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Posted
  On 1/29/2025 at 11:19 AM, MITSUYOMI said:

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.nif 8.41 kB · 0 downloads

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Next time just upload the entire FO4LODGen_log.txt. It includes the content of the LODGen_log.txt.

"This error" from the provided LODGen_log:

Error processing meshes\rebuild\repaired\architecture\buildings\decokit\decomainc1x1wina03full01.nif System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
at System.ThrowHelper.ThrowArgumentOutOfRangeException(ExceptionArgument argument, ExceptionResource resource)
at LODGenerator.BGEMFile.Read(String gameDir, String fileName) in E:\project\LODGen\BGEMFile.cs:line 468

Users can not really fix such errors in beta version of programs.

Replace LODGenx64.exe in Edit Scripts with this test version https://mega.nz/file/5UoSWCYD#mZOZvLkDQv42SOrU__kPzdM8acyABpFrcdp8bs9wUyE and report if it works or upload new log in case there still is an error.

Posted (edited)

How does one make objects as Full Lod, Im not concerned with performance or drawcalls just wondering how do I need to make it happen properly in FO4 because some of it just wont apply to sanctuary buildings, roofs and sometimes walls wont appear at all or as Full LOD. Im currently doing it by assigning some worldspace objects as Persistent and Full lod tag in the record header, sometimes it works and sometimes it doesn't. I also tried removing the Has Lod tag from the record header and the MNAM Distant Lod file paths to force it to not use the LOD models. I tried doing it on settlement objects from mods, I hand placed them in CK and then marked them as persistent and full lod in xedit. I attached some images where it works. Would like to know how to do it properly.

 

20250203203513_1.jpg

20250203203635_1.jpg

 

- Managed to find some backup of the sanctuary mod: Here are some pics.

 

20250203205018_1.jpg

20250203205029_1.jpg

Edited by MITSUYOMI
Posted
  On 2/3/2025 at 12:47 PM, MITSUYOMI said:

How does one make objects as Full Lod, Im not concerned with performance or drawcalls just wondering how do I need to make it happen properly in FO4 because some of it just wont apply to sanctuary buildings, roofs and sometimes walls wont appear at all or as Full LOD. Im currently doing it by assigning some worldspace objects as Persistent and Full lod tag in the record header, sometimes it works and sometimes it doesn't. I also tried removing the Has Lod tag from the record header and the MNAM Distant Lod file paths to force it to not use the LOD models. I tried doing it on settlement objects from mods, I hand placed them in CK and then marked them as persistent and full lod in xedit. I attached some images where it works. Would like to know how to do it properly.

 

20250203203513_1.jpg

20250203203635_1.jpg

 

- Managed to find some backup of the sanctuary mod: Here are some pics.

 

20250203205018_1.jpg

20250203205029_1.jpg

Expand  

This has nothing to do with xLODGen. No example plugins or screenshots of xEdit showing records have been provided.

Setting IsFullLOD flag requires also the IsPersistent flag. The reference will be skipped for object LOD unless it has the VisibleWhenDistant flag set. The VWD flag on a reference means to always generate object LOD. That should not affect if the game shows the full model or not.

https://www.nexusmods.com/fallout4/mods/80276
FO4LODGen-DLCCoast-WindTurbines.esp
Add IsFullLOD flag to the 3 wind turbines so they can be seen from afar. This plugin does not really affect LOD generation and needs to stay active in the game.

Posted

Im sorry if its not related with xlodgen. I have posted and opened a topic here:

If it does, only require persistent and isfulllod, there are still missing structures and parts of it. I have managed to check it on Creation kit and did find that the buildings and its parts do have been set to persistent and full lod, just wondering why the lods is still not appearing in game. Thanks as always for helping and answering my questions.

 

Posted
  On 2/3/2025 at 4:01 PM, MITSUYOMI said:

Im sorry if its not related with xlodgen. I have posted and opened a topic here:

If it does, only require persistent and isfulllod, there are still missing structures and parts of it. I have managed to check it on Creation kit and did find that the buildings and its parts do have been set to persistent and full lod, just wondering why the lods is still not appearing in game. Thanks as always for helping and answering my questions.

 

Expand  

The flag means the reference / base record full model always shows. Calling it LOD can be confusing.

The plugin uploaded in the linked post requires 4 other plugins as master. Can you provide a simple example plugin that not does require finding/downloading more mods? Preferable a vanilla reference / base record?

DoubleYou might probably already know what prevents certain references to show in FO4. 

Posted

The rebuild mod collection specifically the sanctuary one allows you to repair the  vanilla sanctuary buildings to make it more clean and not ruined through the use of layers. I disabled the vanilla buildings as well as remove the layers, so that the repaired buildings would appear without "repairing" The buildings. So essentially the buildings are not vanilla references, But new ones that came from the mod (rebuild - collection resources mod). The Vanilla references AFAIK when set to full lod do work, it's just this particular area, my mod and the modded buildings won't work. I'll try to set the vanilla sanctuary buildings as full lod also just to see if it's the area that is problematic. 

Posted

I haven't fully investigated the mod in question to resolve the LOD issues it causes. It doubtless must disable the vanilla STAT references that have the LOD applied and adds new STATs that do not have LOD for them. The rebuild system involves some scripting that typically utilizes enable parents to toggle the new references based on repaired state. It may be possible that you should be flagging these as LOD Respects Enable state as well. You may be only setting the one or the other to being IsFullLOD. I believe I have seen some of these use Moveable Static records as well.

Relevant LOD models can be mapped to the EditorIDs via rules in the FOLIP Patcher in order to properly use LODs for these. The vanilla LOD models are in Meshes\LOD\Buildings and typically correspond to the filename or EditorID for the mesh.

Posted

AFAIK vanilla buildings, repair buildings activators and prompts are disabled in the plugin I created thats why Im a bit stumped to as how it does not work if it only requires  persistent and Fulllod. I do have one other solution Ill try to set it to also visible when distant but this time im going to force it to use the full model for all LOD 1,2 and 3 models. Although its redundant I managed to do that to the castle with a different model from HZS clean castle mod which is a rebuilt one and the vanilla one is disabled.

  • 3 weeks later...
Posted

@Sheson

Hello. I have a problem with a mod: TES5LODGen.exe wants to create the textures (.dds files) of a terrain, but I don't get the meshes ! (.btr files)

I use Skyrim/Fallout Object/Terrain LOD Generator 3.0.33.0

here is the error message :

  Reveal hidden contents

Why ?

Thank you in advance for your reply.

Posted
  On 2/19/2025 at 2:20 PM, gg77 said:

@Sheson

Hello. I have a problem with a mod: TES5LODGen.exe wants to create the textures (.dds files) of a terrain, but I don't get the meshes ! (.btr files)

I use Skyrim/Fallout Object/Terrain LOD Generator 3.0.33.0

here is the error message :

  Reveal hidden contents

Why ?

Thank you in advance for your reply.

Expand  

Upload the entire TES5LODGen_log and not just a few lines.

No terrain data file I:\Installation jeux\Skyrim\Utilitaires\Pour GǸnǸrer des Lods\xLODGen\Edit Scripts\LODGen_Terrain_mannyGFDesert.bin

https://dyndolod.info/Help/LODGen
194 - File not found
The file(s) mentioned in the log message(s) have not been found.
Make sure the file(s) exist(s) and that nothing prevents LODGen from accessing or reading any file(s).
Make sure that all required BSA files are being loaded and can be accessed.

Might have to do with odd characters in the path.

Posted

Thank you for works. Problems creating terrain LOD in SSE. The terrain LOD appears to be floating as shown in the image.

NG:
oeT1icP.jpeg

NG(Near):
mRpfWO2.jpeg
IyZjmvw.jpeg

OK(last time):
RbH1R02.jpeg

 

I'm thinking it may be an issue with the mods I have installed and the load order, but I can't find a solution. Any tips?

There were no issues with the previous terrain I created, and I've used xLODGen many times before and never had any issues.I tried LOD4 settings Quality 0/5/10 but it didn't solve the problem.

Posted
  On 2/21/2025 at 8:14 AM, MtsFix said:

Thank you for works. Problems creating terrain LOD in SSE. The terrain LOD appears to be floating as shown in the image.

NG:
oeT1icP.jpeg

NG(Near):
mRpfWO2.jpeg
IyZjmvw.jpeg

OK(last time):
RbH1R02.jpeg

 

I'm thinking it may be an issue with the mods I have installed and the load order, but I can't find a solution. Any tips?

There were no issues with the previous terrain I created, and I've used xLODGen many times before and never had any issues.I tried LOD4 settings Quality 0/5/10 but it didn't solve the problem.

Expand  

No logs were provided.

A quality of 0 for terrain LOD level 4 meshes means they match the full terrain.

Generate terrain LOD for the current load order.
Make sure the generated terrain LOD from the dedicated output folder is installed as any other mod, activated and overwriting everything.

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