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Posted (edited)
  On 12/23/2018 at 7:53 AM, Ashotep said:

I've tried download xlodgen .34 and .35 and both times windows deletes the file because it has detected Win32/Cloxer.D!cl trojan.  Is this a false positive or something mega tried to insert?  I'm currently halfway through a Special Edition overhaul and your fantastic file is required.

 

I did some more searching and from what I'm seeing that a recent windows 10 update is triggering a false positive.  FYI.  I don't know if there is anything you can do about it.  Thanks again for your work.

In cases like this do a multiscan https://www.virustotal.com/#/file/22d12e6548f6c83d94b61563548a68c600da2d3aa30d32967c5d8eb5189e61de/detection

Edited by sheson
Posted
  Quote

 

Edit: I applied the xEdit 4.0.1 updates to xLODGen beta 0.35

Maybe the latest compile fixes whatever it is that confuses MO.

Since 0.35 doesn't require to be run in admin mode anymore the issue is fixed, MO2 only had issues when an application required admin rights to run, but even that has been fixed by LostDragonist already, tho it hasn't made it into a new build yet, but the updated exe can be found in the testers channel.

Posted
  On 12/23/2018 at 1:01 PM, El_Rizzo said:

Since 0.35 doesn't require to be run in admin mode anymore the issue is fixed, MO2 only had issues when an application required admin rights to run, but even that has been fixed by LostDragonist already, tho it hasn't made it into a new build yet, but the updated exe can be found in the testers channel.

Thanks for letting us know.

Posted (edited)

I'm no stranger to LODGen, and this is throwing me for a round.

 

Followed the starting guide on the front page, and for some reason, the generated terrain LOD causes the game to CTD upon loading an exterior cell. This happens with no mods active, so it's not due to some funky conflict.

 

I installed this particular build of LODGen by making a folder on the desktop, extracting the archive into it, and renaming the executables to SSELODGen.exe & SSELODGenx64.exe.

 

To launch LODGen, I use the following command in a .bat file: SSELODGen.exe -o:"H:\Modding\Skyrim SSE\SSELODGen Terrain"

 

 

I used the following settings:

 

Build Meshes - Enabled

Build Diffuse - Enabled

Diffuse Format - DXT1

Diffuse Mipmap - Enabled

Build Normal - Enabled

Normal Format - 565

Normal Mipmap - Enabled

Raise Steepness - Enabled

Protect Borders - Enabled

Bake Normal-Maps - Disabled

Max Vertices - 32767

Brightness - 0

Contrast - 0

Gamma - 1.00

Default Size Diffuse - 512

Default Size Normal - 512

 

For LOD4:

Meshes Quality - 5

Meshes Optimize Unseen - 100

Diffuse Size - 512

Normal Size - 256

 

For LOD8:

Meshes Quality - 10

Meshes Optimize Unseen - 200

Diffuse Size - 512

Normal Size - 512

 

For LOD16:

Meshes Quality - 15

Meshes Optimize Unseen - 300

Diffuse Size - 1024

Normal Size - 1024

 

For LOD32:

Meshes Quality - 20

Meshes Optimize Unseen - 400

Diffuse Size - 2048

Normal Size - 2048

 

 

My specs:

CPU - i7 6700k

GPU - Vega 56 8GB

RAM - 32GB DDR4 @ 3000Mhz

OS - Windows 7 x64

 

 

Here's an archive of the generated landscape LOD. Note that uncompressed it balloons to over 4GB in size: https://mega.nz/#!uh810AKZ!zdh3VEotYjA_niq7kWDigCTMzh7f8eKJuCKduLv7mNY

Edited by FiftyTifty
Posted (edited)
  On 12/26/2018 at 7:47 PM, FiftyTifty said:

I'm no stranger to LODGen, and this is throwing me for a round.

 

Followed the starting guide on the front page, and for some reason, the generated terrain LOD causes the game to CTD upon loading an exterior cell. This happens with no mods active, so it's not due to some funky conflict.

 

I installed this particular build of LODGen by making a folder on the desktop, extracting the archive into it, and renaming the executables to SSELODGen.exe & SSELODGenx64.exe.

 

To launch LODGen, I use the following command in a .bat file: SSELODGen.exe -o:"H:\Modding\Skyrim SSE\SSELODGen Terrain"

 

 

I used the following settings:

 

Build Meshes - Enabled

Build Diffuse - Enabled

Diffuse Format - DXT1

Diffuse Mipmap - Enabled

Build Normal - Enabled

Normal Format - 565

Normal Mipmap - Enabled

Raise Steepness - Enabled

Protect Borders - Enabled

Bake Normal-Maps - Disabled

Max Vertices - 32767

Brightness - 0

Contrast - 0

Gamma - 1.00

Default Size Diffuse - 512

Default Size Normal - 512

 

For LOD4:

Meshes Quality - 5

Meshes Optimize Unseen - 100

Diffuse Size - 512

Normal Size - 256

 

For LOD8:

Meshes Quality - 10

Meshes Optimize Unseen - 200

Diffuse Size - 512

Normal Size - 512

 

For LOD16:

Meshes Quality - 15

Meshes Optimize Unseen - 300

Diffuse Size - 1024

Normal Size - 1024

 

For LOD32:

Meshes Quality - 20

Meshes Optimize Unseen - 400

Diffuse Size - 2048

Normal Size - 2048

 

 

My specs:

CPU - i7 6700k

GPU - Vega 56 8GB

RAM - 32GB DDR4 @ 3000Mhz

OS - Windows 7 x64

 

 

Here's an archive of the generated landscape LOD. Note that uncompressed it balloons to over 4GB in size: https://mega.nz/#!uh810AKZ!zdh3VEotYjA_niq7kWDigCTMzh7f8eKJuCKduLv7mNY

Do not use the texture format 565 with Skyrim Special Edition on Windows 7. https://forum.step-project.com/topic/13451-xlodgen-terrain-lod-beta-for-fnv-fo3-fo4-fo4vr-tes5-sse-tes5vr/?view=findpost&p=217012

Edited by sheson
Posted

Hi sheson!

 

I'm having an issue where the program refuses to generate LOD textures, it only generates meshes and then just skips all textures entirely. What could be the cause for this?

 

I have reinstalled it multiple times and I have the latest version.

 

I am running the program through the latest version of MO2 with no launch parameters (the program is located on the same drive as the game and MO2 and the exe is named correctly, SSELODGen).

 

The problem started sometime after I migrated my games to an SSD (I have reinstalled and redone my modlist about twice since then though) including SSE.

 

Here's the log (the interesting part, will provide full log if needed):

 

  Quote

 

[Tamriel] Building terrain LOD textures [-64,-64] to [63,63] 4/4
<Notice: Skipping chunk 32 [-64,-64] because file already exists: e:\steam games\steamapps\common\skyrim special edition\data\textures\terrain\tamriel\tamriel.32.-64.-64.dds>
<Notice: Skipping chunk 32 [-32,-64] because file already exists: e:\steam games\steamapps\common\skyrim special edition\data\textures\terrain\tamriel\tamriel.32.-32.-64.dds>
<Notice: Skipping chunk 32 [0,-64] because file already exists: e:\steam games\steamapps\common\skyrim special edition\data\textures\terrain\tamriel\tamriel.32.0.-64.dds>
<Notice: Skipping chunk 32 [32,-64] because file already exists: e:\steam games\steamapps\common\skyrim special edition\data\textures\terrain\tamriel\tamriel.32.32.-64.dds>
<Notice: Skipping chunk 32 [-64,-32] because file already exists: e:\steam games\steamapps\common\skyrim special edition\data\textures\terrain\tamriel\tamriel.32.-64.-32.dds>
<Notice: Skipping chunk 32 [-32,-32] because file already exists: e:\steam games\steamapps\common\skyrim special edition\data\textures\terrain\tamriel\tamriel.32.-32.-32.dds>
<Notice: Skipping chunk 32 [0,-32] because file already exists: e:\steam games\steamapps\common\skyrim special edition\data\textures\terrain\tamriel\tamriel.32.0.-32.dds>
<Notice: Skipping chunk 32 [32,-32] because file already exists: e:\steam games\steamapps\common\skyrim special edition\data\textures\terrain\tamriel\tamriel.32.32.-32.dds>
<Notice: Skipping chunk 32 [-64,0] because file already exists: e:\steam games\steamapps\common\skyrim special edition\data\textures\terrain\tamriel\tamriel.32.-64.0.dds>
<Notice: Skipping chunk 32 [-32,0] because file already exists: e:\steam games\steamapps\common\skyrim special edition\data\textures\terrain\tamriel\tamriel.32.-32.0.dds>
<Notice: Skipping chunk 32 [0,0] because file already exists: e:\steam games\steamapps\common\skyrim special edition\data\textures\terrain\tamriel\tamriel.32.0.0.dds>
<Notice: Skipping chunk 32 [32,0] because file already exists: e:\steam games\steamapps\common\skyrim special edition\data\textures\terrain\tamriel\tamriel.32.32.0.dds>
<Notice: Skipping chunk 32 [-64,32] because file already exists: e:\steam games\steamapps\common\skyrim special edition\data\textures\terrain\tamriel\tamriel.32.-64.32.dds>
<Notice: Skipping chunk 32 [-32,32] because file already exists: e:\steam games\steamapps\common\skyrim special edition\data\textures\terrain\tamriel\tamriel.32.-32.32.dds>
<Notice: Skipping chunk 32 [0,32] because file already exists: e:\steam games\steamapps\common\skyrim special edition\data\textures\terrain\tamriel\tamriel.32.0.32.dds>
<Notice: Skipping chunk 32 [32,32] because file already exists: e:\steam games\steamapps\common\skyrim special edition\data\textures\terrain\tamriel\tamriel.32.32.32.dds>
Building terrain LOD textures elapsed time: 00:35
LOD Generator: finished (you can close this application now)

  I am almost 99% sure this is something on my end, I just can't for the life of me figure out what it is since the program used to work just fine on my PC before.

Posted
  On 1/2/2019 at 11:43 PM, SkyBlu said:

Hi sheson!

 

I'm having an issue where the program refuses to generate LOD textures, it only generates meshes and then just skips all textures entirely. What could be the cause for this?

 

I have reinstalled it multiple times and I have the latest version.

 

I am running the program through the latest version of MO2 with no launch parameters (the program is located on the same drive as the game and MO2 and the exe is named correctly, SSELODGen).

 

The problem started sometime after I migrated my games to an SSD (I have reinstalled and redone my modlist about twice since then though) including SSE.

 

Here's the log (the interesting part, will provide full log if needed):

 

  I am almost 99% sure this is something on my end, I just can't for the life of me figure out what it is since the program used to work just fine on my PC before.

The reason is given in then message:

 

... Skipping ... because file already exists ...

 

From the Readme:

 

If terrain LOD textures already exist in the output folder, their generation will be skipped. This can be used to continue generating terrain LOD textures for large worldspaces in case there was a problem like not enough space left on a drive. Simply restart with the same options. Otherwise move or selectively delete old terrain LOD textures before generating new ones.

 

Take note of the skipping messages. If the diffuse or normal texture for a higher LOD level already exists, then all lower LOD levels that are covered by the higher LOD level are skipped as well. So in order to re-generate a LOD level 4 texture, it is not enough to just delete the LOD level 4 files for the diffuse and normal texture, the higher LOD level diffuse and normal textures files need to be deleted as well.

 
Generating Meshes always overwrite old files.
 

 

I suggest to use the -o command line parameter to set a dedicated output folder so to not overwrite existing LOD meshe/texture files already existing in the output folder or being linked, or in mapped mod folders.

Posted (edited)

Hi!

Do I need to regenerate terrain LOD meshes and textures with xLodGen after tweaking my INI settings? I mean those: fBlockLevel1Distance, fBlockLevel0Distance, fSplitDistanceMult.

 

I changed them like this:

- fBlockLevel1Distance 90000 >>> 70000

- fBlockLevel0Distance 60000 >>> 35000

- fSplitDistanceMult 1.5 >>> 2.0

 

Also, do I need to re-run xLodGen after installing other mods? I don't mean graphical (textures and meshes) mods, but things like esp, esl and esm (USSEP) plugins etc.

 

Thanks for help in advance

Edited by Mirelurk123
Posted (edited)
  On 1/5/2019 at 11:28 AM, Mirelurk123 said:

Hi!

Do I need to regenerate terrain LOD meshes and textures with xLodGen after tweaking my INI settings? I mean those: fBlockLevel1Distance, fBlockLevel0Distance, fSplitDistanceMult.

 

I changed them like this:

- fBlockLevel1Distance 90000 >>> 70000

- fBlockLevel0Distance 60000 >>> 35000

- fSplitDistanceMult 1.5 >>> 2.0

No, of course not. These settings control at which distance the generated files for the LOD levels are loaded.

 

  On 1/5/2019 at 11:28 AM, Mirelurk123 said:

Also, do I need to re-run xLodGen after installing other mods? I don't mean graphical (textures and meshes) mods, but things like esp, esl and esm (USSEP) plugins etc.

 

Thanks for help in advance

There never is a technical requirement to generate LOD for the load order. Terrain, Object and Tree LOD is just pre-computed files that are loaded. The only requirement is visually.

 

Plugins can change terrain, object and trees, placement or looks. If LOD might be changed by a plugin depends entirely on what the plugins changes and can not be genreally answered.

Edited by sheson
Posted

Are there any news on a possible Oblivion version?

Posted (edited)
  On 1/12/2019 at 5:52 PM, sheson said:

xLODGen Terrain LOD beta 0.36 fixes a bug with baking normal textures in Fallout 4 that caused dark spots.

So actually no need to generate new lod if "bake normals" wasnt ticked beforehand?

Edited by Tacocat
Posted
  On 1/12/2019 at 8:23 PM, Tacocat said:

So actually no need to generate new lod if "bake normals" wasnt ticked beforehand?

Yes, no need.. However, there never is a need to generate LOD because of a new version. Only generate it there was a change in the load order that affects terrain LOD or a visible problem that needs to be fixed.

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