sheson Posted November 8, 2023 Author Posted November 8, 2023 On 11/8/2023 at 8:45 PM, Kopachris said: I don't see a link to the source code of your modifications to xEdit in the main post, only a link to the main xEdit GitHub repository. As xEdit is licensed under the Mozilla Public License, which is copyleft, can you please share that code? It is planed to add the beta code to main xEdit eventually. Until then here is a diff https://mega.nz/file/NcxGDaII#DC8N4VGTxL-UpcHPsoa0b-IeR1tTb1z8HVwlnxXAEyg
Kopachris Posted November 11, 2023 Posted November 11, 2023 On 11/8/2023 at 3:30 PM, sheson said: It is planed to add the beta code to main xEdit in the next couple months. Until then here is a diff https://mega.nz/file/NcxGDaII#DC8N4VGTxL-UpcHPsoa0b-IeR1tTb1z8HVwlnxXAEyg Thanks! For future reference, under the terms of the Mozilla Public License which xEdit is published under, for a fork like you are maintaining, you must publish your source code alongside your link to the xEdit source code, always. (Since you're not incorporating xEdit's source code into a larger work.) You've probably already heard this, but I think you may as well make a public fork on GitHub. It'll probably be the easiest way of keeping track of both versions. It might also help clarify why people need to download your specific fork of xEdit for terrain LOD generation if the relationship between the codebases is more visible.
sheson Posted November 11, 2023 Author Posted November 11, 2023 5 minutes ago, Kopachris said: Thanks! For future reference, under the terms of the Mozilla Public License which xEdit is published under, for a fork like you are maintaining, you must publish your source code alongside your link to the xEdit source code, always. (Since you're not incorporating xEdit's source code into a larger work.) You've probably already heard this, but I think you may as well make a public fork on GitHub. It'll probably be the easiest way of keeping track of both versions. It might also help clarify why people need to download your specific fork of xEdit for terrain LOD generation if the relationship between the codebases is more visible. The xLODGen betas are temporary branches. https://dyndolod.info/Help/xLODGen xLODGen terrain LOD beta is the latest beta version where the current development and new features are tested before they are merged back into official xEdit and xLODGen releases.
asas Posted November 16, 2023 Posted November 16, 2023 (edited) Hello there and I apologize in advance for asking questions when I don't belong in this thread. Could somebody help me Quote Use -o:"c:\OutputPath\" command line parameter to change where files are generated to, default is the game folder. Then install output as a mod. I have never installed a mod before. I'm not that great with computers but I'm trying to learn. I am following this guide from System Setup Guide, which I got to from the Skyrim Special Edition Guide. Thanks for your help and sorry for ignoring the warning for experienced people with xEdit, xLODGen or DynDOLOD only. I'm looking through this thread for solutions. Edited November 16, 2023 by asas
asas Posted November 16, 2023 Posted November 16, 2023 1 hour ago, asas said: Hello there and I apologize in advance for asking questions when I don't belong in this thread. Could somebody help me I have never installed a mod before. I'm not that great with computers but I'm trying to learn. I am following this guide from System Setup Guide, which I got to from the Skyrim Special Edition Guide. Thanks for your help and sorry for ignoring the warning for experienced people with xEdit, xLODGen or DynDOLOD only. I'm looking through this thread for solutions. I've done some stuff that is similar in Mod Organizer per the Skyrim Special Edition guide referenced above, hopefully that will handle my question. Also concerned about whether its supposed to be SSELODGen.exe and xLODGenx64.exe or SSELODGenx64.
sheson Posted November 16, 2023 Author Posted November 16, 2023 17 minutes ago, asas said: I've done some stuff that is similar in Mod Organizer per the Skyrim Special Edition guide referenced above, hopefully that will handle my question. Also concerned about whether its supposed to be SSELODGen.exe and xLODGenx64.exe or SSELODGenx64. Use the x64 version and instead of renaming add -sse to Arguments field in MO2. For example: -sse -o:"c:\OutputPath\" You can rename xLODGenx64.exe to SSELODGenx64.exe or SEELODGen.exe. The x64 part of the file name is for humans.
Poncington Posted November 23, 2023 Posted November 23, 2023 (edited) I can't seem to get the lods to generate to the folder that I specify in arguments. It always goes to the overwrite folder. The only thing that seems to work is telling MO2 to generate the files in an empty mod in the left pane but the instructions on page one say not to do it this way so now I'm wondering if it's not turning out 100% right despite the appearance of being installed as a mod. Is there any reason I can't just copy paste the output from over write to another folder then .zip it and install as a mod? Edited November 23, 2023 by Poncington
DoubleYou Posted November 23, 2023 Posted November 23, 2023 2 hours ago, Poncington said: I can't seem to get the lods to generate to the folder that I specify in arguments. It always goes to the overwrite folder. The only thing that seems to work is telling MO2 to generate the files in an empty mod in the left pane but the instructions on page one say not to do it this way so now I'm wondering if it's not turning out 100% right despite the appearance of being installed as a mod. Is there any reason I can't just copy paste the output from over write to another folder then .zip it and install as a mod? Typically this happens when the user mistakenly puts a space between the colon and the quotation mark. Generating with the VFS typically causes issues, so no that is not recommended.
sheson Posted November 24, 2023 Author Posted November 24, 2023 6 hours ago, Poncington said: I can't seem to get the lods to generate to the folder that I specify in arguments. It always goes to the overwrite folder. The only thing that seems to work is telling MO2 to generate the files in an empty mod in the left pane but the instructions on page one say not to do it this way so now I'm wondering if it's not turning out 100% right despite the appearance of being installed as a mod. Is there any reason I can't just copy paste the output from over write to another folder then .zip it and install as a mod? No logs were uploaded Read the first post and/or the readme.txt included in the download archive how to set the -o command line argument properly. https://dyndolod.info/Help/xLODGen#Installation MO2 only puts new files into the Overwrite folder, while existing files are being replaced in their mod folder. Read and follow the instructions. They exist for a reason.
Noxzc Posted December 27, 2023 Posted December 27, 2023 (edited) Hey there, I've been generating LOD for a custom worldspace and textures aren't appearing properly on the world map. I don't know if this is an issue or intentional, and if its the latter how can I fix it? Picture reference is attached. (The darker white is what I'm referring to, as opposed to Skyrim's brighter white on the world map to represent snow.) Photos are of the worldspace and its map. I flew in the air to get an overhead shot, but it still appears like that out of LOD range when on the ground. Any help is appreciated, thanks for the amazing tool. (This is in Skyrim SE.) Edited December 27, 2023 by Noxzc
sheson Posted December 27, 2023 Author Posted December 27, 2023 1 hour ago, Noxzc said: Hey there, I've been generating LOD for a custom worldspace and textures aren't appearing properly on the world map. I don't know if this is an issue or intentional, and if its the latter how can I fix it? Picture reference is attached. (The darker white is what I'm referring to, as opposed to Skyrim's brighter white on the world map to represent snow.) Photos are of the worldspace and its map. I flew in the air to get an overhead shot, but it still appears like that out of LOD range when on the ground. Any help is appreciated, thanks for the amazing tool. (This is in Skyrim SE.) No log file or link to the mod has been provided. The first screenshot looks like a typical map, with the usual noise texture and map overlays applied by the game. See map INI settings https://stepmodifications.org/wiki/Guide:Skyrim_INI/MapMenu Check/compare the actual generated textures, LOD level 4 and LOD level 32, they should look exactly the same in terms of color tone etc. provided you left gamma, contrast and brightness default. See https://dyndolod.info/Help/xLODGen#Terrain-LOD-Textures-Brightness and https://dyndolod.info/Mods/Maps-And-Map-Mods Use better quality for terrain LOD level 32 and optimize unseen 550 for better coastlines. https://dyndolod.info/Help/xLODGen#Generating-Terrain-LOD-Meshes
Noxzc Posted December 27, 2023 Posted December 27, 2023 40 minutes ago, sheson said: No log file or link to the mod has been provided. The first screenshot looks like a typical map, with the usual noise texture and map overlays applied by the game. See map INI settings https://stepmodifications.org/wiki/Guide:Skyrim_INI/MapMenu Check/compare the actual generated textures, LOD level 4 and LOD level 32, they should look exactly the same in terms of color tone etc. provided you left gamma, contrast and brightness default. See https://dyndolod.info/Help/xLODGen#Terrain-LOD-Textures-Brightness and https://dyndolod.info/Mods/Maps-And-Map-Mods Use better quality for terrain LOD level 32 and optimize unseen 550 for better coastlines. https://dyndolod.info/Help/xLODGen#Generating-Terrain-LOD-Meshes Thanks so much for the response. I can provide a file if needed, however the mod is still very much in development and these LOD generations have just been tests and such., hence why I didnt provide one. So I understand this as not being a lodgen issue and just a Skyrim snow shader problem, yes? Where do I install one of these better snow shaders youve linked me? And thank you for the coastline thing, that really made a difference. Thanks again
sheson Posted December 28, 2023 Author Posted December 28, 2023 9 hours ago, Noxzc said: Thanks so much for the response. I can provide a file if needed, however the mod is still very much in development and these LOD generations have just been tests and such., hence why I didnt provide one. So I understand this as not being a lodgen issue and just a Skyrim snow shader problem, yes? Where do I install one of these better snow shaders youve linked me? And thank you for the coastline thing, that really made a difference. Thanks again It is not a LODGen issue if you compared the terrain LOD textures with an image viewer that they are identical in color tone and their only difference is the number of cells they cover and their resolution per cell. Mods, including the ones changing snow shaders that cover objects, are installed in the games data folder.
dionysist Posted January 1 Posted January 1 xLODGen version 106. I am using Skyrim VR. Now that we can go over the 255 plugin limit, I have 302 active plugins. When attempting to run xLODGen, I receive the message in the bottom of the window: Error: too many modules. The complete log: TES5VRLODGen 4.1.5b EXTREMELY EXPERIMENTAL Terrain LOD Beta x64 (5CB57E32) starting session 2023-12-31 22:25:19 The Source Code Form of this program is subject to the terms of the Mozilla Public License, v. 2.0 If a copy of the MPL was not distributed with this file, You can obtain one at https://mozilla.org/MPL/2.0/. The Source Code Form is available at https://github.com/TES5Edit/TES5Edit Using Skyrim VR Data Path: C:\Steam\steamapps\common\SkyrimVR\Data\ Using Scripts Path: C:\xLODGen.106\xLODGen\Edit Scripts\ Using ini: C:\Steam\steamapps\common\SkyrimVR\\Skyrim.ini Using custom ini: C:\Users\Westbrook People\Documents\My Games\Skyrim VR\SkyrimCustom.ini Using save path: C:\Users\Westbrook People\Documents\My Games\Skyrim VR\Saves\ Using plugin list: C:\Users\Westbrook People\AppData\Local\Skyrim VR\Plugins.txt Using settings file: C:\Users\Westbrook People\AppData\Local\Skyrim VR\Plugins.tes5vrviewsettings Using language: English Using general string encoding: 1252 (ANSI - Latin I) Using translatable string encoding: 1252 (ANSI - Latin I) Using VMAD string encoding: 65001 (UTF-8) Loading active plugin list: C:\Users\Westbrook People\AppData\Local\Skyrim VR\Plugins.txt
sheson Posted January 1 Author Posted January 1 4 hours ago, dionysist said: xLODGen version 106. I am using Skyrim VR. Now that we can go over the 255 plugin limit, I have 302 active plugins. When attempting to run xLODGen, I receive the message in the bottom of the window: Error: too many modules. The complete log: TES5VRLODGen 4.1.5b EXTREMELY EXPERIMENTAL Terrain LOD Beta x64 (5CB57E32) starting session 2023-12-31 22:25:19 The Source Code Form of this program is subject to the terms of the Mozilla Public License, v. 2.0 If a copy of the MPL was not distributed with this file, You can obtain one at https://mozilla.org/MPL/2.0/. The Source Code Form is available at https://github.com/TES5Edit/TES5Edit https://stepmodifications.org/forum/topic/13451-xlodgen-terrain-lod-beta-106-for-fnv-fo3-fo4-fo4vr-tes5-sse-tes5vr-enderal-enderalse/ xLODGen beta 106 - based on xEdit 4.1.5b https://dyndolod.info/Help/xLODGen xLODGen is a renamed xEdit to automatically start the -lodgen xEdit tool mode. https://www.nexusmods.com/skyrimspecialedition/mods/106712?tab=posts Various tools have or are being updated for ESL support. Check them here: https://github.com/Nightfallstorm/SkyrimVRESL/wiki/Modding-Tools-status https://github.com/Nightfallstorm/SkyrimVRESL/wiki/Modding-Tools-status TES5VREdit: Support will be added soon
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