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xLODGen - Terrain LOD beta 128 for FNV, FO3, FO4, FO4VR, TES5, SSE, TES5VR, ENDERAL, ENDERALSE


sheson

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On 12/22/2022 at 9:06 AM, Ciretose said:

I've located the meshes.. there's a textures folder there, but the log shows no history of texture files being generated in that folder. Also, I can't seem to figure out why lodgen keeps giving me this error when I try to run it. "A file of that name exists already". I have set the -o argument and it's making the outputs folder where it should.. but it puts nothing in it. It throws this error and stops before anything is generated. The log file has nothing in it about this error or that i've even tried to run the program again.

 

Edit: It was giving that error because I still had the occlusion.esp in the game folder. Fixed now. I guess I'm going to try removing the textures and meshes folder as all the files in them appear to be generated with the same timestamp. I think all the files in here are from lodgen. *crosses fingers*

Thanks for the help

After reading your posts about your issues, it's not at all clear to me what you did or are trying to do. You haven's supplied sufficient detail, and any number of things could be causing your issues. Rather than post back and forth, please read the OP carefully as well as the associated documentation.

Your issues are almost certainly related to your configuration of xLODGen ( x - LOD - Gen ) and/or your modding environment. Careful reading is required as is taking a deliberative approach. Correct configuration of your modding environment is a prerequisite to using these and other modding tools. Read through this guide to get your environment sorted. It links back to this OP and all relevant documentation that you will need to carefully read.

Doing your part to RTFM and all relevant documentation saves people that can help a lot of time by alleviating the need to do guess work and respond to posts that would likely not be made in the first place ;)

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Hi sheson,

I'm in the process of building a modlist that's based on my own modlist for a friend of mine. His has quite a few additions ( ~1600+ vs ~1800+). I last xLODGen'd my own modlist with an older version sometime in September of this year without any issues. I can't seem to get the latest version working on my friend's modlist.

According to the bugreport text files of three different runs, xLODGen is throwing assertion failures at different points during the three attempted runs.

I checked the wiki for this error. Although I do my best to clean, fix (e.g. references to broken FormIDs) and patch any potential issues, I won't pretend to have done this for an 1800+ plugin modlist and there will be things that I missed and have not taken into account. Having said that though, the wiki also mentions that if the assertion failures are not reproducable, I might be hitting a bug.

I attached the bugreport of all three runs to this post. Am I hitting a bug in the code here?

 

Full log package: https://mega.nz/file/1wZ3VIRb#RPRZRUfY8tXiXGka53g-CE9kOS--M5rjXrtZuOvrSBI

 

Thanks!

 

run1_bugreport.txt run2_bugreport.txt run3_bugreport.txt

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5 hours ago, Trademark said:

Hi sheson,

I'm in the process of building a modlist that's based on my own modlist for a friend of mine. His has quite a few additions ( ~1600+ vs ~1800+). I last xLODGen'd my own modlist with an older version sometime in September of this year without any issues. I can't seem to get the latest version working on my friend's modlist.

According to the bugreport text files of three different runs, xLODGen is throwing assertion failures at different points during the three attempted runs.

I checked the wiki for this error. Although I do my best to clean, fix (e.g. references to broken FormIDs) and patch any potential issues, I won't pretend to have done this for an 1800+ plugin modlist and there will be things that I missed and have not taken into account. Having said that though, the wiki also mentions that if the assertion failures are not reproducable, I might be hitting a bug.

I attached the bugreport of all three runs to this post. Am I hitting a bug in the code here?

 

Full log package: https://mega.nz/file/1wZ3VIRb#RPRZRUfY8tXiXGka53g-CE9kOS--M5rjXrtZuOvrSBI

 

Thanks!

 

run1_bugreport.txt 72.28 kB · 1 download run2_bugreport.txt 261.58 kB · 0 downloads run3_bugreport.txt 68.95 kB · 0 downloads

See what happens with the test version from this https://stepmodifications.org/forum/topic/13451-xlodgen-terrain-lod-beta-97-for-fnv-fo3-fo4-fo4vr-tes5-sse-tes5vr-enderal-enderalse/?do=findComment&comment=265077

 

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Hello Sheson,

First of all thank you for all your work and your help here, very appreciated. 

Problem: Terrain lod not loading/working.

xLODGEN Beta 97

Troubleshooting done so far, all having no effects, no variations in quality etc. (screenshots of results posted when relevant):

1. Used settings and guide from here and generated lod with xlodgen: https://lexyslotd.com/guide/finishing-line/

https://ibb.co/2FYPXmb

2. Used settings and guide from here and generated lod with xlodgen: https://stepmodifications.org/wiki/SkyrimSE:2.0.0#xLODGen for 4K.

https://ibb.co/album/zshJ2Q

3. Tweaked skyrimpref.ini to the following values here: 

4. Tested in quasi-vanilla, with ENB off also(skyland on and a few textures mod but that's it), same problem (I always thought this was vanilla default).

5. Tested with all landscape textures off to see if its a VRAM issue (see below, VRAM was about 18-20MB)

https://ibb.co/x56Pzn7

6. Turned on and off Better Quality Map, Seasons of Skyrim and related mods, on various occasions during testing.

Load order: 

https://ibb.co/NVLv5Qt

 

VRAM: I am wondering if this can be an issue. My RTX 3090 seems to be pumping abnormaly high values of VRAM. I have tested this problem with VRAM usage at 18GB and it persists so I don't think that is game changing, unless what is causing me to use such high value in vanilla or in modded skyrim is the same reaosn why my terrain lod isn't charging. But with ENB and everything on I'm running at 22GB, sometimes 23GB.

 

What I did not do yet:

- Do two runs of xlodgen for seasons: I just chose all seasons and all landscapes in all my runs, assuming this wouldn't prevent non-season worldspaces from showing terrain lod.

- I did not run TextGen and Dyndolod after each run of xLODGen during my testing between each generation. I was using TextGen and Dyndolod assets from my first generation only.

 

bugreport.txt SSELODGen_log.zip LODGen_log.zip

Edited by thehim
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10 minutes ago, thehim said:

Hello Sheson,

First of all thank you for all your work and your help here, very appreciated. 

Problem: Terrain lod not loading/working

Jumping in here since you seem to be linking to an old version of some of our xLODGen settings recommendations (and referring to this as skyrimprefs.ini, which is incorrect).

First, Step's recommended xLODGen settings relate to using Cathedral Landscapes as the main landscape/terrain mod. If you are using anything other than CL, then our settings probably will not be ideal. Also, the post you linked is very outdated and no longer apply. The most recent recommendations are in our most recent guide linked at top of forums. Again, this relates to the Step SSE mod list and load order.

Second, you should not be testing terrain LOD before/after with DynDOLOD active. This obfuscates your ability to see the actual terrain LOD difference, which itself is very subtle visually. Don't expect a big difference to your terrain LOD before/after xLODGen. The most noticeable differences will be the shape of rivers/lakes/coastlines.

To test, disable any DynDOLOD/TexGen mods and get a screenshot of something that shows a lot of terrain LOD (like the tundra from some slightly elevated point. like just north of Whiterun looking West). Create a save here and get a screenshot. Then run xLODGen per instructions in this OP and load that same save and get a screen for comparison. It won't be a huge/obvious improvement. It will be subtle as mentioned.

xLODGen is for terrain LOD. DynDOLOD is for object LOD done later.

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40 minutes ago, z929669 said:

Jumping in here since you seem to be linking to an old version of some of our xLODGen settings recommendations (and referring to this as skyrimprefs.ini, which is incorrect).

First, Step's recommended xLODGen settings relate to using Cathedral Landscapes as the main landscape/terrain mod. If you are using anything other than CL, then our settings probably will not be ideal. Also, the post you linked is very outdated and no longer apply. The most recent recommendations are in our most recent guide linked at top of forums. Again, this relates to the Step SSE mod list and load order.

Second, you should not be testing terrain LOD before/after with DynDOLOD active. This obfuscates your ability to see the actual terrain LOD difference, which itself is very subtle visually. Don't expect a big difference to your terrain LOD before/after xLODGen. The most noticeable differences will be the shape of rivers/lakes/coastlines.

To test, disable any DynDOLOD/TexGen mods and get a screenshot of something that shows a lot of terrain LOD (like the tundra from some slightly elevated point. like just north of Whiterun looking West). Create a save here and get a screenshot. Then run xLODGen per instructions in this OP and load that same save and get a screen for comparison. It won't be a huge/obvious improvement. It will be subtle as mentioned.

xLODGen is for terrain LOD. DynDOLOD is for object LOD done later.

Thanks a lot for taking the time to answer.

Sorry I didn't mention it, but I was aware these wasn't necessarly up to date guides, it was more to link directly to the input I entered rather than taking screenshots, since I simply applied them from the various links. And the point I believe for me was that none of the various changes and test I made seemed to make any difference.

However from what you are telling me what you are seeing (if you saw my screenshots) does not seem to be an obvious indication that something is wrong, then indeed I understimated the subtelty of lod terrain difference. 

I'll redo tests in the setting you mentionned to see if I see a difference looking more closely this time.

It's just that this screenshot from my game look like being hugely different from most things I've seen posted here and there notably the whiterun area. Like on various picture here (see below) that can be compared to what I posted in from Bleak Fallows view. None have that perfectly distinguishable seem as I do and that almost transparent LOD terrain, albeit most screen have dyndolod included in their shots.

But if you look at a screenshot of before and after from terrain redone here https://www.nexusmods.com/skyrimspecialedition/mods/9135?tab=posts, on the first before and after screenshots, you can see the big difference with me, my pictures clearly look like they come before any kind of modiciation to the terrain lod.

But as I said, if you are not suprised by my screenshots, then maybe it's just the way the terrain lod is and I have to hide it with dyndolod, although it seems very off to me. I'll do testing in a more comparable state.

 

Thanks again.

Edited by thehim
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15 minutes ago, thehim said:

But if you look at a screenshot of before and after from terrain redone here https://www.nexusmods.com/skyrimspecialedition/mods/9135?tab=posts, on the first before and after screenshots, you can see the big difference with me, my pictures clearly look like they come before any kind of modiciation to the terrain lod.

You shouldn't be using terrain mods like Terrain LOD Redone if you are generating terrain LOD based on your mod list using xLODGen.

Just install all of your mods (including any landscape mods you use but not any terrain LOD mods), and run xLODGen to generate terrain LOD corresponding to your mod list.

Please read the OP completely to get a sense of what is accomplished. xLODGen simply yields terrain LOD meshes for your mod list that are better and more accurate for your mods. Once completed and enabled, then you can run DynDOLOD for object LOD and more accurate occlusion based on your mod list (now including the xLODGen terrain mod)

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4 minutes ago, z929669 said:

You shouldn't be using terrain mods like Terrain LOD Redone if you are generating terrain LOD based on your mod list using xLODGen.

Just install all of your mods (including any landscape mods you use but not any terrain LOD mods), and run xLODGen to generate terrain LOD corresponding to your mod list.

Please read the OP completely to get a sense of what is accomplished. xLODGen simply yields terrain LOD meshes for your mod list that are better and more accurate for your mods. Once completed and enabled, then you can run DynDOLOD for object LOD and more accurate occlusion based on your mod list (now including the xLODGen terrain mod)

Sorry again I'm not giving enough details: I'm not using Terrain LOD Redone, was ust looking at the before after pictures to find a reference point. But maybe that doesn't make sense.

Doesn't xLODGen also generate terrain texture https://dyndolod.info/Help/xLODGen?

"It is advised to always generate high quality terrain LOD textures for the current load order with xLODGen to make sure that changes to the full landscape textures or their placement information made by mods are reflected by terrain LOD. Also generate terrain LOD textures with xLODGen to replace non-matching (especially snow) terrain LOD textures generated by CK (vanilla terrain LOD) or Oscape (outdated and superseded tool)."

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6 minutes ago, thehim said:

Sorry again I'm not giving enough details: I'm not using Terrain LOD Redone, was ust looking at the before after pictures to find a reference point. But maybe that doesn't make sense.

Doesn't xLODGen also generate terrain texture https://dyndolod.info/Help/xLODGen?

"It is advised to always generate high quality terrain LOD textures for the current load order with xLODGen to make sure that changes to the full landscape textures or their placement information made by mods are reflected by terrain LOD. Also generate terrain LOD textures with xLODGen to replace non-matching (especially snow) terrain LOD textures generated by CK (vanilla terrain LOD) or Oscape (outdated and superseded tool)."

Terrain LOD Redone is modifying things in addition to terrain I think (like mountain LOD meshes maybe). Just ignore that mod, since it has nothing to do with xLODGen, which is a superior method.

Yes, it does also generate textures. read through the OP to discover what the mod does and how to use it.

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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!

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32 minutes ago, z929669 said:

Terrain LOD Redone is modifying things in addition to terrain I think (like mountain LOD meshes maybe). Just ignore that mod, since it has nothing to do with xLODGen, which is a superior method.

Yes, it does also generate textures. read through the OP to discover what the mod does and how to use it.

Yes I have, that's why I linked to it just to make sure I didn't miss something something else.

I have taken a screenshot with the same weather with xlodgen here: https://ibb.co/7VGgG7H

Without xlodgen here: https://ibb.co/61KtJ3z

All other lod mods are off (dyndolog etc.)

Do you guys see a difference? Because I personnaly don't, feels like nothing has been replaced. Also that nasty clear line with the grass I don't see it in any other pictures given for reference on the forum.

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28 minutes ago, thehim said:

Yes I have, that's why I linked to it just to make sure I didn't miss something something else.

I have taken a screenshot with the same weather with xlodgen here: https://ibb.co/7VGgG7H

Without xlodgen here: https://ibb.co/61KtJ3z

All other lod mods are off (dyndolog etc.)

Do you guys see a difference? Because I personnaly don't, feels like nothing has been replaced. Also that nasty clear line with the grass I don't see it in any other pictures given for reference on the forum.

I don't know what those screens are supposed to be showing. The line is uGrids loading transition, I assume. The lighting/colors are completely different, and these shots are not taken at load of the same savegame.

If you generate terrain LOD, then you should have a mod with that output that can be enabled/disabled, loading the same savegame and getting a screenshot with that mod enabled/disabled. This would show the precise differences based on the exact same viewing angle, time of day, and weather. Furthermore, if you have such output from xLODGen, then it worked, and you will have terrain LOD meshes and textures based on the mod list used. Before/after should show a difference.

I guess I'm not really sure what the question is, but I can glean nothing from any of the screenshots posted other than they look very different. Terrain LOD are not pretty and don't look great either way. The main purpose is to generate proper meshes/textures and contours to match the mods installed. It's just the canvas on which all other LOD will be rendered later.

 

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2 hours ago, thehim said:

Yes I have, that's why I linked to it just to make sure I didn't miss something something else.

I have taken a screenshot with the same weather with xlodgen here: https://ibb.co/7VGgG7H

Without xlodgen here: https://ibb.co/61KtJ3z

All other lod mods are off (dyndolog etc.)

Do you guys see a difference? Because I personnaly don't, feels like nothing has been replaced. Also that nasty clear line with the grass I don't see it in any other pictures given for reference on the forum.

You are using Seasons of Skyrim. That makes lod extremely important, and you cannot follow other guides that do not instruct specifically for it. You have to really read and understand what is going on. See the documentation here: https://dyndolod.info/Help/Seasons and on the Seasons of Skyrim mod page. There is no substitute for really reading this information and following the steps.

The picture here: "I have taken a screenshot with the same weather with xlodgen here: https://ibb.co/7VGgG7H" appears to display correct terrain lod for the winter weather, so I believe you have generated xLODGen correctly there. You need to enable DynDOLOD for the rest of the LOD to be correct. The grass issue is likely caused by using a pregenerated grass cache that is incompatible with Seasons of Skyrim, utilizing default season grass textures.

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7 hours ago, thehim said:

Hello Sheson,

First of all thank you for all your work and your help here, very appreciated. 

Problem: Terrain lod not loading/working.

xLODGEN Beta 97

Troubleshooting done so far, all having no effects, no variations in quality etc. (screenshots of results posted when relevant):

1. Used settings and guide from here and generated lod with xlodgen: https://lexyslotd.com/guide/finishing-line/

https://ibb.co/2FYPXmb

2. Used settings and guide from here and generated lod with xlodgen: https://stepmodifications.org/wiki/SkyrimSE:2.0.0#xLODGen for 4K.

https://ibb.co/album/zshJ2Q

3. Tweaked skyrimpref.ini to the following values here: 

4. Tested in quasi-vanilla, with ENB off also(skyland on and a few textures mod but that's it), same problem (I always thought this was vanilla default).

5. Tested with all landscape textures off to see if its a VRAM issue (see below, VRAM was about 18-20MB)

https://ibb.co/x56Pzn7

6. Turned on and off Better Quality Map, Seasons of Skyrim and related mods, on various occasions during testing.

Load order: 

https://ibb.co/NVLv5Qt

 

VRAM: I am wondering if this can be an issue. My RTX 3090 seems to be pumping abnormaly high values of VRAM. I have tested this problem with VRAM usage at 18GB and it persists so I don't think that is game changing, unless what is causing me to use such high value in vanilla or in modded skyrim is the same reaosn why my terrain lod isn't charging. But with ENB and everything on I'm running at 22GB, sometimes 23GB.

 

What I did not do yet:

- Do two runs of xlodgen for seasons: I just chose all seasons and all landscapes in all my runs, assuming this wouldn't prevent non-season worldspaces from showing terrain lod.

- I did not run TextGen and Dyndolod after each run of xLODGen during my testing between each generation. I was using TextGen and Dyndolod assets from my first generation only.

 

bugreport.txt 384.29 kB · 1 download SSELODGen_log.zip 816.63 kB · 2 downloads LODGen_log.zip 765.65 kB · 1 download

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.

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