sheson Posted June 9, 2024 Author Posted June 9, 2024 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 Expand 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.
Chicago119 Posted June 9, 2024 Posted June 9, 2024 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. Expand 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.
DoubleYou Posted June 9, 2024 Posted June 9, 2024 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.
drift123 Posted June 10, 2024 Posted June 10, 2024 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.
sheson Posted June 10, 2024 Author Posted June 10, 2024 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.
drift123 Posted June 10, 2024 Posted June 10, 2024 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. Expand I think I'm misremembering then. You had probably mentioned that you were working on a grass LOD feature.
drift123 Posted June 11, 2024 Posted June 11, 2024 (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 Version v8.7.1 Fixed the name of the Hunt for the Spectre patch being changed and some cell properties in the LFFGM patch Version v8.7 Fixed landscape seams and inconsistencies in cells 0400EE92,0400EE91,0400EE71,0400EE70,0400EE50,0400EE4F, 02000D10,000092DA,0000958E,0000950D,000094EC,000099BA, 00009537,0000BC92,000096F5,000096F4,000096D6,000096D5, 000097EF,000097EE,000097D0,000097CF Replaced many static objects in cells 000096D5,000096F4,000096F5, with their snowy counterparts to reflect the surrounding environment Fixed position of floating TreeFallForestFernCluster01 and TreeFallForestFernCluster02 in cell 0000BC92 Fixed position of a misplaced RockPileS01TundraRocks in cell 00009537 Fixed position of a misplaced RockTundraLand03Tundra01 in cell 000099BA Fixed position of a misplaced RockTundraLand01Tundra01 in cell 000094EC Fixed position of a misplaced TundraStreamEnd01Tundra01 in cell 0000958E Patched an hole in cell 000092DA Updated and old fix in cell 00013A7F to reflects the latest USSEP update Fixed position of a misplaced SnowDriftM02 in cell 02000D10 Improved the FOMOD-installer. Added automatic patch selection (except for Enhanced textures detail (UV-tweaks)). The "No Ownership Edits" option is renamed to "Free Crops". Fixed that Parallax Meshes are only provided for the SMIM version of the Walkway Wall Fix. We started moving fixes that are not needed with the latest versions of USSEP and vanilla .esm-s and and only needed with v1.5.97 USSEP and .esm-s into an optional separate plugin available as an installer option(as the USSEP team is taking some of our fixes and gradually adding them directly into USSEP). Currently it only includes fixes for duplicated objects and other fixes involving disabling objects that are covered by the latest USSEP (in the few cases where USSEP deleted the other duplicate it's now consistent with USSEP) and fixes for bedrolls placed by USSEP (0702140D, 0702140B) that were removed in the latest versions of it. Other fixes will be moved over time, but the duplicated reference fixes were the only ones that could likely cause issues. ESM-ified the Missing Lights Fix optional plugin Removed some ITMs and fixed some cell properties, fixed both of the duplicates being deleted: 0402055C/04020162, 000A90E2/000A948A Added missing records to the ELFX Shadows pactch (modificato)Updated LFfGM patch Edited June 11, 2024 by drift123 changelogs
sheson Posted June 11, 2024 Author Posted June 11, 2024 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 Version v8.7.1 Fixed the name of the Hunt for the Spectre patch being changed and some cell properties in the LFFGM patch Version v8.7 Fixed landscape seams and inconsistencies in cells 0400EE92,0400EE91,0400EE71,0400EE70,0400EE50,0400EE4F, 02000D10,000092DA,0000958E,0000950D,000094EC,000099BA, 00009537,0000BC92,000096F5,000096F4,000096D6,000096D5, 000097EF,000097EE,000097D0,000097CF Replaced many static objects in cells 000096D5,000096F4,000096F5, with their snowy counterparts to reflect the surrounding environment Fixed position of floating TreeFallForestFernCluster01 and TreeFallForestFernCluster02 in cell 0000BC92 Fixed position of a misplaced RockPileS01TundraRocks in cell 00009537 Fixed position of a misplaced RockTundraLand03Tundra01 in cell 000099BA Fixed position of a misplaced RockTundraLand01Tundra01 in cell 000094EC Fixed position of a misplaced TundraStreamEnd01Tundra01 in cell 0000958E Patched an hole in cell 000092DA Updated and old fix in cell 00013A7F to reflects the latest USSEP update Fixed position of a misplaced SnowDriftM02 in cell 02000D10 Improved the FOMOD-installer. Added automatic patch selection (except for Enhanced textures detail (UV-tweaks)). The "No Ownership Edits" option is renamed to "Free Crops". Fixed that Parallax Meshes are only provided for the SMIM version of the Walkway Wall Fix. We started moving fixes that are not needed with the latest versions of USSEP and vanilla .esm-s and and only needed with v1.5.97 USSEP and .esm-s into an optional separate plugin available as an installer option(as the USSEP team is taking some of our fixes and gradually adding them directly into USSEP). Currently it only includes fixes for duplicated objects and other fixes involving disabling objects that are covered by the latest USSEP (in the few cases where USSEP deleted the other duplicate it's now consistent with USSEP) and fixes for bedrolls placed by USSEP (0702140D, 0702140B) that were removed in the latest versions of it. Other fixes will be moved over time, but the duplicated reference fixes were the only ones that could likely cause issues. ESM-ified the Missing Lights Fix optional plugin Removed some ITMs and fixed some cell properties, fixed both of the duplicates being deleted: 0402055C/04020162, 000A90E2/000A948A Added missing records to the ELFX Shadows pactch (modificato)Updated LFfGM patch 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 1
PegasusKoga Posted June 13, 2024 Posted June 13, 2024 (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 June 13, 2024 by PegasusKoga
sheson Posted June 13, 2024 Author Posted June 13, 2024 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. 1
PegasusKoga Posted June 13, 2024 Posted June 13, 2024 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.
sheson Posted June 13, 2024 Author Posted June 13, 2024 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. 1
PegasusKoga Posted June 13, 2024 Posted June 13, 2024 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.
PegasusKoga Posted June 15, 2024 Posted June 15, 2024 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?
sheson Posted June 15, 2024 Author Posted June 15, 2024 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, 1
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