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


sheson

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Hello sheson, 

 

I just want to confirm something .. ! I've been using version 66 and the generated files in total was 9 gigs and with the latest version 69 I get only 900 MB ! is that normal ? 

The size of the output depends on the load order and LOD generation options and settings. If those are the same between generations and if there are no warnings, errors or messages about anything being skipped in the log the output should be roughly equal. 

 

It is rather easy to compare the contents of two identical folder structures https://www.winhelponline.com/blog/compare-two-directories-files-find-differences

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The size of the output depends on the load order and LOD generation options and settings. If those are the same between generations and if there are no warnings, errors or messages about anything being skipped in the log the output should be roughly equal. 

 

It is rather easy to compare the contents of two identical folder structures https://www.winhelponline.com/blog/compare-two-directories-files-find-differences

Yes dear Sheson I'm aware of that .. i've been upgrading to the latest for every new version you release , and this is the first time I get this odd outcome ..! 

i will check more and I shall let you know .. Thanks for your response.  

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  • 2 weeks later...

Hey, can anybody help me on this?

I'm running xLODGen and I'm selecting all to generate terrain, object BUT ALSO trees billboards too. I'm using ONLY this mod which is replacing all the vanilla textures - so I want to re-generate the vanilla billboards with the updated textures of this mod:

https://lhmods.com/mods/skyrim-vanilla-overhaul-textures-project/

I'm running xLODGen, but it generates ONLY terrain/objects, no trees. I assume, is it because I don't have any LODGen files into the "Terrain" - since I'm using only vanilla stuff???
How am I suppose to re-generate ONLY the vanilla billboards (with the above mod's updated textures)??? I'm interesting about the TREES! I made the other (objects/terrain) ones.

Edited by lupus_hegemonia
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Hey, can anybody help me on this?

 

I'm running xLODGen and I'm selecting all to generate terrain, object BUT ALSO trees billboards too. I'm using ONLY this mod which is replacing all the vanilla textures - so I want to re-generate the vanilla billboards with the updated textures of this mod:

 

https://lhmods.com/mods/skyrim-vanilla-overhaul-textures-project/

 

I'm running xLODGen, but it generates ONLY terrain/objects, no trees. I assume, is it because I don't have any LODGen files into the "Terrain" - since I'm using only vanilla stuff???

How am I suppose to re-generate ONLY the vanilla billboards (with the above mod's updated textures)??? I'm interesting about the TREES! I made the other (objects/terrain) ones.

Tree LOD Billboard Creation : Start to Finish

 

Obviously you should be using DynDOLOD for easier and improved object and tree LOD generation for Skyrim. The upcoming TexGen 3 as part of DynDOLOD 3 which is currently in alpha testing generates billboards for the current load order automatically.

Edited by sheson
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So, I need to use the DynDOLOD for the trees - and not ONLY the xLodGen here, right?

For Skyrim and best possible results you use xLODGen for terrain LOD meshes/texture, then TexGen to update some object LOD textures (and billboards if you fell like alpha testing), then DynDOLOD to generate improved tree and object, then xLODGen to update occlusion data. https://forum.step-project.com/topic/14250-skyrim-tvdt-occlusion-culling-data/

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Hello Sheson.. 

I encountered below error for the latest version .. the generation stopped and failed. 
 

[38:41] c:\games\steam\steamapps\common\skyrim special edition\data\textures\terrain\rigmorcyrodiil\rigmorcyrodiil.4.48.-32_n.dds
[38:41] c:\games\steam\steamapps\common\skyrim special edition\data\textures\terrain\rigmorcyrodiil\rigmorcyrodiil.4.32.-16_n.dds
[38:41] c:\games\steam\steamapps\common\skyrim special edition\data\textures\terrain\rigmorcyrodiil\rigmorcyrodiil.4.48.-8_n.dds
[38:41] Error creating textures for level 8 quad [32,-32] Assertion failure (C:\Delphi\Projects\xEdit\Core\wbImplementation.pas, line 17281)

 

I reverted back to version 69 and no issues at all .. 

Edited by mrshadoo
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Hello Sheson.. 

 

I encountered below error for the latest version .. the generation stopped and failed. 

 

[38:41] c:\games\steam\steamapps\common\skyrim special edition\data\textures\terrain\rigmorcyrodiil\rigmorcyrodiil.4.48.-32_n.dds
[38:41] c:\games\steam\steamapps\common\skyrim special edition\data\textures\terrain\rigmorcyrodiil\rigmorcyrodiil.4.32.-16_n.dds
[38:41] c:\games\steam\steamapps\common\skyrim special edition\data\textures\terrain\rigmorcyrodiil\rigmorcyrodiil.4.48.-8_n.dds
[38:41] Error creating textures for level 8 quad [32,-32] Assertion failure (C:\Delphi\Projects\xEdit\Core\wbImplementation.pas, line 17281)

 

I reverted back to version 69 and no issues at all .. 

Do not generate into game folders. Set a dedicated output folder as explained on first post. Install as a mod.

 

You did not say which version was used. The only difference between version 69 and 70, 71 are the way BSA files are discovered.

 

Assertion errors are typically caused by problematic plugins.

 

If making reports always upload/post entire log. Also provide bugreport.txt if it exists

Edited by sheson
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Hey ho.

So, I am getting an assertion error too.

The only mod I have added to the list is the ENB particle patch from ENBseries, before generation went fine about 4-5 times. 

1. I am generating into a dedicated output folder outside Steam, outside OS drive: https://prnt.sc/znq469 

2. Beta 71 is the version. 

3. Copy pasted log including the error: https://www.dropbox.com/s/cenp5rfwqkh3w0y/xlodgen.was.stuck.here.txt?dl=0

4. LODGen_log: https://www.dropbox.com/s/sdllmuocfu3yvl6/lodgen_log.txt?dl=0

5. xLodgen was stuck running using no CPU. I forgot to make a print screen with the exact process message.

6. Modlist https://modwat.ch/u/Stefan

7. Generating terrain only.

Cheers

PS: No bugreport.txt.

EDIT: Tried another run, and it passed over the same portion with no errors, finishing the entire process with no issues.

Edited by Stefan
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7 hours ago, Stefan said:

Hey ho.

So, I am getting an assertion error too.

The only mod I have added to the list is the ENB particle patch from ENBseries, before generation went fine about 4-5 times. 

1. I am generating into a dedicated output folder outside Steam, outside OS drive: https://prnt.sc/znq469 

2. Beta 71 is the version. 

3. Copy pasted log including the error: https://www.dropbox.com/s/cenp5rfwqkh3w0y/xlodgen.was.stuck.here.txt?dl=0

4. LODGen_log: https://www.dropbox.com/s/sdllmuocfu3yvl6/lodgen_log.txt?dl=0

5. xLodgen was stuck running using no CPU. I forgot to make a print screen with the exact process message.

6. Modlist https://modwat.ch/u/Stefan

7. Generating terrain only.

Cheers

PS: No bugreport.txt.

EDIT: Tried another run, and it passed over the same portion with no errors, finishing the entire process with no issues.

5. What do you mean xLODGen was stuck? The log shows it stopped with an assertion error, which are  typically caused by problems in a plugin - could be memory related. What process message?

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2 hours ago, sheson said:

5. What do you mean xLODGen was stuck? The log shows it stopped with an assertion error, which are  typically caused by problems in a plugin - could be memory related. What process message?

Here, in task manager, https://prnt.sc/zpmb0v it had a message near xedit, but I forgot to make a print screen and can't remember exactly what it said. Something like processing a rexture for 1.18 minutes, total time etc.

It was stuck meaning that for 30 minutes it did nothing, the moment it hit the assertion error, it consumed 0 CPU resources and stopped there. I had to force close it, since pressing the X did nothing, the window was frozen too so I had to use End task.

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