, the issue is in strange terrain texture, that looks like it uses some incorrect grass texture or whatnot. 

It doesn't feel right to me, and I suppose it should use some other texture.

I installed and activated both "xLODGen Resource - SSE Terrain Tamriel" and xLodGen Textures for Majestic Landscapes before running LodGen, and then disabled them prior to running TexGen and Dyndolod.

Although I just downloaded the proper noise.dds from ML page. Should i rerun lodgen or it will be applied in game without rerunning?

LODGen_log.txt

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19 minutes ago, aerithone said:

Apologies, log is attached.

As seen from screenshots, the issue is in strange terrain texture, that looks like it uses some incorrect grass texture or whatnot. 

It doesn't feel right to me, and I suppose it should use some other texture.

I installed and activated both "xLODGen Resource - SSE Terrain Tamriel" and xLodGen Textures for Majestic Landscapes before running LodGen, and then disabled them prior to running TexGen and Dyndolod.

Although I just downloaded the proper noise.dds from ML page. Should i rerun lodgen or it will be applied in game without rerunning?

LODGen_log.txt 728.93 kB · 2 downloads

You uploaded the LODGen log, which is the tool that generates terrain LOD meshes.
Upload the SSELODGen_log.txt, which includes all log messages including the LODGen log.

As I already wrote, the terrain LOD textures will most likely look like the full textures in the game that were installed at generation time, provided their brightness, contrast, gamma was not changed and there were no error messages in the log. If you believe there is an issue with the generated LOD textures, then open them in an image viewer and have a look.

As explained, the  noise.dds is applied in the game. It does not affect LOD generation or vice versa.

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2 minutes ago, sheson said:

You uploaded the LODGen log, which is the tool that generates terrain LOD meshes.
Upload the SSELODGen_log.txt, which includes all log messages including the LODGen log.

As I already wrote, the terrain LOD textures will most likely look like the full textures in the game that were installed at generation time, provided their brightness, contrast, gamma was not changed and there were no error messages in the log. If you believe there is an issue with the generated LOD textures, then open them in an image viewer and have a look.

As explained, the  noise.dds is applied in the game. It does not affect LOD generation or vice versa.

Sure, here is the other log attached.

I just checked, and without "Cleaned Skyrim SE Textures" it applies the correct terrain texture in game, without that strange grass texture. I just don't understand, why it still uses the texture from that mod, even if in MO2 it is almost entirely overwritten by ML. Should i just remove lod files from that mod? 

 

SSELODGen_log.txt

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36 minutes ago, aerithone said:

Sure, here is the other log attached.

I just checked, and without "Cleaned Skyrim SE Textures" it applies the correct terrain texture in game, without that strange grass texture. I just don't understand, why it still uses the texture from that mod, even if in MO2 it is almost entirely overwritten by ML. Should i just remove lod files from that mod? 

SSELODGen_log.txt 1.21 MB · 1 download

The log you uploaded just shows xLODGen being started, and no LOD generation. Typically new session are appended if the log file already exists, until it reached a certain file size.

As already explained, xLODGen uses whatever landscape textures are installed in the games data folder as reported by the log: Using Skyrim Special Edition Data Path: D:\Games\Skyrim - Lalaland 3.2\Game Root\Data\ to create terrain LOD textures from them.

Use the MO2 right window data tab to see which landscape textures from which mod are used. ..\textures\landscape\

As explained in Terrain-LOD-Readme.txt, xLODGen skips terrain LOD texture generation files to be generated if they already exists in the output folder. In case that happens, there will be corresponding log message about that.

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1 hour ago, ccaacc said:

May I ask what is the cause of this result? i don't know much English, so I found all the Settings on the lnternet

How do l fix this?

image.thumb.png.63ba6e79da2a8133f553e85d6b5bbb5a.png

 

image.thumb.png.276d493cb2828a51f2658005da72bd3e.png

Typically there is no need to change brightness, contrast or gamma. Use the same settings for all LOD levels so there is no obvious discrepancy between them.

Setting BC7 Max instead of BC7 Quick typically only means much longer generation times without any visible change in quality.

It doesn't really make sense to set optimize unseen to 500 for LOD level 4.

There is no point in generating mipmaps for normal map textures in Skyrim as game does not use them. It just prolongs generation time.
Only the mipmaps of LOD 4 diffuse textures are used by the game.

Rad the first post, read Terrain-LOD-Readme.txt included in the download archive, read https://dyndolod.info/Help/xLODGen

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23 hours ago, sheson said:

System.IO.IOException: Invalid access

From the first post:
Do not generate into any game, any mod manager folders or special Windows folder like Program Files x86, Users, Desktop, Documents, Downloads etc.

From the Readme.txt:
Do not generate into any game or any mod manager folders that are part (direct or indirect) of the virtual file system. Install the output as a mod.

Make sure OS, antivr is not preventing access either.

Insufficient memory to continue the execution of the program. System.OutOfMemoryException

Use the x64 version.

Same issue when using the x64 version & outputting directly to the base drive as opposed to the mods folder in my MO2 install. Textures write into just fine, the folders are made for meshes but nothing is generated. OS shouldn't be interfering as the program is run as administrator, and antivirus is nonexistent on my system:

[00:00] [WastelandNV] Generating Object LOD
[00:15] [WastelandNV] No options file found: Z:\run\media\matthew\Storage\Modding Tools\xLODGEN\Edit Scripts\FNVLODGen_FalloutNV_WastelandNV_Options.txt
[00:15] [WastelandNV] Saving LODGen data: Z:\run\media\matthew\Storage\Modding Tools\xLODGEN\Edit Scripts\LODGen.txt
[00:16] [WastelandNV] Building LOD textures atlas: C:\xLODGen Output Object\textures\landscape\lod\WastelandNV\Blocks\WastelandNV.Buildings.dds with 445 textures
[00:16] <Note: textures\mojave\lod\adobelod_d_n.dds normal map not found, using flat replacement>
[00:20] ============================================================
[00:20] Skyrim/Fallout Object/Terrain LOD Generator 3.0.11.0
[00:20] Created by Ehamloptiran and Zilav
[00:20] Updated by Sheson
[00:20] Log started at 2:52:41 AM
[00:20] .NET Version: 4.8
[00:20] Unhandled Exception: System.IO.IOException: Invalid access.
[00:20]    at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
[00:20]    at System.Console.set_Title(String value)
[00:20]    at LODGeneratorCMD.Program.Main(String[] args) in C:\project\LODGen\LODGeneratorCMD\Program.cs:line 848
[00:20] [WastelandNV] Objects LOD generation error: LODGen process error, exit code E0434352
[00:20] LOD generation complete

 

FNVLODGen_log.txt

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4 hours ago, lodgenerator said:

Same issue when using the x64 version & outputting directly to the base drive as opposed to the mods folder in my MO2 install. Textures write into just fine, the folders are made for meshes but nothing is generated. OS shouldn't be interfering as the program is run as administrator, and antivirus is nonexistent on my system:

[00:00] [WastelandNV] Generating Object LOD
[00:15] [WastelandNV] No options file found: Z:\run\media\matthew\Storage\Modding Tools\xLODGEN\Edit Scripts\FNVLODGen_FalloutNV_WastelandNV_Options.txt
[00:15] [WastelandNV] Saving LODGen data: Z:\run\media\matthew\Storage\Modding Tools\xLODGEN\Edit Scripts\LODGen.txt
[00:16] [WastelandNV] Building LOD textures atlas: C:\xLODGen Output Object\textures\landscape\lod\WastelandNV\Blocks\WastelandNV.Buildings.dds with 445 textures
[00:16] <Note: textures\mojave\lod\adobelod_d_n.dds normal map not found, using flat replacement>
[00:20] ============================================================
[00:20] Skyrim/Fallout Object/Terrain LOD Generator 3.0.11.0
[00:20] Created by Ehamloptiran and Zilav
[00:20] Updated by Sheson
[00:20] Log started at 2:52:41 AM
[00:20] .NET Version: 4.8
[00:20] Unhandled Exception: System.IO.IOException: Invalid access.
[00:20]    at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
[00:20]    at System.Console.set_Title(String value)
[00:20]    at LODGeneratorCMD.Program.Main(String[] args) in C:\project\LODGen\LODGeneratorCMD\Program.cs:line 848
[00:20] [WastelandNV] Objects LOD generation error: LODGen process error, exit code E0434352
[00:20] LOD generation complete

 

FNVLODGen_log.txt 984.56 kB · 0 downloads

The System (= OS) has a problem with invalid IO access (typically reading/writing files). In this case it might related to the command prompt window  of the LODGenx64.exe itself.

Is this Windows? Which version? Is Z: a remote/external drive? Are symlinks involved?

How is MO2 started? What MO2 version?

What are the entire xLODGen command line arguments set in MO2 executable dropdown?

Could also maybe a problem with .Net Framework 4.8 installation.

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Hello. I have a question and a request to investigate the bug. Next all action captured on clear official installed LE Skyrim without any mods and ENB (but same behavior i have on my modified game).

1 Having clear Skyrim LE and installed Alternate Start (without him bug have too).

2 Chose start in Dawnstar Inn.

3 Use tmm1 and teleported to https://elderscrolls.fandom.com/wiki/Hollyfrost_Farm

4 Look water and see water flickering (if not teleported back and back to farm while not have bug).

https://postimg.cc/HcfsSksV https://postimg.cc/bdtvZk3b

and saem in Dawnstar

https://postimg.cc/xNMjBVcghttps://postimg.cc/sBgXxLND

and all this ZONE:

https://postimg.cc/PN3BnRmQ

In Google many search result about this. But all rubbish. If we remove TVDT data for this northern cells we solve the problem (see file). 

Because the flickering water this is not unloaded x16 terrain lod meshes. Lod water and normal water in one point.

Why game not unload this meshes in this zones IDK. May be some errors with TVDT records.

And now question it is possible fix this bug by modify TVDT generation?

 

Occlusion Of The Worlds.esp

Edited by Justreg
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31 minutes ago, Justreg said:

Hello. I have a question and a request to investigate the bug. Next all action captured on clear official installed LE Skyrim without any mods and ENB (but same behavior i have on my modified game).

1 Having clear Skyrim LE and installed Alternate Start (without him bug have too).

2 Chose start in Dawnstar Inn.

3 Use tmm1 and teleported to https://elderscrolls.fandom.com/wiki/Hollyfrost_Farm

4 Look water and see water flickering (if not teleported back and back to farm while not have bug).

https://postimg.cc/HcfsSksV https://postimg.cc/bdtvZk3b

and saem in Dawnstar

https://postimg.cc/xNMjBVcghttps://postimg.cc/sBgXxLND

and all this ZONE:

https://postimg.cc/PN3BnRmQ

In Google many search result about this. But all rubbish. If we remove TVDT data for this northern cells we solve the problem (see file). 

Because the flickering water this is not unloaded x16 terrain lod meshes. Lod water and normal water in one point.

Why game not unload this meshes in this zones IDK. May be some errors with TVDT records.

And now question it is possible fix this bug by modify TVDT generation?

Occlusion Of The Worlds.esp 2.37 MB · 0 downloads

Generating Occlusion.esp for the load order seems to fix this for me - a bit. Probably depends on what happens before or some cache etc.
There is also really nothing else that can be done differently when generating occlusion. If you want a plugin with TVDT removed, just create it and keep using that.
Disabling auto save on fast travel used to address that issue IIRC.

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there are reasons why this affects only these northern cells? maybe need to delete or add or change something in these cells?

I ask this because if I teleporting to Windhelm Stable or Hlaalu Farm everything is fine. But if in Hollyfrost Farm it appears between https://elderscrolls.fandom.com/wiki/Hlaalu_Farm and https://elderscrolls.fandom.com/wiki/Hollyfrost_Farm what is different?

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14 hours ago, Justreg said:

there are reasons why this affects only these northern cells? maybe need to delete or add or change something in these cells?

I ask this because if I teleporting to Windhelm Stable or Hlaalu Farm everything is fine. But if in Hollyfrost Farm it appears between https://elderscrolls.fandom.com/wiki/Hlaalu_Farm and https://elderscrolls.fandom.com/wiki/Hollyfrost_Farm what is different?

This bug can happen anywhere where cell water is.  It probably has to do with the distance traveled.

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I did a study and the results disappointed me. For test i teleported between https://elderscrolls.fandom.com/wiki/Dawnstar_Sanctuary and https://elderscrolls.fandom.com/wiki/Hlaalu_Farm map markers.

As I thought, TVDT data deletion must be done for that cell from where player teleported. In other words: if I want there to be no bug in Sanctury, I need to delete TVDT data from Farm cell (35.8), and vice versa for Farm.

This means that I cant make a fix for a particular cell because I can teleported into her with any other cells from the world... Because the departure cell determines whether there is a bug or not.

In additional i notice so when bug happened this also broke lod texture: https://postimg.cc/HcR6PYYN

That's all I wanted to say. Ty.

Edited by Justreg
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1 hour ago, Justreg said:

I did a study and the results disappointed me. For test i teleported between https://elderscrolls.fandom.com/wiki/Dawnstar_Sanctuary and https://elderscrolls.fandom.com/wiki/Hlaalu_Farm map markers.

As I thought, TVDT data deletion must be done for that cell from where player teleported. In other words: if I want there to be no bug in Sanctury, I need to delete TVDT data from Farm cell (35.8), and vice versa for Farm.

This means that I cant make a fix for a particular cell because I can teleported into her with any other cells from the world... Because the departure cell determines whether there is a bug or not.

In additional i notice so when bug happened this also broke lod texture: https://postimg.cc/HcR6PYYN

That's all I wanted to say. Ty.

Just could use the plugin that removes all data then.

The screenshot seems to show a problem with terrain textures in the active cell grid. The terrain LOD textures on the disk will be unaffected.

I suggest to restore default INIs and then test which setting(s) specifically cause your issues.

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