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Posted
  On 11/11/2021 at 7:11 PM, sheson said:

This is the support thread for the tool itself, not any modding guides.

Which plugin to use is up to user preference. You can just generate terrain meshes for Tamriel  with SSE-Terrain-Tamriel-Extend.esm pretty quick to get the extended ocean. It's not going to change any terrain textures compared to one generated with  SSE-Terrain-Tamriel.esm.

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Sorry for the confusion. I only mentioned the guide to explain the situation. I wasn't trying to get any feedback about it.

Thanks for the tip.

Posted (edited)

I ran into a small issue generating terrain LOD meshes for FO4 using the latest beta 85. The xLODGen output seems to disable LOD water in a specific cell. I know this technically shouldn't be a thing, but toggling the xLODGen output off shows that cells water LOD again. The area I am referring to is under the highway overpass. The LODGen log shows no errors: https://pastebin.com/mXTqLStF

Otvy9l1.png guthGWj.png

Edited by Phlunder
Posted
  On 11/13/2021 at 6:28 PM, Phlunder said:

I ran into a small issue generating terrain LOD meshes for FO4 using the latest beta 85. The xLODGen output seems to disable LOD water in a specific cell. I know this technically shouldn't be a thing, but toggling the xLODGen output off shows that cells water LOD again. The area I am referring to is under the highway overpass. The LODGen log shows no errors: https://pastebin.com/mXTqLStF

Otvy9l1.png guthGWj.png

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Double check the water record and height for the affected cell in xEdit. Typically LOD generation reflects the data in the load order.

Posted (edited)
  On 11/13/2021 at 8:11 PM, sheson said:

Double check the water record and height for the affected cell in xEdit. Typically LOD generation reflects the data in the load order.

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I had to figure out that I have to disable precombines first to even be able to click any static reference. I think I found the cell, and the issue? It has the data flag No LOD Water in vanilla, for whatever reason. I am not sure how to find the water record in question though.

ZD7LQIg.png

Edit: Removing the No LOD Water flag and regenerating terrain LOD fixed it! Thanks for bringing me on the right track!

Edited by Phlunder
Posted
  On 11/13/2021 at 8:41 PM, Phlunder said:

I had to figure out that I have to disable precombines first to even be able to click any static reference. I think I found the cell, and the issue? It has the data flag No LOD Water in vanilla, for whatever reason. I am not sure how to find the water record in question though.

ZD7LQIg.png

Edit: Removing the No LOD Water flag and regenerating terrain LOD fixed it! Thanks for bringing me on the right track!

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You can get the current cell coordinates by dividing the player.getpos x|y by 4096.

Posted (edited)
  On 11/13/2021 at 9:42 PM, sheson said:

You can get the current cell coordinates by dividing the player.getpos x|y by 4096.

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Thanks, I was unaware of that command! I always use DynDOLOD's MCM to figure out my current cell, heh. Thank you for the FO4LODGen Resources by the way, brings sanity to the sometimes messy and unfinished state of the vanilla LOD assets.

Edited by Phlunder
Posted

Sheson, I have a problem running xLodgen for FO4. I am using the latest beta 85 and the process suspends in the middle of every run. I tried resuming the process with resource monitor but could not get it to start up again. I copied the log up to the point of suspension. I don't know what is going wrong. My rig is powerful enough to run the process with no problems, I turned off my antivirus for the run also. Every run seems to stall after finishing the LOD levels and when starting terrain LOD meshes.

I don't know what else to do. Is there an archive where I can download a previous version?

xLodgen Log.txtFetching info...

Posted
  On 11/14/2021 at 6:11 PM, JayPrime said:

Sheson, I have a problem running xLodgen for FO4. I am using the latest beta 85 and the process suspends in the middle of every run. I tried resuming the process with resource monitor but could not get it to start up again. I copied the log up to the point of suspension. I don't know what is going wrong. My rig is powerful enough to run the process with no problems, I turned off my antivirus for the run also. Every run seems to stall after finishing the LOD levels and when starting terrain LOD meshes.

I don't know what else to do. Is there an archive where I can download a previous version?

xLodgen Log.txt 871 kB · 0 downloads

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Check if xLODGen in task manager still uses CPU or if it might be waiting for Texconvx64.exe running spawned in the background. Make sure no UAC, anti-vir is blocking access.

Do not generate to the game data folder or mod manager folders. Use -o to set a dedicated output folder.

Posted

So I finally solved a problem why I had "plastic-wrapped mountains" after enabling the Terrain Underside option before generating -- it's because of Terrain Manager settings that were set too low in Skyrimprefs.ini, especially fBlockMaximumDistance.

Previous (I think BethINI did these settings):

fBlockLevel0Distance=50000.0000
fBlockLevel1Distance=72500.0000
fBlockMaximumDistance=94000.0000
fSplitDistanceMult=4.0000
fTreeLoadDistance=72500.0000

After setting to vanilla Ultra settings:

fBlockLevel0Distance=35000.0000
fBlockLevel1Distance=70000.0000
fBlockMaximumDistance=250000.0000
fSplitDistanceMult=1.5
fTreeLoadDistance=75000.0000

No more "plastic wrap"!

  • 2 weeks later...
Posted (edited)

Hi, I have the same problem some others already reported here, xLODGen/xLODGenx64 randomly crashes when creating textures after the mesh creation is complete (target SkyrimSE, Terrain LOD). In the logs you see nothing, it simply stops. In the windows event log the crash is logged with exception code "0x0eedfade", I think this means "Unknown software exception", so this isn't really very helpfull. I am running this on a high end rig (threadripper), so I guess it's a multithreading/race condition problem, or so.

grafik.thumb.png.21e9747e6d6987f2cac1cf8492f059f0.png

Edited by nopse
Posted
  On 11/27/2021 at 8:04 AM, nopse said:

Hi, I have the same problem some others already reported here, xLODGen/xLODGenx64 randomly crashes when creating textures after the mesh creation is complete (target SkyrimSE, Terrain LOD). In the logs you see nothing, it simply stops. In the windows event log the crash is logged with exception code "0x0eedfade", I think this means "Unknown software exception", so this isn't really very helpfull. I am running this on a high end rig (threadripper), so I guess it's a multithreading/race condition problem, or so.

grafik.thumb.png.21e9747e6d6987f2cac1cf8492f059f0.png

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Any exception happening in the application is handled by it and should produce a bugreport.txt. That is why it makes it so hard to analyze or troubleshoot. Any normal race condition should not be able to break out of it. it you have the means to reduce the max number of cores/threads for testing, try that anyways.

Posted

I think, running TexGenx64.exe in Windows 8 compatibility mode fixes the problem. Because I had a similiar error, when running TexGen to create textures. I always got a "file not found error" (or so) at the line "textures\landscape\roads\road01_n.dds,textures\landscape\roads\road01fallforest01_n.dds" in "DynDOLOD_TES5_TexGen_copy_skyrimesm.txt", when TexGen was creating some temporay files. If I commented that line out, I got a "file not found error" at the next line. I suppose TexGen can open only a limited number of files within a certain time interval. If it tries to open more, you get a "file not found error". Maybe its a bug in the VFS from ModOrganizer2, but running Texgen in Windows 8 compatibility mode, seems to solve the problem.

Posted
  On 11/28/2021 at 12:25 PM, nopse said:

I think, running TexGenx64.exe in Windows 8 compatibility mode fixes the problem. Because I had a similiar error, when running TexGen to create textures. I always got a "file not found error" (or so) at the line "textures\landscape\roads\road01_n.dds,textures\landscape\roads\road01fallforest01_n.dds" in "DynDOLOD_TES5_TexGen_copy_skyrimesm.txt", when TexGen was creating some temporay files. If I commented that line out, I got a "file not found error" at the next line. I suppose TexGen can open only a limited number of files within a certain time interval. If it tries to open more, you get a "file not found error". Maybe its a bug in the VFS from ModOrganizer2, but running Texgen in Windows 8 compatibility mode, seems to solve the problem.

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This is the xLODGen thread!?

If TexGen or any tool has problem finding files it because the files do not exist or the OS, antivir etc. prevent access.

We all use MO opening files without problems. 

Posted

I saw the file in ModOrganizer2 in the Data tab, it existed (overwritten two times, by  "Landscapes - Cathedral Concept" and "Skyrim_Realistic_Overhaul"), but TexGen couldn't see it, only after i set "Windows 8 compatibility mode" for the TexGenx64.exe, it worked.

grafik.thumb.png.d1794e344e12f4ddb4f302e5f636aa42.png

Posted
  On 11/28/2021 at 6:18 PM, nopse said:

I saw the file in ModOrganizer2 in the Data tab, it existed (overwritten two times, by  "Landscapes - Cathedral Concept" and "Skyrim_Realistic_Overhaul"), but TexGen couldn't see it, only after i set "Windows 8 compatibility mode" for the TexGenx64.exe, it worked.

grafik.thumb.png.d1794e344e12f4ddb4f302e5f636aa42.png

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Programs like xEdit, xLODGen, DynDOLOD  etc. use standard OS function to access files. It is the OS that tells a program if a file exists or not. Either because the files does not exist or the OS prevents access, typically because of UAC, antivir etc.

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