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Posted (edited)

So err, in general are the default generation options in xlodgen and dyndolod the way to go usually under most circumstances? Water on the world map was the only obvious issue, everything else seemed/looked good where I was running around. 

Edited by Soulmancer
Posted

So err, in general are the default generation options in xlodgen and dyndolod the way to go usually under most circumstances? Water on the world map was the only obvious issue, everything else seemed/looked good where I was running around. 

I suggest to read the manuals and then test different settings to learn all about the tools to use them to their full advantage to create LOD mods as perfect as they can be.

 

DynDOLOD has sane presets to choose from so first time users are not overwhelmed.

 

xEdit/xLODGen is a CK replacement. No such luxury.

Posted

Hi, I am unable to complete a run in a custom worldspace (just one). It stalls out at this point here

 

[01:41] Error creating textures for level 8 quad [32,48] Thread creation error: Not enough memory resources are available to process this command
[01:41] Error creating textures for level 8 quad [32,40] Thread creation error: Not enough memory resources are available to process this command
[01:41] c:\program files (x86)\steam\steamapps\common\skyrim special edition\data\textures\terrain\newworld\newworld.4.44.52.dds
[01:41] Error creating textures for level 8 quad [40,48] Thread creation error: Not enough memory resources are available to process this command
[01:41] c:\program files (x86)\steam\steamapps\common\skyrim special edition\data\textures\terrain\newworld\newworld.4.-4.8_n.dds
[01:41] Error creating textures for level 8 quad [32,56] Thread creation error: Not enough memory resources are available to process this command
[01:41] Error creating textures for level 16 quad [32,48] Error while cloning image. Image @67D21288 info: Width = 1024px, Height = 1024px, Format = A8R8G8B8, Size = 4,096 KiB, Bits @F3C61000, Palette @00000000. Exception Message: Out of memory
[01:41] c:\program files (x86)\steam\steamapps\common\skyrim special edition\data\textures\terrain\newworld\newworld.4.44.44.dds
[01:41] c:\program files (x86)\steam\steamapps\common\skyrim special edition\data\textures\terrain\newworld\newworld.8.40.40.dds
[01:41] Error creating textures for level 16 quad [32,32] Error while cloning image. Image @60921A08 info: Width = 1024px, Height = 1024px, Format = A8R8G8B8, Size = 4,096 KiB, Bits @F4071000, Palette @00000000. Exception Message: Error while cloning image. Image @67D21288 info: Width = 1024px, Height = 1024px, Format = A8R8G8B8, Size = 4,096 KiB, Bits @F3C61000, Palette @00000000. Exception Message: Out of memory
[01:42] c:\program files (x86)\steam\steamapps\common\skyrim special edition\data\textures\terrain\newworld\newworld.4.60.36.dds
[01:42] c:\program files (x86)\steam\steamapps\common\skyrim special edition\data\textures\terrain\newworld\newworld.8.56.32.dds
[01:42] Error creating textures for level 16 quad [48,32] Error while cloning image. Image @66C90FC8 info: Width = 1024px, Height = 1024px, Format = A8R8G8B8, Size = 4,096 KiB, Bits @F3851000, Palette @00000000. Exception Message: Error while cloning image. Image @60921A08 info: Width = 1024px, Height = 1024px, Format = A8R8G8B8, Size = 4,096 KiB, Bits @F4071000, Palette @00000000. Exception Message: Error while cloning image. Image @67D21288 info: Width = 1024px, Height = 1024px, Format = A8R8G8B8, Size = 4,096 KiB, Bits @F3C61000, Palette @00000000. Exception Message: Out of memory
[01:42] c:\program files (x86)\steam\steamapps\common\skyrim special edition\data\textures\terrain\newworld\newworld.8.-8.8_n.dds
Error while cloning image. Image @63B98338 info: Width = 2048px, Height = 2048px, Format = A8R8G8B8, Size = 16,384 KiB, Bits @E18A1000, Palette @00000000. Exception Message: Error while cloning image. Image @66C90FC8 info: Width = 1024px, Height = 1024px, Format = A8R8G8B8, Size = 4,096 KiB, Bits @F3851000, Palette @00000000. Exception Message: Error while cloning image. Image @60921A08 info: Width = 1024px, Height = 1024px, Format = A8R8G8B8, Size = 4,096 KiB, Bits @F4071000, Palette @00000000. Exception Message: Error while cloning image. Image @67D21288 info: Width = 1024px, Height = 1024px, Format = A8R8G8B8, Size = 4,096 KiB, Bits @F3C61000, Palette @00000000. Exception Message: Out of memory
 
 
The memory errors are odd to me, since I just tripled my system ram. Not that lack of ram was ever an issue even before the upgrqade.
 
 
Settings Used 
 
Object Lods: xlodgen Default
 
Tree Lods: Disabled.
 
Terrain.
Protect cell borders: on.
Optimze unseen: on.
 
Quality 1 for Lod 4 8
Quality 5 for Lod 16 32
 
Occlusion feature - disabled.
 
The BTRs appear to have been generated properly?, but no object textures or lods were created.
 
 
Never run into a case where the process failed to complete before, so, not sure what is going on. 
 
Thanks.
Posted (edited)

 

Hi, I am unable to complete a run in a custom worldspace (just one). It stalls out at this point here

 

[01:41] Error creating textures for level 8 quad [32,48] Thread creation error: Not enough memory resources are available to process this command
[01:41] Error creating textures for level 8 quad [32,40] Thread creation error: Not enough memory resources are available to process this command
[01:41] c:\program files (x86)\steam\steamapps\common\skyrim special edition\data\textures\terrain\newworld\newworld.4.44.52.dds
[01:41] Error creating textures for level 8 quad [40,48] Thread creation error: Not enough memory resources are available to process this command
[01:41] c:\program files (x86)\steam\steamapps\common\skyrim special edition\data\textures\terrain\newworld\newworld.4.-4.8_n.dds
[01:41] Error creating textures for level 8 quad [32,56] Thread creation error: Not enough memory resources are available to process this command
[01:41] Error creating textures for level 16 quad [32,48] Error while cloning image. Image @67D21288 info: Width = 1024px, Height = 1024px, Format = A8R8G8B8, Size = 4,096 KiB, Bits @F3C61000, Palette @00000000. Exception Message: Out of memory
[01:41] c:\program files (x86)\steam\steamapps\common\skyrim special edition\data\textures\terrain\newworld\newworld.4.44.44.dds
[01:41] c:\program files (x86)\steam\steamapps\common\skyrim special edition\data\textures\terrain\newworld\newworld.8.40.40.dds
[01:41] Error creating textures for level 16 quad [32,32] Error while cloning image. Image @60921A08 info: Width = 1024px, Height = 1024px, Format = A8R8G8B8, Size = 4,096 KiB, Bits @F4071000, Palette @00000000. Exception Message: Error while cloning image. Image @67D21288 info: Width = 1024px, Height = 1024px, Format = A8R8G8B8, Size = 4,096 KiB, Bits @F3C61000, Palette @00000000. Exception Message: Out of memory
[01:42] c:\program files (x86)\steam\steamapps\common\skyrim special edition\data\textures\terrain\newworld\newworld.4.60.36.dds
[01:42] c:\program files (x86)\steam\steamapps\common\skyrim special edition\data\textures\terrain\newworld\newworld.8.56.32.dds
[01:42] Error creating textures for level 16 quad [48,32] Error while cloning image. Image @66C90FC8 info: Width = 1024px, Height = 1024px, Format = A8R8G8B8, Size = 4,096 KiB, Bits @F3851000, Palette @00000000. Exception Message: Error while cloning image. Image @60921A08 info: Width = 1024px, Height = 1024px, Format = A8R8G8B8, Size = 4,096 KiB, Bits @F4071000, Palette @00000000. Exception Message: Error while cloning image. Image @67D21288 info: Width = 1024px, Height = 1024px, Format = A8R8G8B8, Size = 4,096 KiB, Bits @F3C61000, Palette @00000000. Exception Message: Out of memory
[01:42] c:\program files (x86)\steam\steamapps\common\skyrim special edition\data\textures\terrain\newworld\newworld.8.-8.8_n.dds
Error while cloning image. Image @63B98338 info: Width = 2048px, Height = 2048px, Format = A8R8G8B8, Size = 16,384 KiB, Bits @E18A1000, Palette @00000000. Exception Message: Error while cloning image. Image @66C90FC8 info: Width = 1024px, Height = 1024px, Format = A8R8G8B8, Size = 4,096 KiB, Bits @F3851000, Palette @00000000. Exception Message: Error while cloning image. Image @60921A08 info: Width = 1024px, Height = 1024px, Format = A8R8G8B8, Size = 4,096 KiB, Bits @F4071000, Palette @00000000. Exception Message: Error while cloning image. Image @67D21288 info: Width = 1024px, Height = 1024px, Format = A8R8G8B8, Size = 4,096 KiB, Bits @F3C61000, Palette @00000000. Exception Message: Out of memory
 
 
The memory errors are odd to me, since I just tripled my system ram. Not that lack of ram was ever an issue even before the upgrqade.
 
 
Settings Used 
 
Object Lods: xlodgen Default
 
Tree Lods: Disabled.
 
Terrain.
Protect cell borders: on.
Optimze unseen: on.
 
Quality 1 for Lod 4 8
Quality 5 for Lod 16 32
 
Occlusion feature - disabled.
 
The BTRs appear to have been generated properly?, but no object textures or lods were created.
 
 
Never run into a case where the process failed to complete before, so, not sure what is going on. 
 
Thanks.

 

Use the x64 version.

 

Set a dicated output folder with -o

 

Do not install the game / anything into Program Files x86

Edited by sheson
  • 2 weeks later...
Posted

By default upon installing quality world map, new lands maps such as Bruma look very strange and wrong...Is there anything within xlodgen that could prevent that from happening?  Long shot I'm guessing but I thought maybe since the world map uses lods

Posted (edited)

By default upon installing quality world map, new lands maps such as Bruma look very strange and wrong...Is there anything within xlodgen that could prevent that from happening?  Long shot I'm guessing but I thought maybe since the world map uses lods

By default the maps use object LOD level 16 and terrain LOD 32.

If you use a mod that includes (manually) modified terrain LOD 32 textures fort he map you might want to keep them.

 

If you use map mods that change LOD level 32 textures, worldspace records, INI settings or the SWF for the map menu you need to find out how the worldspaces that the mod covers were modified and replicate that to new worldspaces not covered by the mod. Ask the author for the help.

Edited by sheson
Posted

Sheson - huge appreciation for your tireless work on mods.

 

I am following DarkladyLexy's LOTD SE installation and have run into a problem running xLODGen where after a random period of time LODGen just hangs. Sometimes this is in the middle of the texture generation process for a worldspace, if not then always at the end of generating textures for a worldspace, before it should begin generating meshes for the next worldspace.

 

If LODGen hangs at the end of generating textures for a worldspace I can quit and start again and LODGen will detect the meshes and textures already generated and skip to the next worldspace, so in theory I could create one worldspace at a time and hope LODGen doesn't hang mid-way through generating textures, quit once it is done and start the next one, but I assume I must have set something up wrong because this shouldn't be necessary.

 

I am using xLODGen Beta 51 (the x64 version), installed in C:/Mod Tools/SSELODGen (non-UAC folder) and run through Mod Organizer 2 using the SSE-Terrain-Tamriel.esm as per the guide instructions, with LODGen settings as per the guide:

 

Game Mode: TERRAINSSE
Generating terrain LOD for worldspace Tamriel
Reading C:\Mod Tools\SSELODGen\Edit Scripts\LODGen_Terrain_Tamriel.bin
Data from -64,-64 to 63,63
Protect Cell Border LOD 4: True
Specific level: No
Max Level: 32
Specific quad: No
Output: c:\SSELODGen Output\meshes\terrain\Tamriel\
Quality LOD32: 15   Max Vertices: 30767   Optimize Unseen: 550
Quality LOD16: 10   Max Vertices: 30767   Optimize Unseen: 0
Quality LOD8: 10   Max Vertices: 30767   Optimize Unseen: 0
Quality LOD4: 5   Max Vertices: 30767   Optimize Unseen: -1
 
The text log doesn't reveal any errors at all when LODGen hangs, the window just stops displaying new information (left it 10-plus minutes before with nothing new generated).
 
Tried reinstalling LODGen, SSE-Terrain-Tamriel, switching off anti-virus, firewall, running MO2 as administrator - nothing seems to make a difference in terms of stopping the random hangs. If there's any advice or suggestions you can give me as to what I might be doing wrong, I would be hugely appreciative. Similarly, any additional information you need, please let me know.
Posted (edited)

 

Sheson - huge appreciation for your tireless work on mods.

 

I am following DarkladyLexy's LOTD SE installation and have run into a problem running xLODGen where after a random period of time LODGen just hangs. Sometimes this is in the middle of the texture generation process for a worldspace, if not then always at the end of generating textures for a worldspace, before it should begin generating meshes for the next worldspace.

 

If LODGen hangs at the end of generating textures for a worldspace I can quit and start again and LODGen will detect the meshes and textures already generated and skip to the next worldspace, so in theory I could create one worldspace at a time and hope LODGen doesn't hang mid-way through generating textures, quit once it is done and start the next one, but I assume I must have set something up wrong because this shouldn't be necessary.

 

I am using xLODGen Beta 51 (the x64 version), installed in C:/Mod Tools/SSELODGen (non-UAC folder) and run through Mod Organizer 2 using the SSE-Terrain-Tamriel.esm as per the guide instructions, with LODGen settings as per the guide:

 

Game Mode: TERRAINSSE
Generating terrain LOD for worldspace Tamriel
Reading C:\Mod Tools\SSELODGen\Edit Scripts\LODGen_Terrain_Tamriel.bin
Data from -64,-64 to 63,63
Protect Cell Border LOD 4: True
Specific level: No
Max Level: 32
Specific quad: No
Output: c:\SSELODGen Output\meshes\terrain\Tamriel\
Quality LOD32: 15   Max Vertices: 30767   Optimize Unseen: 550
Quality LOD16: 10   Max Vertices: 30767   Optimize Unseen: 0
Quality LOD8: 10   Max Vertices: 30767   Optimize Unseen: 0
Quality LOD4: 5   Max Vertices: 30767   Optimize Unseen: -1
 
The text log doesn't reveal any errors at all when LODGen hangs, the window just stops displaying new information (left it 10-plus minutes before with nothing new generated).
 
Tried reinstalling LODGen, SSE-Terrain-Tamriel, switching off anti-virus, firewall, running MO2 as administrator - nothing seems to make a difference in terms of stopping the random hangs. If there's any advice or suggestions you can give me as to what I might be doing wrong, I would be hugely appreciative. Similarly, any additional information you need, please let me know.

 

LOD Textures are generated by xLODGenx64.exe which starts the external LODGenx64.exe command line program to generate meshes.

LODGenx64.exe generates LOD meshes only, so I am confused why you say it hangs in the middle of texture generation.

LODGenx64.exe always generates meshes regardless if files exist already or not.

 

Check CPU/memory usage of LODGenx64.exe in task manager. Make sure there is enough space left on the output device.

 

See what happens if you run xLODGenx64.exe manually from a command prompt. The xLODGen log/message window shows the execution line that you can copy and paste.

Edited by sheson
Posted

Thanks for the reply. Any confusion on your part is likely to be my lack of understanding of what is happening once LODGenx64 is running - I didn't realise the difference between the mesh generating process and the texture generating process and assumed they were the same program, as I only set one program running through MO2 and it appears to create both meshes and textures in the SSELODGen Output folder. If LODGenx64 only gnerates LOD meshes only, does it automatically launch a separate program to generate textures?

 

Running LODGenx64.exe from Command Prompt with all settings as before (except fewer worldspaces are available, I assume because not running LODGenx64 through MO2 means it doesn't recognise the additional worldspaces added by the mods in DarkladyLexy's LOTD SE set-up) generates .btr files in various folders (Tamriel, MarkarthWorld, Blackreach and so on) in Skyrim's Data directory (Steam install, so steam\steamapps\common\Skyrim Special Edition\Data).

 

LODGenx64 progressed from one worldspace to the next until it hung at the end of DLC01FalmerValley (last line in the text window was c\steam\steamapps\common\skyrim special edition\data\textures\terrain\dlc01falmervalley\dlc01falmervalley.32.-16.-13_n.dds). After quitting and restarting, it progressed to dlc01soulcairn pretty much immediately, having jumped through Tamriel, MarkarthWorld and so on saying Notice: Skipping Chunk XXX because files already exist. LODGenx64 is using around 2% of CPU in Task Manager while running.

 

The output drive has 250GB spare space, so that shouldn't be a problem.

 

Log text for the first run (Tamriel through to end of FalmerValley) from the point where is moved from Japhet's Folly to FalmerValley:

 

[10:52] Building terrain LOD textures elapsed time: 00:17
[10:53] [DLC01FalmerValley] Generating Terrain LOD
[10:53] [DLC01FalmerValley] Gathering CELL and LAND records
[10:53] [DLC01FalmerValley] Land height: -2048, Water height: 3000, Scanned: 617 CELL records, Found: 551 LAND records for area [-16,-13] to [10,13]
[10:53] [DLC01FalmerValley] LODsettings: Level 4 to 32 stride 32 from -16,-13 to 0,0
[10:53] [DLC01FalmerValley] Exporting terrain mesh data for LODGen to C:\Mod Tools\SSELODGen\Edit Scripts\LODGen_Terrain_DLC01FalmerValley.bin
[10:53] [DLC01FalmerValley] No options file found: C:\Mod Tools\SSELODGen\Edit Scripts\SSELODGen_Dawnguard_DLC01FalmerValley_Options.txt
[10:53] [DLC01FalmerValley] Saving LODGen data: C:\Mod Tools\SSELODGen\Edit Scripts\LODGen_Terrain_DLC01FalmerValley.txt
[10:53] [DLC01FalmerValley] Running "C:\Mod Tools\SSELODGen\Edit Scripts\LODGenx64.exe" "C:\Mod Tools\SSELODGen\Edit Scripts\LODGen_Terrain_DLC01FalmerValley.txt"
[10:53] ============================================================
[10:53] Skyrim Object LOD Generator 2.6.8.0
[10:53] Created by Ehamloptiran and Zilav
[10:53] Updated by Sheson
[10:53] Log started at 13:40:37
[10:53] Game Mode: TERRAINSSE
[10:53] Generating terrain LOD for worldspace DLC01FalmerValley
[10:53] Reading C:\Mod Tools\SSELODGen\Edit Scripts\LODGen_Terrain_DLC01FalmerValley.bin
[10:53] Data from -16,-13 to 10,13
[10:53] Protect Cell Border LOD 4: True
[10:53] Specific level: No
[10:53] Max Level: 32
[10:53] Specific quad: No
[10:53] Output: C:\Steam\steamapps\common\Skyrim Special Edition\Data\meshes\terrain\DLC01FalmerValley\
[10:53] Quality LOD32: 15   Max Vertices: 30767   Optimize Unseen: 550
[10:53] Quality LOD16: 10   Max Vertices: 30767   Optimize Unseen: 0
[10:53] Quality LOD8: 10   Max Vertices: 30767   Optimize Unseen: 0
[10:53] Quality LOD4: 5   Max Vertices: 30767   Optimize Unseen: -1
[10:53] Finished LOD level DLC01FalmerValley.8.-16.-13.btr [2278/114]
[10:53] Finished LOD level DLC01FalmerValley.8.8.-13.btr [2742/122]
[10:53] Finished LOD level DLC01FalmerValley.8.-16.-5.btr [4983/46]
[10:53] Finished LOD level DLC01FalmerValley.8.0.-13.btr [3468/72]
[10:53] Finished LOD level DLC01FalmerValley.8.-8.-13.btr [7479/56]
[10:53] Finished LOD level DLC01FalmerValley.16.0.3.btr [4789/430]
[10:53] Finished LOD level DLC01FalmerValley.8.8.3.btr [803/128]
[10:53] Finished LOD level DLC01FalmerValley.8.8.-5.btr [2265/122]
[10:53] Finished LOD level DLC01FalmerValley.16.-16.3.btr [6886/428]
[10:53] Finished LOD level DLC01FalmerValley.8.-16.3.btr [2440/106]
[10:53] Finished LOD level DLC01FalmerValley.8.-16.11.btr [640/128]
[10:54] Finished LOD level DLC01FalmerValley.4.-16.-13.btr [64/32]
[10:54] Finished LOD level DLC01FalmerValley.4.-12.-13.btr [1099/32]
[10:54] Finished LOD level DLC01FalmerValley.8.-8.11.btr [686/128]
[10:54] Finished LOD level DLC01FalmerValley.8.0.11.btr [963/128]
[10:54] Finished LOD level DLC01FalmerValley.8.8.11.btr [640/128]
[10:54] Finished LOD level DLC01FalmerValley.4.8.-13.btr [80/32]
[10:54] Finished LOD level DLC01FalmerValley.16.0.-13.btr [8388/334]
[10:54] Finished LOD level DLC01FalmerValley.4.4.-13.btr [678/32]
[10:54] Finished LOD level DLC01FalmerValley.8.0.-5.btr [12041/18]
[10:54] Finished LOD level DLC01FalmerValley.8.-8.-5.btr [12407/48]
[10:54] Finished LOD level DLC01FalmerValley.4.0.-13.btr [4249/24]
[10:54] Finished LOD level DLC01FalmerValley.4.-16.-9.btr [2379/32]
[10:54] Finished LOD level DLC01FalmerValley.4.-4.-13.btr [4888/24]
[10:54] Finished LOD level DLC01FalmerValley.8.0.3.btr [9185/46]
[10:54] Finished LOD level DLC01FalmerValley.4.-8.-13.btr [5575/28]
[10:54] Finished LOD level DLC01FalmerValley.16.-16.-13.btr [11604/264]
[10:54] Finished LOD level DLC01FalmerValley.4.0.-9.btr [4145/0]
[10:54] Finished LOD level DLC01FalmerValley.8.-8.3.btr [12198/66]
[10:54] Finished LOD level DLC01FalmerValley.4.-16.-5.btr [6164/26]
[10:54] Finished LOD level DLC01FalmerValley.4.4.-9.btr [7159/16]
[10:54] Finished LOD level DLC01FalmerValley.4.8.-9.btr [8312/26]
[10:54] Finished LOD level DLC01FalmerValley.4.-4.-9.btr [8656/0]
[10:54] Finished LOD level DLC01FalmerValley.4.-12.-9.btr [9880/18]
[10:54] Finished LOD level DLC01FalmerValley.4.4.-5.btr [5361/0]
[10:54] Finished LOD level DLC01FalmerValley.4.-12.-5.btr [9903/0]
[10:54] Finished LOD level DLC01FalmerValley.4.-16.-1.btr [3820/20]
[10:54] Finished LOD level DLC01FalmerValley.4.8.-5.btr [5977/26]
[10:54] Finished LOD level DLC01FalmerValley.4.-12.-1.btr [4492/0]
[10:54] Finished LOD level DLC01FalmerValley.4.-8.-9.btr [12013/4]
[10:54] Finished LOD level DLC01FalmerValley.4.-16.3.btr [3597/30]
[10:54] Finished LOD level DLC01FalmerValley.4.0.-5.btr [12028/6]
[10:54] Finished LOD level DLC01FalmerValley.4.-4.-5.btr [11748/10]
[10:54] Finished LOD level DLC01FalmerValley.4.8.-1.btr [5722/32]
[10:54] Finished LOD level DLC01FalmerValley.4.-8.-5.btr [12340/0]
[10:54] Finished LOD level DLC01FalmerValley.4.-16.7.btr [64/32]
[10:54] Finished LOD level DLC01FalmerValley.4.-12.7.btr [3299/32]
[10:54] Finished LOD level DLC01FalmerValley.4.-12.3.btr [6782/12]
[10:54] Finished LOD level DLC01FalmerValley.4.-4.-1.btr [10512/30]
[10:54] Finished LOD level DLC01FalmerValley.4.-8.-1.btr [12141/8]
[10:54] Finished LOD level DLC01FalmerValley.4.8.3.btr [6544/32]
[10:54] Finished LOD level DLC01FalmerValley.4.4.-1.btr [11954/2]
[10:54] Finished LOD level DLC01FalmerValley.4.8.7.btr [458/32]
[10:54] Finished LOD level DLC01FalmerValley.4.-16.11.btr [64/32]
[10:54] Finished LOD level DLC01FalmerValley.4.-8.11.btr [64/32]
[10:54] Finished LOD level DLC01FalmerValley.4.-12.11.btr [64/32]
[10:54] Finished LOD level DLC01FalmerValley.4.0.-1.btr [12648/10]
[10:54] Finished LOD level DLC01FalmerValley.4.4.11.btr [64/32]
[10:54] Finished LOD level DLC01FalmerValley.4.8.11.btr [64/32]
[10:54] Finished LOD level DLC01FalmerValley.4.0.7.btr [6373/12]
[10:54] Finished LOD level DLC01FalmerValley.4.-4.11.btr [2950/32]
[10:54] Finished LOD level DLC01FalmerValley.4.0.11.btr [3506/32]
[10:54] Finished LOD level DLC01FalmerValley.4.-4.3.btr [12875/12]
[10:54] Finished LOD level DLC01FalmerValley.4.0.3.btr [12002/0]
[10:54] Finished LOD level DLC01FalmerValley.4.4.7.btr [7174/28]
[10:54] Finished LOD level DLC01FalmerValley.4.4.3.btr [13484/6]
[10:54] Finished LOD level DLC01FalmerValley.4.-8.7.btr [11526/22]
[10:54] Finished LOD level DLC01FalmerValley.4.-4.7.btr [12282/24]
[10:54] Finished LOD level DLC01FalmerValley.4.-8.3.btr [14189/8]
[10:55] Finished LOD level DLC01FalmerValley.32.-16.-13.btr [10016/1456]
[10:55] Log ended at 13:40:39 (0:1)
[10:55] Building terrain LOD meshes elapsed time: 00:01
[10:55] [DLC01FalmerValley] Building terrain LOD textures [-16,-13] to [15,18] 8/4
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[15:43] c:\steam\steamapps\common\skyrim special edition\data\textures\terrain\dlc01falmervalley\dlc01falmervalley.4.-4.3_n.dds
[15:49] c:\steam\steamapps\common\skyrim special edition\data\textures\terrain\dlc01falmervalley\dlc01falmervalley.8.-8.-13_n.dds
[15:54] c:\steam\steamapps\common\skyrim special edition\data\textures\terrain\dlc01falmervalley\dlc01falmervalley.4.0.7_n.dds
[16:00] c:\steam\steamapps\common\skyrim special edition\data\textures\terrain\dlc01falmervalley\dlc01falmervalley.4.0.-1_n.dds
[16:05] c:\steam\steamapps\common\skyrim special edition\data\textures\terrain\dlc01falmervalley\dlc01falmervalley.4.-12.-1_n.dds
[16:11] c:\steam\steamapps\common\skyrim special edition\data\textures\terrain\dlc01falmervalley\dlc01falmervalley.8.-16.-5_n.dds
[16:17] c:\steam\steamapps\common\skyrim special edition\data\textures\terrain\dlc01falmervalley\dlc01falmervalley.4.-8.7_n.dds
[16:22] c:\steam\steamapps\common\skyrim special edition\data\textures\terrain\dlc01falmervalley\dlc01falmervalley.4.-8.-1_n.dds
[16:34] c:\steam\steamapps\common\skyrim special edition\data\textures\terrain\dlc01falmervalley\dlc01falmervalley.4.4.7_n.dds
[16:39] c:\steam\steamapps\common\skyrim special edition\data\textures\terrain\dlc01falmervalley\dlc01falmervalley.8.0.3_n.dds
[16:45] c:\steam\steamapps\common\skyrim special edition\data\textures\terrain\dlc01falmervalley\dlc01falmervalley.4.-4.7_n.dds
[16:50] c:\steam\steamapps\common\skyrim special edition\data\textures\terrain\dlc01falmervalley\dlc01falmervalley.4.4.-1_n.dds
[16:56] c:\steam\steamapps\common\skyrim special edition\data\textures\terrain\dlc01falmervalley\dlc01falmervalley.8.0.-5_n.dds
[17:02] c:\steam\steamapps\common\skyrim special edition\data\textures\terrain\dlc01falmervalley\dlc01falmervalley.16.-16.3_n.dds
[17:07] c:\steam\steamapps\common\skyrim special edition\data\textures\terrain\dlc01falmervalley\dlc01falmervalley.8.-8.3_n.dds
[17:13] c:\steam\steamapps\common\skyrim special edition\data\textures\terrain\dlc01falmervalley\dlc01falmervalley.16.0.-13_n.dds
[17:18] c:\steam\steamapps\common\skyrim special edition\data\textures\terrain\dlc01falmervalley\dlc01falmervalley.4.8.3_n.dds
[17:24] c:\steam\steamapps\common\skyrim special edition\data\textures\terrain\dlc01falmervalley\dlc01falmervalley.4.-4.-1_n.dds
[17:29] c:\steam\steamapps\common\skyrim special edition\data\textures\terrain\dlc01falmervalley\dlc01falmervalley.8.-8.-5_n.dds
[17:33] c:\steam\steamapps\common\skyrim special edition\data\textures\terrain\dlc01falmervalley\dlc01falmervalley.16.-16.-13_n.dds
[17:38] c:\steam\steamapps\common\skyrim special edition\data\textures\terrain\dlc01falmervalley\dlc01falmervalley.4.12.3_n.dds
[17:43] c:\steam\steamapps\common\skyrim special edition\data\textures\terrain\dlc01falmervalley\dlc01falmervalley.4.8.7_n.dds
[17:49] c:\steam\steamapps\common\skyrim special edition\data\textures\terrain\dlc01falmervalley\dlc01falmervalley.4.12.7_n.dds
[17:54] c:\steam\steamapps\common\skyrim special edition\data\textures\terrain\dlc01falmervalley\dlc01falmervalley.8.8.3_n.dds
[17:59] c:\steam\steamapps\common\skyrim special edition\data\textures\terrain\dlc01falmervalley\dlc01falmervalley.4.4.11_n.dds
[18:04] c:\steam\steamapps\common\skyrim special edition\data\textures\terrain\dlc01falmervalley\dlc01falmervalley.4.4.15_n.dds
[18:09] c:\steam\steamapps\common\skyrim special edition\data\textures\terrain\dlc01falmervalley\dlc01falmervalley.4.0.15_n.dds
[18:15] c:\steam\steamapps\common\skyrim special edition\data\textures\terrain\dlc01falmervalley\dlc01falmervalley.4.0.11_n.dds
[18:20] c:\steam\steamapps\common\skyrim special edition\data\textures\terrain\dlc01falmervalley\dlc01falmervalley.8.0.11_n.dds
[18:25] c:\steam\steamapps\common\skyrim special edition\data\textures\terrain\dlc01falmervalley\dlc01falmervalley.4.8.11_n.dds
[18:29] c:\steam\steamapps\common\skyrim special edition\data\textures\terrain\dlc01falmervalley\dlc01falmervalley.4.8.15_n.dds
[18:33] c:\steam\steamapps\common\skyrim special edition\data\textures\terrain\dlc01falmervalley\dlc01falmervalley.4.12.15_n.dds
[18:38] c:\steam\steamapps\common\skyrim special edition\data\textures\terrain\dlc01falmervalley\dlc01falmervalley.4.12.11_n.dds
[18:43] c:\steam\steamapps\common\skyrim special edition\data\textures\terrain\dlc01falmervalley\dlc01falmervalley.8.8.11_n.dds
[18:48] c:\steam\steamapps\common\skyrim special edition\data\textures\terrain\dlc01falmervalley\dlc01falmervalley.16.0.3_n.dds
[18:54] c:\steam\steamapps\common\skyrim special edition\data\textures\terrain\dlc01falmervalley\dlc01falmervalley.32.-16.-13_n.dds
Operation aborted
 
Operation aborted is where I quit the LODGenx64 application after it hung for 10-plus minutes.
Posted (edited)

Thanks for the reply. Any confusion on your part is likely to be my lack of understanding of what is happening once LODGenx64 is running - I didn't realise the difference between the mesh generating process and the texture generating process and assumed they were the same program, as I only set one program running through MO2 and it appears to create both meshes and textures in the SSELODGen Output folder. If LODGenx64 only gnerates LOD meshes only, does it automatically launch a separate program to generate textures?

 

Running LODGenx64.exe from Command Prompt with all settings as before (except fewer worldspaces are available, I assume because not running LODGenx64 through MO2 means it doesn't recognise the additional worldspaces added by the mods in DarkladyLexy's LOTD SE set-up) generates .btr files in various folders (Tamriel, MarkarthWorld, Blackreach and so on) in Skyrim's Data directory (Steam install, so steam\steamapps\common\Skyrim Special Edition\Data).

 

LODGenx64 progressed from one worldspace to the next until it hung at the end of DLC01FalmerValley (last line in the text window was c\steam\steamapps\common\skyrim special edition\data\textures\terrain\dlc01falmervalley\dlc01falmervalley.32.-16.-13_n.dds). After quitting and restarting, it progressed to dlc01soulcairn pretty much immediately, having jumped through Tamriel, MarkarthWorld and so on saying Notice: Skipping Chunk XXX because files already exist. LODGenx64 is using around 2% of CPU in Task Manager while running.

xLODGenx64.exe is a renamed beta version of xEdit.exe. It starts the command line program ../Edit Scripts/LODGenx64.exe to generate object/terrain LOD meshes. See this line in the log:

[10:53] [DLC01FalmerValley] Running "C:\Mod Tools\SSELODGen\Edit Scripts\LODGenx64.exe" "C:\Mod Tools\SSELODGen\Edit Scripts\LODGen_Terrain_DLC01FalmerValley.txt"

LODGenx64.exe does not have a UI.

 

Once LODGenx64.exe is done with the terrain LOD meshes, xLODGenx64.exe starts creating terrain LOD textures. In the background it starts ../Edit Script/TexConvx64.exe for each texture to convert their compression.

 

Check the terrain LOD texture output folder if files are still being converted. You can see that because typically their file size changes one by one. TexConvx64.exe uses the GPU so CPU usage is virtually zero. If a lot of textures have been created, it might have to work on a long list for a while. It is doing this one file at a time to avoid issues with mod managers.

Before starting a new generation or after interrupting it, check the task manager if there are hanging TexConvx64.exe preventing a new one being started. Killing them or rebooting should fix that.

 

The log shows that files are generated into the games data folder. I strongly suggest to never do that and set a dedicated  output folder with -o. There are all kinds of problems doing this, especially with MO / mod managers controlling the data folder.

Edited by sheson
Posted

Just wanted to report a possible bug with xLODGen 51 which is still present in 53. I was creating new object LOD for Fallout 4 and when I went into the game to check I noticed that all the pine tree LOD models were missing their textures, but once I got closer the none-LOD textures were loaded just fine. I'm using Boston Natural Surroundings and the LOD source files that it provides. I tested both with beta 51 and 53, both times the generated texture atlas did not contain the pine tree textures added by the LOD source files of BNS, previous versions of xLODGen were able to add these files onto the atlas, but sadly I deleted them after updating to the current xLODGen version.

I double checked to make sure the source files were enabled in MO2 and I did several runs, same results each time, logs didn't contain any errors that would indicate such problems.

Posted

Just wanted to report a possible bug with xLODGen 51 which is still present in 53. I was creating new object LOD for Fallout 4 and when I went into the game to check I noticed that all the pine tree LOD models were missing their textures, but once I got closer the none-LOD textures were loaded just fine. I'm using Boston Natural Surroundings and the LOD source files that it provides. I tested both with beta 51 and 53, both times the generated texture atlas did not contain the pine tree textures added by the LOD source files of BNS, previous versions of xLODGen were able to add these files onto the atlas, but sadly I deleted them after updating to the current xLODGen version.

I double checked to make sure the source files were enabled in MO2 and I did several runs, same results each time, logs didn't contain any errors that would indicate such problems.

There was no change how textures are discovered and put on the atlas. Maybe you changed atlas settings that prevents them from being added.

 

When LODGen.exe is generating object LOD meshes and a texture is not on the atlas for whatever reason, then the direct texture path is used. So when there are missing textures in the game it means they are missing.

 

So when the textures are missing in the game, then the textures are probably not in the load order or can not be read.

 

Hi I have a really weird issue where I can generate all texture but snow. Anyone have any ideas or fixes for this?

The visual content of textures makes no difference to any of the processes.

Posted
[01:57] [Commonwealth] Generating Object LOD
[08:04] [Commonwealth] Objects LOD generation error: Access violation at address 000000000162430D in module 'xLODGenx64.exe'. Read of address 0000000000000000
[08:04] LOD generation complete

Tried every new version of xLOD, same issue
Posted

 

[01:57] [Commonwealth] Generating Object LOD
[08:04] [Commonwealth] Objects LOD generation error: Access violation at address 000000000162430D in module 'xLODGenx64.exe'. Read of address 0000000000000000
[08:04] LOD generation complete

 

Tried every new version of xLOD, same issue

 

Check all non vanilla plugins for errors with xEdit and fix them or test if removing non vanilla plugins makes the error go away to find the problematic plugin.

Post entire log to pastebin/upload service if problem persists.

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