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Posted (edited)

I have this issue with my map and of course it also occurs in game. The map/borders have broken edges. I selected Protect borders and I also have borders unlocked as I use three mods that expand the area outside the Skyrim map. I have a screenshot below:

https://drive.google.com/file/d/1ca441F9yeHOhNa14vrRtAYNMPlhtRfK0/view?usp=drivesdk

Note: This does not really cause problems from a gameplay standpoint. I can reach all gameplay areas. Its more a visual concern.

Edited by ignotus_patronus
Posted
1 hour ago, ignotus_patronus said:

I have this issue with my map and of course it also occurs in game. The map/borders have broken edges. I selected Protect borders and I also have borders unlocked as I use three mods that expand the area outside the Skyrim map. I have a screenshot below:

https://drive.google.com/file/d/1ca441F9yeHOhNa14vrRtAYNMPlhtRfK0/view?usp=drivesdk

Note: This does not really cause problems from a gameplay standpoint. I can reach all gameplay areas. Its more a visual concern.

I for whatever reason cannot edit the previous post. I believe my mistake was not using the Tamriel Extended esm. I must have forgot to incorporate it.

Posted
6 hours ago, ignotus_patronus said:

I for whatever reason cannot edit the previous post. I believe my mistake was not using the Tamriel Extended esm. I must have forgot to incorporate it.

That is what it looks like.

Posted

Noob question: DynDOLOD (afaik) has a Seasons option for generating seasonal LODs for some but not all worldspaces. xLODGen only allows generating LODs for selected worldspaces with or without seasonal LODs when it runs. So if I'm figuring this out right, SoS users will need to run xLODGen twice - once with the seasonal LODs option ticked for the worldspaces that are affected by SoS ini configurations (e.g. Tamriel and Wyrmstooth, as defined by Turn of the Seasons) and a second time with seasonal LODs option unticked for the worldspaces that are not affected by SoS ini configuration, and hence don't require seasonal LODs. Is that right?

Of course, as I understand it, generating seasonal LODs for everything shouldn't do any harm, but it will produce a ton of useless data (I ran it for everything and ended up witth 30GB of LODGen data, with a LO including Beyond Bruma, Beyond Reach and Midwood Isle), and takes an awful long time. Have I got this right?

Posted
39 minutes ago, HamsterSensei12 said:

Noob question: DynDOLOD (afaik) has a Seasons option for generating seasonal LODs for some but not all worldspaces. xLODGen only allows generating LODs for selected worldspaces with or without seasonal LODs when it runs. So if I'm figuring this out right, SoS users will need to run xLODGen twice - once with the seasonal LODs option ticked for the worldspaces that are affected by SoS ini configurations (e.g. Tamriel and Wyrmstooth, as defined by Turn of the Seasons) and a second time with seasonal LODs option unticked for the worldspaces that are not affected by SoS ini configuration, and hence don't require seasonal LODs. Is that right?

Of course, as I understand it, generating seasonal LODs for everything shouldn't do any harm, but it will produce a ton of useless data (I ran it for everything and ended up witth 30GB of LODGen data, with a LO including Beyond Bruma, Beyond Reach and Midwood Isle), and takes an awful long time. Have I got this right?

Yes you should run xLODGen twice with seasons on/off and only selecting the desired worldspaces for each run.

Or generate terrain LOD for all worldspaces and no seasons (= default)  checked first. Then second run select only the worldspaces with seasons and do not check the default season, only the WIN,SPR, SUM, AUT as desired.

Posted
On 2022/3/20 at AM9点42分, ignotus_patronus said:

由于某种原因,我无法编辑上一篇文章。我相信我的错误是没有使用 Tamriel Extended esm。我一定是忘了合并它。

Excuse me, is it resolved now, I am in the same situation as you 

  • 2 weeks later...
Posted (edited)

I had a question regarding some Skyrim worldspaces not showing up as options for LOD to be generated when using xLODgen. I know this is due to me having certain mods installed in my load order (e.g. Enhanced Solitude and Capital Windhelm Expansion) so the program hides them because of the LOD issues that take place when generating LOD with these installed. The question I have is can I force xLOGgen to have these worldspaces available in some way to build LOD even with those mods installed? Or should I temporarily disable their plugins to build LOD for them? All I wish to do is build terrainLOD as I have Seasons of Skyrim installed and wish for those excluded city worldspaces to have the seasonal landscape textures. Thanks!

Edited by Pharmer3516
Posted
29 minutes ago, Pharmer3516 said:

I had a question regarding some Skyrim worldspaces not showing up as options for LOD to be generated when using xLODgen. I know this is due to me having certain mods installed in my load order (e.g. Enhanced Solitude and Capital Windhelm Expansion) so the program hides them because of the LOD issues that take place when generating LOD with these installed. The question I have is can I force xLOGgen to have these worldspaces available in some way to build LOD even with those mods installed? Or should I temporarily disable their plugins to build LOD for them? All I wish to do is build terrainLOD as I have Seasons of Skyrim installed and wish for those excluded city worldspaces to have the seasonal landscape textures. Thanks!

I realize now that terrainLod is not necessary for those city worldspaces as you won't be able to see it anyways. Disregard my question. I apologize.

Posted
43 minutes ago, Pharmer3516 said:

I realize now that terrainLod is not necessary for those city worldspaces as you won't be able to see it anyways. Disregard my question. I apologize.

Read the text at the bottom of the xLODGen option window.

Typically the walled cities are child worldspace (e.g. WhiterunWorld) that use the parent worldspace (e.g. Tamriel) for LOD.

The LOD of the parent worldspace can be seen just fine when inside the child worldspaces.

Posted
7 hours ago, sheson said:

Read the text at the bottom of the xLODGen option window.

Typically the walled cities are child worldspace (e.g. WhiterunWorld) that use the parent worldspace (e.g. Tamriel) for LOD.

The LOD of the parent worldspace can be seen just fine when inside the child worldspaces.

I appreciate the response. That makes sense. I apologize again for asking the question in the first place. I realized it wasn't really necessary after I had sent it.

Posted (edited)

Hello, I am an absolute noob when it comes to generating LOD. I don't understand most things here so I try to avoid having to generate LOD. However, I recently found a huge FNV mod that requires terrain LOD generating. I just followed the mod's instructions when generating. At first it was okay, so I felt like it shouldn't be a problem if I generate more from other mods. The first mod that needed LOD was Arizona - A Legion Expansion and the second one was Better Strip View. After Installing this happened:

Here is my load order:

Spoiler

FalloutNV.esm
DeadMoney.esm
HonestHearts.esm
OldWorldBlues.esm
LonesomeRoad.esm
GunRunnersArsenal.esm
ClassicPack.esm
MercenaryPack.esm
TribalPack.esm
CaravanPack.esm
YUP - Base Game + All DLC.esm
ClimateControl.esm
NVInteriors_Core.esm
Configurable Pip-Boy Light Color.esm
ArizonaOverhaul.esm
TheHUDEditor.esm
SolidProject.esm
Hardcore Forever.esm
Securitrons On Alert.esm
No More Motion Sickness.esm
Main And Pause Menus Overhaul.esm
No More Explosions Blindness.esm
Night Sky Tweaks.esm
Daughters of Ares.esp
Sortomatic.esm
BraveNewWorld.esm
Misc Gameplay Merge.esm
New Vegas Landscape Overhaul.esm
Simple Open Freeside.esm
TGMIO.esm
Functional Post Game Ending.esm
New Vegas Redesigned II.esm
MikotoBeauty.esm
ISControl.esm
JIP Selective-Fire.esm
Ragdolls.esm
Asterra's Many Fixes.esp
Wild Card - Open the Lucky 38.esm
TLD_Travelers.esm
NVInteriors_ComboEdition.esm
Vikki and Vance Improvements.esm
vault22FloralOverhaul.esm
Less Empty Primm.esp
Simple Open Strip.esm
Lime's Fort Overhaul.esm
Mojave NPCs.esm
Harder New Vegas Strip Access.esm
Lucky38 Climate FixedESMVersion.ESM
JokerineStripMall.esm
Unofficial Patch NVSE Plus.esp
YUP - NPC Fixes (Base Game + All DLC).esp
MuchNeededLOD.esp
Distributed Necklaces and Chains.esp
pipboy2500_newfeat.esp
pipboy2500_edisleado.esp
Wasteland Weapon Project.esp
FOVSlider.esp
SmartHelmets.esp
nowaterhealing.esp
Groundcover Overhaul.esp
A Wasteland in Bloom.esp
Mannequin Rce.esp
MikotoBeauty.esp
Type10.esp
10YearPack.esp
ToastysRanger.esp
Animated Ingestibles.esp
JIP Companions Command & Control.esp
CPI Icons.esp
ImmersivePickupSoundsFNV.esp
Bash_Spread.esp
Fast V.A.T.S. and Kill Camera.esp
NaturalWaters.esp
Ultimate Invisible Wall Remover.esp
Uncut Wasteland.esp
Uncut Extra Collection.esp
LadderRestorationProject.esp
Logic and Consistency Fixes.esp
WesternAmbienceOverhaul Merged.esp
Occlusion.esp
The True Revival of Luxury - An Ultra-Luxe Overhaul.esp
outsidebets.esp
Windows of the Mojave v1.2.1.esp
Lively Gourmand.esp
FreesideOpen-Functional Post Game Ending.esp
FPGE Patch - Simple Open Freeside.esp
Mojave Raiders.esp
AAM.esp
NV_IFR.esp
Less Empty Nellis.esp
Little More Lamplight.esp
Strip Lights Region Fix - Less Empty Nellis.esp
Mojave Wildlife (FO3-Style).esp
BraveNewWorld-FPGE.esp
Better Strip View.esp
BLEEDNV.esp
NVR2 - YUP Patch.esp
Functional Post Game Ending - Uncut Extra Collection Patch.esp
Mojave Arsenal.esp
Casino Crowds.esp
BraveNewWorld-YUP.esp
BraveNewWorld-Override.esp
Uncut Skeletons.esp
Cut notes restoration.esp
NVLO - Less Empty Primm Patch.esp
Lucky38Overhaul.esp
Mojave NPCs - FPGE Patch.esp
Realistic Safehouse Upgrades Ex- All.esp
Functional Post Game Ending - Uncut Wasteland Patch.esp
NVR2 - BNW Patch.esp
BraveNewWorld-UncutExtraCollection.esp
FPGE Patch - Mojave Raiders.esp
Functional Post Game Ending - Outside Bets Patch.esp
FactionWastelandPresence.esp
No more Ravens.esp
BraveNewWorld-OutsideBets.esp
Better Combat Performance - Merged.esp
LilFixes.esp
FPGE Patch - Casino Crowds.esp
LRPWatertowers.esp
PrereleaseRestored.esp
MMDD.esp
Arizona-YUP.esp
Uncut Cottonwood Cove Shack.esp
QSupplementaryWeaponPack.esp
Arizona - BNW patch.esp
IOTB - Vanilla.esp
TGMIO_Logic_and_Consistency_Fixes_Patch.esp
Codac R9000.esp
Alsatian NCR Guard Dogs.esp
Advanced Recon Range Finder.esp
Follower Tweaks.esp
RAD.esp
Vanilla UI Plus.esp
B42Inspect.esp
B42Bash.esp
Quickthrow.esp
Behemoth Spawns.esp
RetrievableThrowables.esp
Player Headtracking.esp
Feel.esp
V87UncleLeo.esp
Legion - Balanced Lists.esp
ZZ_Merge_zzAlcoholFixes_NukaColaOverhaul.esp
NukaColaOverhaul.esp
Kaya47GlacierGlasses.esp
NCR Rangers - Balanced Lists.esp
FreesideOpen-Ultimate Invisible Wall Remover.esp
zed's Simple Suite Upgrade.esp
Lucky38PlayerRoomStripView.esp
Lucky38PlayerRoomStripViewOPENSTRIP.esp
Lucky38PlayerRoomStripViewCURTAINS.esp
Snowglobe Tweaks.esp
Lucky38PlayerRoomStripViewENHANCEDLIGHTING.esp
Lucky38PlayerRoomStripViewNEWIMAGESPACE.esp
Economy Overhaul.esp
BraveNewWorld-UncutWastelandNPCs.esp
DLC Weapon Integration.esp
Bullet Tracers NV Shotgun.esp
Mojave Raiders - 22LR Varmint Rifle.esp
NVR2 - Mojave Raiders Patch.esp
BraveNewWorld-MojaveRaiders.esp
FPGE Patch - Simple Open Strip.esp
The Town of Vice - A Gomorrah Overhaul.esp
OWB-ChaoticBigMT.esp
Northern Passage Cave Entrance.esp
Wild Card - Open the Lucky 38 - Brave New World.esp
Fast start menu + No load txt with DLC.esp
Simple Reputation and Disguises.esp
FourwindsRestored.esp
TradeWithFiredCompanions.esp
SimpleSink.esp
Primm Reputation Restored.esp
FreesideOpen-Uncut Extra Collection.esp
Strip Wall Billboards.esp
Arizona - Uncut Extra Collections Patch.esp
FPGE Patch - Less Empty Nellis.esp
GasPumpsOfNV.esp
Overlook Cabin.esp
Future Fallout Chems.esp
Functional Post Game Ending - YUP Patch.esp
Uncut Bison Steve Trees.esp
FPGE Patch - Less Empty Primm.esp
Lucky 38 Suite Upgrade Terminal Tweak.esp
LRPenemiesredux.esp
Wild wasteland Animation pack.esp
NVxMcCarranMonorailAnimation.esp
Better Strip View Monorail Patch.esp
freesidehome.esp
zz_Sunglasses.esp
Strip Lights Region Fix - Uncut Wasteland.esp
Better Character Creation.esp
MentatsGaloreWastelandParty.esp
LeaveNoWitnesses.esp
ArizonaFPGEPatch.esp
Strip Lights Region Fix - Vault 22 Flora Overhaul Remastered.esp
Strip Lights Region Fix - The Living Desert.esp
360Movement.esp
Diagonal movement.esp
360Movement - Diagonal movement Patch.esp
LiveDismember.esp
NPCsSprint.esp
ThrowableFixes.esp
OldWorldBlues - Keep Big MT Active.esp
zzAlcoholFixes.esp
KeysFix.esp
Immersive Hit Reactions.esp
dD - Enhanced Blood Main NV.esp
NKE-Realistic Weapon Sounds.esp
ED-E 3D Sound.esp
B42 RWMS.esp
TMCOTT - Restored.esp
OWB-Path Lights - Darker Nights.esp
OWB-Path Lights.esp
Cut Sewers Restored.esp
ArmedToTheTeethNV-Redux.esp
CASM with MCM.esp
SimpleGlowingRangerVisors(NeckCover).esp
JustAssortedMods.esp
PowerArmorSize - No DLC.esp
FO4 Power Armors - FNV Standard Edition.esp
Dynamic Third Person Camera.esp
Bullet Impact Increased LOD.esp
NoBlurMenus2.esp
B42Inertia.esp
FalloutNV_lang.esp
The Mod Configuration Menu.esp
Simple DLC Delay.esp
Daughters of Ares - CouriersStash.esp
Strip Lighting Overhaul.esp
ultra luxe expanded fountain.esp
FPGE Patch - True Revival of Luxury.esp
FPGE Patch - The Town of Vice.esp
BLEEDNV - Ragdolls Patch.esp
BLEEDNV - UPNVSE+ Patch.esp
Better ArmourRepairKits (x1).esp
NVFeralGhoulChildren.esp
Tutorial Killer.esp
FNVLODGen.esp
tmzLODadditions.esp
Strip Lights Region Fix.esp
Lucky 38 Lights Redone.esp
Altitude.esp
 

I also have NMC but I have installed patches for it.

 

Edited by Binsu
Posted
1 hour ago, Binsu said:

However, I recently found a huge FNV mod that requires terrain LOD generating. I just followed the mod's instructions when generating. At first it was okay, so I felt like it shouldn't be a problem if I generate more from other mods. The first mod that needed LOD was Arizona - A Legion Expansion and the second one was Better Strip View. After Installing this happened:

 

If there are problems following third party instructions, I suggest to ask their author or on their comments/forum section. It is unclear what the 3rd party instructions were.

For object LOD generation, read the description of FNVLODGen
For terrain LOD generation, read the included Terrain-LOD-Readme.txt.
Ask specific questions if necessary.

Do not change the default texture compression/format settings.

ALWAYS set a dedicated output folder with -o command line as explained in the description/readme. Install output as a mod with the mod manager. Make sure nothing overwrites any of the generated files.

If there are problems check the FNVLODGen_log.txt logfile for errors and warnings. Upload the file if additional help is required.

Posted

Hello, I use the optimal settings... I do notice if I have my Terrain generation output enabled with those or higher settings. I am unable to run grass cache, as it will constantly CTD loop.  disabling my terrain gen output fixes that.... any ideas??

I also noticed a crash log a couple times while just playing the game that is very similar to the grass cache crash log while terrain generation is enabled.

Possible relevant objects (2)
{
  [ 206]    BSLightingShaderProperty(Name: null)
  [ 358]    NiNode(Name: `Scene Root`)
}

Probable callstack
{
  [0]   0x7FF6417DDDDA     (SkyrimSE.exe+D6DDDA)          unk_D6DD70+6A
  [1]   0x7FF641D983B5     (SkyrimSE.exe+13283B5)         unk_1328370+45
  [2]   0x7FF6416D8CEF     (SkyrimSE.exe+C68CEF)          unk_C68BA0+14F
  [3]   0x7FF6417AA58E     (SkyrimSE.exe+D3A58E)          unk_D3A4D0+BE
  [4]   0x7FF640F8E646     (SkyrimSE.exe+51E646)          unk_51E440+206
  [5]   0x7FF6417A9445     (SkyrimSE.exe+D39445)          unk_D392B0+195
  [6]   0x7FF641D05D93     (SkyrimSE.exe+1295D93)         unk_1295C30+163
  [7]   0x7FF641D553DE     (SkyrimSE.exe+12E53DE)         BSShaderTextureSet::SetTexture_12E5390+4E
  [8]   0x7FF641D3F549     (SkyrimSE.exe+12CF549)         BSLightingShaderMaterialBase::OnLoadTextureSet_12CF480+C9
  [9]   0x7FF641D4050A     (SkyrimSE.exe+12D050A)         BSLightingShaderMaterialEnvmap::OnLoadTextureSet_12D04D0+3A
  [10]  0x7FF641D34E76     (SkyrimSE.exe+12C4E76)         BSLightingShaderProperty::unk_12C4CC0+1B6
  [11]  0x7FF6416CBD71     (SkyrimSE.exe+C5BD71)          NiStream::Func15_C5BA80+2F1
  [12]  0x7FF6416C9FBE     (SkyrimSE.exe+C59FBE)          NiStream::Func1_C59F90+2E
  [13]  0x7FF6417A69D8     (SkyrimSE.exe+D369D8)          BSStream::unk_D36950+88
  [14]  0x7FF64179E949     (SkyrimSE.exe+D2E949)          unk_D2E880+C9
  [15]  0x7FF640B735B1     (SkyrimSE.exe+1035B1)          unk_1033E0+1D1
  [16]  0x7FF640C2A12F     (SkyrimSE.exe+1BA12F)          unk_1BA000+12F
  [17]  0x7FF6417A0240     (SkyrimSE.exe+D30240)          unk_D300F0+150
  [18]  0x7FF6417A0D10     (SkyrimSE.exe+D30D10)          BSResource::EntryDB<BSModelDB::DBTraits>::Func3_D30CE0+30
  [19]  0x7FF6416B3EBE     (SkyrimSE.exe+C43EBE)          BSResource__EntryDB_gs_T1_ge_::unk_C43E70+4E
  [20]  0x7FF64179D69D     (SkyrimSE.exe+D2D69D)          IOManager::Func21_D2D630+6D
  [21]  0x7FF64179A361     (SkyrimSE.exe+D2A361)          BSTaskManagerThread::Func1_D2A220+141
  [22]  0x7FF64167D6BD     (SkyrimSE.exe+C0D6BD)          StartAddress_0_C0D680+3D
  [23]  0x7FFB3E527034     (KERNEL32.DLL+17034)           
  [24]  0x7FFB3F322651     (ntdll.dll+52651)   

 

 

 

Posted
7 hours ago, Soulmancer said:

Hello, I use the optimal settings... I do notice if I have my Terrain generation output enabled with those or higher settings. I am unable to run grass cache, as it will constantly CTD loop.  disabling my terrain gen output fixes that.... any ideas??

I also noticed a crash log a couple times while just playing the game that is very similar to the grass cache crash log while terrain generation is enabled.

Possible relevant objects (2)
{
  [ 206]    BSLightingShaderProperty(Name: null)
  [ 358]    NiNode(Name: `Scene Root`)
}

Probable callstack
{
  [0]   0x7FF6417DDDDA     (SkyrimSE.exe+D6DDDA)          unk_D6DD70+6A
  [1]   0x7FF641D983B5     (SkyrimSE.exe+13283B5)         unk_1328370+45
  [2]   0x7FF6416D8CEF     (SkyrimSE.exe+C68CEF)          unk_C68BA0+14F
  [3]   0x7FF6417AA58E     (SkyrimSE.exe+D3A58E)          unk_D3A4D0+BE
  [4]   0x7FF640F8E646     (SkyrimSE.exe+51E646)          unk_51E440+206
  [5]   0x7FF6417A9445     (SkyrimSE.exe+D39445)          unk_D392B0+195
  [6]   0x7FF641D05D93     (SkyrimSE.exe+1295D93)         unk_1295C30+163
  [7]   0x7FF641D553DE     (SkyrimSE.exe+12E53DE)         BSShaderTextureSet::SetTexture_12E5390+4E
  [8]   0x7FF641D3F549     (SkyrimSE.exe+12CF549)         BSLightingShaderMaterialBase::OnLoadTextureSet_12CF480+C9
  [9]   0x7FF641D4050A     (SkyrimSE.exe+12D050A)         BSLightingShaderMaterialEnvmap::OnLoadTextureSet_12D04D0+3A
  [10]  0x7FF641D34E76     (SkyrimSE.exe+12C4E76)         BSLightingShaderProperty::unk_12C4CC0+1B6
  [11]  0x7FF6416CBD71     (SkyrimSE.exe+C5BD71)          NiStream::Func15_C5BA80+2F1
  [12]  0x7FF6416C9FBE     (SkyrimSE.exe+C59FBE)          NiStream::Func1_C59F90+2E
  [13]  0x7FF6417A69D8     (SkyrimSE.exe+D369D8)          BSStream::unk_D36950+88
  [14]  0x7FF64179E949     (SkyrimSE.exe+D2E949)          unk_D2E880+C9
  [15]  0x7FF640B735B1     (SkyrimSE.exe+1035B1)          unk_1033E0+1D1
  [16]  0x7FF640C2A12F     (SkyrimSE.exe+1BA12F)          unk_1BA000+12F
  [17]  0x7FF6417A0240     (SkyrimSE.exe+D30240)          unk_D300F0+150
  [18]  0x7FF6417A0D10     (SkyrimSE.exe+D30D10)          BSResource::EntryDB<BSModelDB::DBTraits>::Func3_D30CE0+30
  [19]  0x7FF6416B3EBE     (SkyrimSE.exe+C43EBE)          BSResource__EntryDB_gs_T1_ge_::unk_C43E70+4E
  [20]  0x7FF64179D69D     (SkyrimSE.exe+D2D69D)          IOManager::Func21_D2D630+6D
  [21]  0x7FF64179A361     (SkyrimSE.exe+D2A361)          BSTaskManagerThread::Func1_D2A220+141
  [22]  0x7FF64167D6BD     (SkyrimSE.exe+C0D6BD)          StartAddress_0_C0D680+3D
  [23]  0x7FFB3E527034     (KERNEL32.DLL+17034)           
  [24]  0x7FFB3F322651     (ntdll.dll+52651)   

Always post entire log when making reports.

The crash can not be because of generated LOD files.

The relevant object points to a NIF that has a NiNode with the name "Scene Root".  A NiNode root node instead of BSFadeNode can be problematic depending on the NIF and how it is used. https://dyndolod.info/Messages/Root-Block. Typically I would expect the relevant objects to mention the reference and base records in this case.

Generated LOD files do not contain "Scene Root" names/strings. It is typically custom meshes from mods.

The call stack also hints that there could be a problem with the texture. Like non power of two resolution for example.

Often the NIF or DDS is mentioned in the rest of the crash log.

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