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Posted
  On 6/9/2024 at 8:54 AM, Chicago119 said:

Updated, tried running it on a profile with absolutely no mods enabled including UFO4P, and got a similar issue. Ended immediately with this:
[00:00] Generating LOD
[00:00] [Commonwealth] Generating Terrain LOD
[00:00] [Commonwealth] Gathering CELL and LAND records
[00:03] Error processing cell LaytonTowersExt [CELL:0000E508] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 0,-8): Assertion failure (E:\Delphi\Projects\xLODGen\Core\wbImplementation.pas, line 6644)
Error processing cell LaytonTowersExt [CELL:0000E508] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 0,-8): Assertion failure (E:\Delphi\Projects\xLODGen\Core\wbImplementation.pas, line 6644)

Bugreport.txt: https://pastebin.com/5i34sj1v

Event logs: https://pastebin.com/2LAKSimx

FO4LODGenLog: https://pastebin.com/Ak1h30Ny

 

I then tried going back to my main profile just to see and to my surprise it ran for a little while before crashing, generating some meshes and textures.

LODGen_log: https://pastebin.com/P0pEDWAt

FO4LODGen_Log: https://pastebin.com/kJgbrzYA

Bugreport: https://pastebin.com/U8fL3qMH

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Error check the load order in xEdit. In particular check all plugins that overwrite the mentioned CELL record and the LAND record contained within for unresolved form ID or other errors.

If no errors are reported for the CELL or its LANDscape record, report that and which plugin is the one to overwrite those records last if any.

Posted
  On 6/9/2024 at 2:19 PM, sheson said:

Error check the load order in xEdit. In particular check all plugins that overwrite the mentioned CELL record and the LAND record contained within for unresolved form ID or other errors.

If no errors are reported for the CELL or its LANDscape record, report that and which plugin is the one to overwrite those records last if any.

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This is still happening with no mods enabled whatsoever at all, as well as with only UFO4P, SKSE scripts and address library enabled. I'm finding reference not found errors in the game masters but I understand I don't want to and in fact can not just go around editing game masters willy nilly.

Posted
  On 6/9/2024 at 9:05 PM, Chicago119 said:

This is still happening with no mods enabled whatsoever at all, as well as with only UFO4P, SKSE scripts and address library enabled. I'm finding reference not found errors in the game masters but I understand I don't want to and in fact can not just go around editing game masters willy nilly.

Expand  

It sounds like your game install is corrupt if that is the case.

Posted

I remember in the past it was possible to bake the 2d grass textures into the terrain LOD textures to create the impression of grass at a distance? The fancy grass LOD with Dyndolod is just too taxing with all the mods I have installed, so I'd like to try this as an alternative. I'm just having trouble remembering what settings are involved with this method (or if it's a false memory). Also I'm already using the HD terrain noise texture, from what I remember the grass baking was something different.

Posted
  On 6/10/2024 at 12:17 AM, drift123 said:

I remember in the past it was possible to bake the 2d grass textures into the terrain LOD textures to create the impression of grass at a distance? The fancy grass LOD with Dyndolod is just too taxing with all the mods I have installed, so I'd like to try this as an alternative. I'm just having trouble remembering what settings are involved with this method (or if it's a false memory). Also I'm already using the HD terrain noise texture, from what I remember the grass baking was something different.

Expand  

No such feature ever existed. You used a mod that included special landscape textures for terrain LOD generation.

Posted
  On 6/10/2024 at 6:46 AM, sheson said:

No such feature ever existed. You used a mod that included special landscape textures for terrain LOD generation.

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I think I'm misremembering then. You had probably mentioned that you were working on a grass LOD feature.

Posted (edited)

If I update Skyrim SE Landscape and Water Fixes mod do I need to update terrain LOD?

These are the SLaWF changelogs...

  Reveal hidden contents

 

Edited by drift123
changelogs
Posted
  On 6/11/2024 at 12:41 AM, drift123 said:

If I update Skyrim SE Landscape and Water Fixes mod do I need to update terrain LOD?

These are the SLaWF changelogs...

  Reveal hidden contents
Expand  

https://dyndolod.info/Help/xLODGen
It is advised to always generate high quality terrain LOD meshes for the current load order with xLODGen to make sure that height changes made by mods are reflected by terrain LOD.
It is advised to always generate high quality terrain LOD textures for the current load order with xLODGen to make sure that changes to the full landscape textures or their placement information made by mods are reflected by terrain LOD. Typically terrain only uses the textures in the ..\Textures\Landscape\ folder and none of subfolders.

https://dyndolod.info/Help/Terrain-LOD-and-Water-LOD#Technical-Information

  • Like 1
Posted (edited)

So i have the pre next gen update version of Fallout 4 on GOG and MO2 as my mod manager, the A Forest mod as my mod for landscape and i would like to know if it is even possible to use XLodGen in this very specific scenario?

Is there a tutorial somewhere on how to run XLodGen through MO2 and which command lines to use to point XLodGen to Fallout 4 GOG?

I know i'm making this needlessly complex but my Fallout 4 Steam looked absolutely fabulous after i was done with the tool and i really want to give Fallout 4 GOG the same treatment.

Edited by PegasusKoga
Posted
  On 6/13/2024 at 8:13 PM, PegasusKoga said:

So i have the pre next gen update version of Fallout 4 on GOG and MO2 as my mod manager and i would like to know if it is even possible to use XLodGen in this very specific scenario?

Is there a tutorial somewhere on how to run XLodGen through MO2 and which command lines to use to point XLodGen to Fallout 4 GOG?

I know i'm making this needlessly complex but my Fallout 4 Steam looked absolutely fabulous after i was done with the tool and i really want to give Fallout 4 GOG the same treatment.

Expand  

From the first post or the Readme.txt included in the download archive:
Use command line arguments to set the paths to the INI folder, plugins.txt and the data folder if required. For example:
-m:"c:\Users\[USERNAME]\Documents\My Games\Skyrim Special Edition GOG\"
-p:"c:\Users\[USERNAME]\AppData\Local\Skyrim Special Edition GOG\plugins.txt"
-d:"c:\GOG Games\Skyrim Special Edition GOG\Data\"

xLODGen is a tool mode of xEdit, so it is setup is the same way. Read the documentation of the mod manager to learn how to use it. https://github.com/ModOrganizer2/modorganizer/wiki/Executables-window.

  • Like 1
Posted
  On 6/13/2024 at 8:33 PM, sheson said:

From the first post or the Readme.txt included in the download archive:
Use command line arguments to set the paths to the INI folder, plugins.txt and the data folder if required. For example:
-m:"c:\Users\[USERNAME]\Documents\My Games\Skyrim Special Edition GOG\"
-p:"c:\Users\[USERNAME]\AppData\Local\Skyrim Special Edition GOG\plugins.txt"
-d:"c:\GOG Games\Skyrim Special Edition GOG\Data\"

xLODGen is a tool mode of xEdit, so it is setup is the same way. Read the documentation of the mod manager to learn how to use it. https://github.com/ModOrganizer2/modorganizer/wiki/Executables-window.

Expand  

Thanks.  Now that i think about it are those command lines even required if i use MO2?  Will MO2 not make it point automatically to Fallout 4 GOG?  And those command lines would need to be added to a shortcut of XLodGen but i need to run the utility itself from within MO2 and not from a shortcut if i want it to work.

Apologies for the barrage of questions.  I just started using MO2 and while it's been a fun learning curve it also adds an annoying layer of complexity to everything.

Posted
  On 6/13/2024 at 8:42 PM, PegasusKoga said:

Thanks.  Now that i think about it are those command lines even required if i use MO2?  Will MO2 not make it point automatically to Fallout 4 GOG?  And those command lines would need to be added to a shortcut of XLodGen but i need to run the utility itself from within MO2 and not from a shortcut if i want it to work.

Apologies for the barrage of questions.  I just started using MO2 and while it's been a fun learning curve it also adds an annoying layer of complexity to everything.

Expand  

This is the xLODGen support channel. I already provided a link to the relevant documentation of the mod manager that explains how to add tools. It also explains the Arguments field and shows it in a screenshot. I suggest to follow a modding guide. I do not provide generic modding help or support for mod managers. A Windows shortcut or bat file would work, too but is only really needed when modding manually or using a mod manager that does not allow adding executables like this.

  • Like 1
Posted
  On 6/13/2024 at 9:10 PM, sheson said:

This is the xLODGen support channel. I already provided a link to the relevant documentation of the mod manager that explains how to add tools. It also explains the Arguments field and shows it in a screenshot. I suggest to follow a modding guide. I do not provide generic modding help or support for mod managers. A Windows shortcut or bat file would work, too but is only really needed when modding manually or using a mod manager that does not allow adding executables like this.

Expand  

Fair enough, time for some Googling, i realized myself i was going off topic so i appreciate it that you replied nevertheless.

Cheers and thank you.

Posted

I have one last question, i swear i tried to look it up.

Where in my Fallout 4 load order do i place the plugin for the BA2's that contain the assets that XLodGen created?  Below or above my Wrye Bash bashed patch?

Posted
  On 6/15/2024 at 5:14 AM, PegasusKoga said:

I have one last question, i swear i tried to look it up.

Where in my Fallout 4 load order do i place the plugin for the BA2's that contain the assets that XLodGen created?  Below or above my Wrye Bash bashed patch?

Expand  

Automatically generated patch plugins should usually always load after the plugins that were present when the patch was generated,

  • Thanks 1

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