aedhan Posted May 31 Share Posted May 31 On 5/30/2024 at 4:45 PM, sheson said: No SSELODGen_log.txt was provided. Disabling a plugin is a troubleshooting step. Checking the normal map texture generated for the area, we can see the problem: Most of the vertex normals for the cell are simply wrong. The vectors probably point wrong and/or do not have a length of 1. Unless the vertex height map changes, there should typically be no change to the vertex normals (maybe CK changes the vectors sometimes where the numbers are slightly different, but it should be like this). It is not clear to me why the patch contains the LAND record in the first place, as only Landscape Fixes For Grass Mods.esp contains it but Northern Roads.esp doesn't, so there is nothing to patch between the two. Maybe the patch was made for older versions of the mods. I would either remove the record from Landscape Fixes For Grass Mods.esp or drag and drop the vertex normals from the Landscape Fixes For Grass Mods.esp to Northern Roads - Landscape Fixes for Grass Mods patch.esp Same for cell -23 - 2 I suggest to report to the problem to the patch author. Hi Sheson, Thank you for the detailed explanation. This will help a lot should I encounter similar issues in the future. In SSEEdit I deleted the specific problem record from Northern Roads - Landscape Fixes for Grass Mods patch.esp and re-enabled the patch. Everything looks good. I will let the team at the Northern Roads Patch Collection know. Is it OK if link to this discussion? Thanks again. Link to comment Share on other sites More sharing options...
sheson Posted May 31 Author Share Posted May 31 48 minutes ago, aedhan said: Hi Sheson, Thank you for the detailed explanation. This will help a lot should I encounter similar issues in the future. In SSEEdit I deleted the specific problem record from Northern Roads - Landscape Fixes for Grass Mods patch.esp and re-enabled the patch. Everything looks good. I will let the team at the Northern Roads Patch Collection know. Is it OK if link to this discussion? Thanks again. Yes of course. Link to comment Share on other sites More sharing options...
Chicago119 Posted June 9 Share Posted June 9 Trying to get xlodgen to run for FO4. I am still not on the next gen update, however I am having wildly inconsistent crashing every single time. Most of the time the program crashes immediately with nothing in the terminal. Second most frequently, it crashes immediately while yielding the following: [00:02] Error processing cell [CELL:000065C1] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -84,51): Access violation at address 0000000000EA6F6E in module 'xLODGenx64.exe'. Read of address 0000000000000000 Error processing cell [CELL:000065C1] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -84,51): Access violation at address 0000000000EA6F6E in module 'xLODGenx64.exe'. Read of address 0000000000000000 I have included a paste of the event logs and bugreport.txt here for my most recent attempt, but no other logs are generated Bugreport: https://pastebin.com/hEwBUHgw Event Log: https://pastebin.com/Lrg7S0sE I do want to ensure you all know I am launching from admin mode, and I have everything in and including the texgen folder added to my antivirus exceptions, and have even attempted this with my antivirus temporarily turned off. Link to comment Share on other sites More sharing options...
sheson Posted June 9 Author Share Posted June 9 38 minutes ago, Chicago119 said: Trying to get xlodgen to run for FO4. I am still not on the next gen update, however I am having wildly inconsistent crashing every single time. Most of the time the program crashes immediately with nothing in the terminal. Second most frequently, it crashes immediately while yielding the following: [00:02] Error processing cell [CELL:000065C1] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -84,51): Access violation at address 0000000000EA6F6E in module 'xLODGenx64.exe'. Read of address 0000000000000000 Error processing cell [CELL:000065C1] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -84,51): Access violation at address 0000000000EA6F6E in module 'xLODGenx64.exe'. Read of address 0000000000000000 I have included a paste of the event logs and bugreport.txt here for my most recent attempt, but no other logs are generated Bugreport: https://pastebin.com/hEwBUHgw Event Log: https://pastebin.com/Lrg7S0sE I do want to ensure you all know I am launching from admin mode, and I have everything in and including the texgen folder added to my antivirus exceptions, and have even attempted this with my antivirus temporarily turned off. You seem to be using an older version. Delete the xLODGen folder and download the latest version from first post. Error check the load order in xEdit. In particular check all plugins that overwrite the mentioned CELL record and the LAND record contained within for unresolved form ID or other errors. Upload new logs and bugreport.txt if problem persists. Link to comment Share on other sites More sharing options...
Chicago119 Posted June 9 Share Posted June 9 3 hours ago, sheson said: You seem to be using an older version. Delete the xLODGen folder and download the latest version from first post. Error check the load order in xEdit. In particular check all plugins that overwrite the mentioned CELL record and the LAND record contained within for unresolved form ID or other errors. Upload new logs and bugreport.txt if problem persists. Updated, tried running it on a profile with absolutely no mods enabled including UFO4P, and got a similar issue. Ended immediately with this: [00:00] Generating LOD [00:00] [Commonwealth] Generating Terrain LOD [00:00] [Commonwealth] Gathering CELL and LAND records [00:03] Error processing cell LaytonTowersExt [CELL:0000E508] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 0,-8): Assertion failure (E:\Delphi\Projects\xLODGen\Core\wbImplementation.pas, line 6644) Error processing cell LaytonTowersExt [CELL:0000E508] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 0,-8): Assertion failure (E:\Delphi\Projects\xLODGen\Core\wbImplementation.pas, line 6644) Bugreport.txt: https://pastebin.com/5i34sj1v Event logs: https://pastebin.com/2LAKSimx FO4LODGenLog: https://pastebin.com/Ak1h30Ny I then tried going back to my main profile just to see and to my surprise it ran for a little while before crashing, generating some meshes and textures. LODGen_log: https://pastebin.com/P0pEDWAt FO4LODGen_Log: https://pastebin.com/kJgbrzYA Bugreport: https://pastebin.com/U8fL3qMH Link to comment Share on other sites More sharing options...
sheson Posted June 9 Author Share Posted June 9 On 6/9/2024 at 10:54 AM, Chicago119 said: Updated, tried running it on a profile with absolutely no mods enabled including UFO4P, and got a similar issue. Ended immediately with this: [00:00] Generating LOD [00:00] [Commonwealth] Generating Terrain LOD [00:00] [Commonwealth] Gathering CELL and LAND records [00:03] Error processing cell LaytonTowersExt [CELL:0000E508] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 0,-8): Assertion failure (E:\Delphi\Projects\xLODGen\Core\wbImplementation.pas, line 6644) Error processing cell LaytonTowersExt [CELL:0000E508] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 0,-8): Assertion failure (E:\Delphi\Projects\xLODGen\Core\wbImplementation.pas, line 6644) Bugreport.txt: https://pastebin.com/5i34sj1v Event logs: https://pastebin.com/2LAKSimx FO4LODGenLog: https://pastebin.com/Ak1h30Ny I then tried going back to my main profile just to see and to my surprise it ran for a little while before crashing, generating some meshes and textures. LODGen_log: https://pastebin.com/P0pEDWAt FO4LODGen_Log: https://pastebin.com/kJgbrzYA Bugreport: https://pastebin.com/U8fL3qMH Error check the load order in xEdit. In particular check all plugins that overwrite the mentioned CELL record and the LAND record contained within for unresolved form ID or other errors. If no errors are reported for the CELL or its LANDscape record, report that and which plugin is the one to overwrite those records last if any. Link to comment Share on other sites More sharing options...
Chicago119 Posted June 9 Share Posted June 9 On 6/9/2024 at 4:19 PM, sheson said: Error check the load order in xEdit. In particular check all plugins that overwrite the mentioned CELL record and the LAND record contained within for unresolved form ID or other errors. If no errors are reported for the CELL or its LANDscape record, report that and which plugin is the one to overwrite those records last if any. This is still happening with no mods enabled whatsoever at all, as well as with only UFO4P, SKSE scripts and address library enabled. I'm finding reference not found errors in the game masters but I understand I don't want to and in fact can not just go around editing game masters willy nilly. Link to comment Share on other sites More sharing options...
DoubleYou Posted June 9 Share Posted June 9 53 minutes ago, Chicago119 said: This is still happening with no mods enabled whatsoever at all, as well as with only UFO4P, SKSE scripts and address library enabled. I'm finding reference not found errors in the game masters but I understand I don't want to and in fact can not just go around editing game masters willy nilly. It sounds like your game install is corrupt if that is the case. Link to comment Share on other sites More sharing options...
drift123 Posted June 10 Share Posted June 10 I remember in the past it was possible to bake the 2d grass textures into the terrain LOD textures to create the impression of grass at a distance? The fancy grass LOD with Dyndolod is just too taxing with all the mods I have installed, so I'd like to try this as an alternative. I'm just having trouble remembering what settings are involved with this method (or if it's a false memory). Also I'm already using the HD terrain noise texture, from what I remember the grass baking was something different. Link to comment Share on other sites More sharing options...
sheson Posted June 10 Author Share Posted June 10 6 hours ago, drift123 said: I remember in the past it was possible to bake the 2d grass textures into the terrain LOD textures to create the impression of grass at a distance? The fancy grass LOD with Dyndolod is just too taxing with all the mods I have installed, so I'd like to try this as an alternative. I'm just having trouble remembering what settings are involved with this method (or if it's a false memory). Also I'm already using the HD terrain noise texture, from what I remember the grass baking was something different. No such feature ever existed. You used a mod that included special landscape textures for terrain LOD generation. Link to comment Share on other sites More sharing options...
drift123 Posted June 10 Share Posted June 10 1 hour ago, sheson said: No such feature ever existed. You used a mod that included special landscape textures for terrain LOD generation. I think I'm misremembering then. You had probably mentioned that you were working on a grass LOD feature. Link to comment Share on other sites More sharing options...
drift123 Posted June 11 Share Posted June 11 (edited) If I update Skyrim SE Landscape and Water Fixes mod do I need to update terrain LOD? These are the SLaWF changelogs... Spoiler Version v8.7.1 Fixed the name of the Hunt for the Spectre patch being changed and some cell properties in the LFFGM patch Version v8.7 Fixed landscape seams and inconsistencies in cells 0400EE92,0400EE91,0400EE71,0400EE70,0400EE50,0400EE4F, 02000D10,000092DA,0000958E,0000950D,000094EC,000099BA, 00009537,0000BC92,000096F5,000096F4,000096D6,000096D5, 000097EF,000097EE,000097D0,000097CF Replaced many static objects in cells 000096D5,000096F4,000096F5, with their snowy counterparts to reflect the surrounding environment Fixed position of floating TreeFallForestFernCluster01 and TreeFallForestFernCluster02 in cell 0000BC92 Fixed position of a misplaced RockPileS01TundraRocks in cell 00009537 Fixed position of a misplaced RockTundraLand03Tundra01 in cell 000099BA Fixed position of a misplaced RockTundraLand01Tundra01 in cell 000094EC Fixed position of a misplaced TundraStreamEnd01Tundra01 in cell 0000958E Patched an hole in cell 000092DA Updated and old fix in cell 00013A7F to reflects the latest USSEP update Fixed position of a misplaced SnowDriftM02 in cell 02000D10 Improved the FOMOD-installer. Added automatic patch selection (except for Enhanced textures detail (UV-tweaks)). The "No Ownership Edits" option is renamed to "Free Crops". Fixed that Parallax Meshes are only provided for the SMIM version of the Walkway Wall Fix. We started moving fixes that are not needed with the latest versions of USSEP and vanilla .esm-s and and only needed with v1.5.97 USSEP and .esm-s into an optional separate plugin available as an installer option(as the USSEP team is taking some of our fixes and gradually adding them directly into USSEP). Currently it only includes fixes for duplicated objects and other fixes involving disabling objects that are covered by the latest USSEP (in the few cases where USSEP deleted the other duplicate it's now consistent with USSEP) and fixes for bedrolls placed by USSEP (0702140D, 0702140B) that were removed in the latest versions of it. Other fixes will be moved over time, but the duplicated reference fixes were the only ones that could likely cause issues. ESM-ified the Missing Lights Fix optional plugin Removed some ITMs and fixed some cell properties, fixed both of the duplicates being deleted: 0402055C/04020162, 000A90E2/000A948A Added missing records to the ELFX Shadows pactch (modificato)Updated LFfGM patch Edited June 11 by drift123 changelogs Link to comment Share on other sites More sharing options...
sheson Posted June 11 Author Share Posted June 11 5 hours ago, drift123 said: If I update Skyrim SE Landscape and Water Fixes mod do I need to update terrain LOD? These are the SLaWF changelogs... Reveal hidden contents Version v8.7.1 Fixed the name of the Hunt for the Spectre patch being changed and some cell properties in the LFFGM patch Version v8.7 Fixed landscape seams and inconsistencies in cells 0400EE92,0400EE91,0400EE71,0400EE70,0400EE50,0400EE4F, 02000D10,000092DA,0000958E,0000950D,000094EC,000099BA, 00009537,0000BC92,000096F5,000096F4,000096D6,000096D5, 000097EF,000097EE,000097D0,000097CF Replaced many static objects in cells 000096D5,000096F4,000096F5, with their snowy counterparts to reflect the surrounding environment Fixed position of floating TreeFallForestFernCluster01 and TreeFallForestFernCluster02 in cell 0000BC92 Fixed position of a misplaced RockPileS01TundraRocks in cell 00009537 Fixed position of a misplaced RockTundraLand03Tundra01 in cell 000099BA Fixed position of a misplaced RockTundraLand01Tundra01 in cell 000094EC Fixed position of a misplaced TundraStreamEnd01Tundra01 in cell 0000958E Patched an hole in cell 000092DA Updated and old fix in cell 00013A7F to reflects the latest USSEP update Fixed position of a misplaced SnowDriftM02 in cell 02000D10 Improved the FOMOD-installer. Added automatic patch selection (except for Enhanced textures detail (UV-tweaks)). The "No Ownership Edits" option is renamed to "Free Crops". Fixed that Parallax Meshes are only provided for the SMIM version of the Walkway Wall Fix. We started moving fixes that are not needed with the latest versions of USSEP and vanilla .esm-s and and only needed with v1.5.97 USSEP and .esm-s into an optional separate plugin available as an installer option(as the USSEP team is taking some of our fixes and gradually adding them directly into USSEP). Currently it only includes fixes for duplicated objects and other fixes involving disabling objects that are covered by the latest USSEP (in the few cases where USSEP deleted the other duplicate it's now consistent with USSEP) and fixes for bedrolls placed by USSEP (0702140D, 0702140B) that were removed in the latest versions of it. Other fixes will be moved over time, but the duplicated reference fixes were the only ones that could likely cause issues. ESM-ified the Missing Lights Fix optional plugin Removed some ITMs and fixed some cell properties, fixed both of the duplicates being deleted: 0402055C/04020162, 000A90E2/000A948A Added missing records to the ELFX Shadows pactch (modificato)Updated LFfGM patch https://dyndolod.info/Help/xLODGen It is advised to always generate high quality terrain LOD meshes for the current load order with xLODGen to make sure that height changes made by mods are reflected by terrain LOD. 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. Typically terrain only uses the textures in the ..\Textures\Landscape\ folder and none of subfolders. https://dyndolod.info/Help/Terrain-LOD-and-Water-LOD#Technical-Information 1 Link to comment Share on other sites More sharing options...
PegasusKoga Posted June 13 Share Posted June 13 (edited) So i have the pre next gen update version of Fallout 4 on GOG and MO2 as my mod manager, the A Forest mod as my mod for landscape and i would like to know if it is even possible to use XLodGen in this very specific scenario? Is there a tutorial somewhere on how to run XLodGen through MO2 and which command lines to use to point XLodGen to Fallout 4 GOG? I know i'm making this needlessly complex but my Fallout 4 Steam looked absolutely fabulous after i was done with the tool and i really want to give Fallout 4 GOG the same treatment. Edited June 13 by PegasusKoga Link to comment Share on other sites More sharing options...
sheson Posted June 13 Author Share Posted June 13 19 minutes ago, PegasusKoga said: So i have the pre next gen update version of Fallout 4 on GOG and MO2 as my mod manager and i would like to know if it is even possible to use XLodGen in this very specific scenario? Is there a tutorial somewhere on how to run XLodGen through MO2 and which command lines to use to point XLodGen to Fallout 4 GOG? I know i'm making this needlessly complex but my Fallout 4 Steam looked absolutely fabulous after i was done with the tool and i really want to give Fallout 4 GOG the same treatment. From the first post or the Readme.txt included in the download archive: Use command line arguments to set the paths to the INI folder, plugins.txt and the data folder if required. For example: -m:"c:\Users\[USERNAME]\Documents\My Games\Skyrim Special Edition GOG\" -p:"c:\Users\[USERNAME]\AppData\Local\Skyrim Special Edition GOG\plugins.txt" -d:"c:\GOG Games\Skyrim Special Edition GOG\Data\" xLODGen is a tool mode of xEdit, so it is setup is the same way. Read the documentation of the mod manager to learn how to use it. https://github.com/ModOrganizer2/modorganizer/wiki/Executables-window. 1 Link to comment Share on other sites More sharing options...
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