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Posted
  On 12/13/2024 at 3:43 PM, aazz said:

This is the log of running the newly uploaded test version with only tamriel selected.
It worked normally without error.
Thank you very much.
Now let's select all worlds and run it.

SSELODGen_log (2).7z 268.7 kB · 1 download

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Edit: I selected and ran the entire world and it worked perfectly.
Thank you so much.
I will attach the log.

SSELODGen_log all world.7zFetching info...

Posted
  On 12/15/2024 at 1:41 PM, captainlei1993 said:

arkarthWorld shouldn't appear in the worldspace list if mods like Markarth LOD Unlock is present.

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As explained in the text at the bottom of the xLODGen window, every worldspace for which a matching lodsettings *.lod file is found is listed.

If you do not want the tool to generate LOD files for a specific worldspace, then do not select that worldspace.
If the game does not use LOD files, it does not matter what tool was used to generate them.

Posted
  On 12/15/2024 at 2:42 PM, captainlei1993 said:

So in order to fix the Cidhna Mine Terrain Issue, the best practice would be running xlodgen twice, the first time generate all worldspaces except for markarth world then generate only markarth world for the second time, right?

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No logs or any explanations have been provided.

I assume this problem happens while using a mod that sets to use the Tamriel LOD meshes inside Markarth. That means the Markarth LOD meshes are not used. Generating LOD meshes for Markarth is irrelevant no matter if/how/when they are generated.

If the Tamriel terrain LOD meshes are used inside Markarth, check the "Hide Quads" checkbox while generating terrain LOD meshes.
Whatever mod is changing to use Tamriel LOD inside Markarth also needs to actually set hide quad flags for the corresponding cells in the Tamriel worldspace or do matching edits to the terrain height itself.

Posted
  On 12/15/2024 at 3:19 PM, sheson said:

No logs or any explanations have been provided.

I assume this problem happens while using a mod that sets to use the Tamriel LOD meshes inside Markarth. That means the Markarth LOD meshes are not used. Generating LOD meshes for Markarth is irrelevant no matter if/how/when they are generated.

If the Tamriel terrain LOD meshes are used inside Markarth, check the "Hide Quads" checkbox while generating terrain LOD meshes.
Whatever mod is changing to use Tamriel LOD inside Markarth also needs to actually set hide quad flags for the corresponding cells in the Tamriel worldspace or do matching edits to the terrain height itself.

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I mean you can overwrite the Tameriel LOD meshes from the first time generation with renamed markarth terrain meshes(with Markarth LOD unlocked disabled) from the second time generation. This method is just a workaround so I will try the method you mentioned here and see if the issue still persist. Thanks for your reply.

  • sheson changed the title to xLODGen - Terrain LOD beta 129 for FNV, FO3, FO4, FO4VR, TES5, SSE, TES5VR, ENDERAL, ENDERALSE
Posted
  On 10/30/2024 at 6:16 AM, sheson said:

Yes.

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I forgot to report back.

After doing this, the timeout errors were significantly fewer, but they still occurred.

So, I dug the Load Order, changed textures (especially in the worlds where the errors were happening), rerunned Xlodgen and I was able to successfully generate all the lod without any errors.

Thank you for the help.

Posted
  On 12/26/2024 at 7:26 PM, Rodocastiza said:

I forgot to report back.

After doing this, the timeout errors were significantly fewer, but they still occurred.

So, I dug the Load Order, changed textures (especially in the worlds where the errors were happening), rerunned Xlodgen and I was able to successfully generate all the lod without any errors.

Thank you for the help.

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The test was to check if xEdit could extract/save the textures and nothing else.

Just use latest version of xLODGen as is.

  • 5 weeks later...
Posted

Hi, I was reading the Generating Terrain LOD Meshes and Textures guide on DynDOLOD and was wondering that if I wanted to generate terrain LOD would I have to generate it at every level?

Basically after I run LOD4, do I have run xLODgen again for LOD8, then LOD16, and finally LOD32?

Posted
  On 1/25/2025 at 10:22 PM, Sendit said:

Hi, I was reading the Generating Terrain LOD Meshes and Textures guide on DynDOLOD and was wondering that if I wanted to generate terrain LOD would I have to generate it at every level?

Basically after I run LOD4, do I have run xLODgen again for LOD8, then LOD16, and finally LOD32?

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See the Terrain-LOD-Readme.txt included in the download archive, which explains:
Settings for - LOD level. Use the drop down to show/change the settings for a specific LOD level. All LOD levels will be generated, regardless of which settings are currently shown unless the Specific chunk options are used.

Posted (edited)

Hello, trying to generate LODs for FO4 need help with this error I encountered, the problematic mesh is from the The Rebuild Collection - Shared Resources Mod by Aurelianis.   I just dont know how to fix it. I am trying to test LODs since I set some of the houses in sanctuary as Full Lod, and was wondering if its not bugged or not. 

Latest Lod Gen.txt

HouseKCapGarageWin01.nifFetching info...

Ok, I looked on the CK and its not even used in sanctuary, and its not used on the houses.

Edited by MITSUYOMI

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