Umekobucha Posted May 23 Share Posted May 23 Excuse me, in the LOD generation the distant background has a rainbow texture and the ground is squares like this, what settings should I use to generate the LOD to avoid this phenomenon? Link to comment Share on other sites More sharing options...
sheson Posted May 23 Author Share Posted May 23 15 minutes ago, Umekobucha said: Excuse me, in the LOD generation the distant background has a rainbow texture and the ground is squares like this, what settings should I use to generate the LOD to avoid this phenomenon? Upload the FNVLODGen_log.txt. Verify the generated terrain LOD textures in the output folder directly. Make a screenshot in the game of the full terrain with LOD disabled via tll in console. Use the default settings. Link to comment Share on other sites More sharing options...
Umekobucha Posted May 23 Share Posted May 23 31 minutes ago, sheson said: Upload the FNVLODGen_log.txt. Verify the generated terrain LOD textures in the output folder directly. Make a screenshot in the game of the full terrain with LOD disabled via tll in console. Use the default settings. Roger that. I couldn't write in pastebin due to size limit, so I'll upload the txt file as it is. https://www.mediafire.com/file/ch2d0tlh3g2tocg/LODGen_log.txt/file There are many generated folders, so I don't know which one to check, but I found this one. Is this relevant? I ran the command tll at the same location Link to comment Share on other sites More sharing options...
sheson Posted May 23 Author Share Posted May 23 14 minutes ago, Umekobucha said: Roger that. I couldn't write in pastebin due to size limit, so I'll upload the txt file as it is. https://www.mediafire.com/file/ch2d0tlh3g2tocg/LODGen_log.txt/file There are many generated folders, so I don't know which one to check, but I found this one. Is this relevant? I ran the command tll at the same location You uploaded is LODGen_log.txt. Upload the FNVLODGen_log.txt instead. See Terrain-LOD-Readme.txt Textures FNV, FO3 ..Data\Textures\Landscape\Lod\<Worldspace>\[diffuse|normal]\<Worldspace>.n.Level*.x*.y*.dds The screenshot seems to show a problem with diffuse textures and not the normal textures. So check the textures in the diffuse folder. Link to comment Share on other sites More sharing options...
Umekobucha Posted May 23 Share Posted May 23 (edited) 23 minutes ago, sheson said: You uploaded is LODGen_log.txt. Upload the FNVLODGen_log.txt instead. See Terrain-LOD-Readme.txt Textures FNV, FO3 ..Data\Textures\Landscape\Lod\<Worldspace>\[diffuse|normal]\<Worldspace>.n.Level*.x*.y*.dds The screenshot seems to show a problem with diffuse textures and not the normal textures. So check the textures in the diffuse folder. FNVLDGen_lig.txt https://www.mediafire.com/file/3z8sazw5czjelkd/FNVLODGen_log.txt/file Textures Edited May 23 by Umekobucha Link to comment Share on other sites More sharing options...
sheson Posted May 23 Author Share Posted May 23 14 minutes ago, Umekobucha said: FNVLDGen_lig.txt https://www.mediafire.com/file/3z8sazw5czjelkd/FNVLODGen_log.txt/file Textures The FNVLODGen_log.txt you upload shows no LOD generation. The tools was started, finished loading plugins and then was presumably closed. The screenshot of the diffuse textures folder you uploaded shows no issues. It seems xLODGen generated perfectly fine textures. Make sure they use the DXT1 compression format. If that is the case, whatever the issue you have in the game has nothing to do with those textures shown in the screenshots. Make sure those textures are not overwritten by other mods. Check the same folder with MO2's Explorer++ via starting "Explore Virtual Folder" from MO2 executable drop down. Doublecheck the noise overlay texture ..\Data\textures\effects\noisemap.dds Link to comment Share on other sites More sharing options...
Umekobucha Posted May 23 Share Posted May 23 I'm sorry, I don't know what that means anymore, I'm so confused. Link to comment Share on other sites More sharing options...
sheson Posted May 23 Author Share Posted May 23 4 hours ago, Umekobucha said: I'm sorry, I don't know what that means anymore, I'm so confused. You would need to specify what you need further explanations or help for. If the textures look fine when checking them outside the game, then this usually means the issue happens in the game and/or does not have to do with those textures. Provided the texture have a supported compression format like DXT1, which is the default setting in xLODGen. Typically the game crashes when encountering unsupported formats, though. Or the game is actually loading different textures. Link to comment Share on other sites More sharing options...
ElDorado Posted May 23 Share Posted May 23 following the viva new vegas guide for lods, some lods missing near cottonwood cove and here the whole river is missing here's the log https://dropmefiles.com/K26dO Link to comment Share on other sites More sharing options...
sheson Posted May 23 Author Share Posted May 23 2 hours ago, ElDorado said: following the viva new vegas guide for lods, some lods missing near cottonwood cove and here the whole river is missing here's the log https://dropmefiles.com/K26dO If you have problems following a third party guide, you need to ask its author or on its forum/discord. xLODGen generates LOD with the data from the plugins and the assets in the load order. This is what I get after generating terrain and object LOD for the vanilla game: Check how the areas look when fully loaded. Is the terrain and/or water there then? Check which plugins are the last to overwrite the cell (for water) and land (for terrain) records. Use xEdit cell finder (Ctrl+Shift+F). Check/Upload ..\Data\meshes\landscape\lod\WastelandNV\WastelandNV.Level16.X0.Y-32.nif and WastelandNV.Level16.X16.Y-32.nif for obvious missing terrain in NifSkpope. To see the water planes, click the "Show Hidden" icon that looks like an eye with a diagonal red line. Water LOD is always "displaced" in those NIFs, like so: Link to comment Share on other sites More sharing options...
Kyopsis23 Posted May 23 Share Posted May 23 Ive run the game so the inis do exist and they are exactly where they should be Using MO2, in the argument line I put -tes5vr -o:"C:\xLODGen_Output\" Yet I get the error, and a text box with this bit Using Skyrim VR Data Path: Using Scripts Path: E:\Skyrim MO\Utilities\Dyndotools\xLODGen\Edit Scripts\ Using ini: Fatal: Could not find ini Ive looked all around and cant figure out where I went wrong? Link to comment Share on other sites More sharing options...
ElDorado Posted May 24 Share Posted May 24 (edited) 2 hours ago, sheson said: Check how the areas look when fully loaded. Is the terrain and/or water there then? Yes Forgot to mention, on the missing terrain, it depends on camera position - sometimes it's missing, sometimes is fine I will check on nifskope EDIT - On first glance nothing wrong in nifskope, I will try to contact the author of the plugin that last override the records Edited May 24 by ElDorado Link to comment Share on other sites More sharing options...
sheson Posted May 24 Author Share Posted May 24 6 hours ago, Kyopsis23 said: Ive run the game so the inis do exist and they are exactly where they should be Using MO2, in the argument line I put -tes5vr -o:"C:\xLODGen_Output\" Yet I get the error, and a text box with this bit Using Skyrim VR Data Path: Using Scripts Path: E:\Skyrim MO\Utilities\Dyndotools\xLODGen\Edit Scripts\ Using ini: Fatal: Could not find ini Ive looked all around and cant figure out where I went wrong? Post the entire TES5VRLODGen_log.txt. Copy and paste the entire command line arguments set in MO2. Post a screenshot of the Modify Executable window that shows all settings. Link to comment Share on other sites More sharing options...
sheson Posted May 24 Author Share Posted May 24 10 hours ago, ElDorado said: Yes Forgot to mention, on the missing terrain, it depends on camera position - sometimes it's missing, sometimes is fine I will check on nifskope EDIT - On first glance nothing wrong in nifskope, I will try to contact the author of the plugin that last override the records If the LOD files look OK and also contain the water planes, then the data in plugins is NOT causing the problem. This sounds like a problem with AABB culling. As a test, check if it also happens with "LOD Fixes and Improvements - NVSE" temporality disabled. Link to comment Share on other sites More sharing options...
ElDorado Posted May 24 Share Posted May 24 5 hours ago, sheson said: If the LOD files look OK and also contain the water planes, then the data in plugins is not causing the problem. This sounds like a problem with AABB culling. As a test, check if it also happens with "LOD Fixes and Improvements - NVSE" temporality disabled. I tried disabling both the mod you mentioned and "strip region light fix" which is the mod the last override the cells, no luck here's a video to better show the problem https://streamable.com/ebnvx6 and https://streamable.com/vb0itz Link to comment Share on other sites More sharing options...
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