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Posted
  On 2/21/2025 at 8:56 AM, sheson said:

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.

Expand  

Log:
https://ufile.io/lugfr1oy

 

The output file is at the end of the load order.
This is the same layout as before when the problem did not occur.


xLODGen_Output
TexGen_Output
DynDOLOD_Output
A Quality World Map

Posted
  On 2/21/2025 at 11:20 AM, MtsFix said:

Log:
https://ufile.io/lugfr1oy

The output file is at the end of the load order.
This is the same layout as before when the problem did not occur.

xLODGen_Output
TexGen_Output
DynDOLOD_Output
A Quality World Map

Expand  

Use the latest xLODGen version.
Consider paying attention to log messages.

In what worldspace were the screenshots made?

Listing a supposed load order is not the same as making sure what actually happens in the (virtual) data folder. For example, that means to check files and the sources in the right windows of MO2, Data tab.

Posted
  On 2/21/2025 at 11:35 AM, sheson said:

Use the latest xLODGen version.
Consider paying attention to log messages.

In what worldspace were the screenshots made?

Listing a supposed load order is not the same as making sure what actually happens in the (virtual) data folder. For example, that means to check files and the sources in the right windows of MO2, Data tab.

Expand  

I tried the latest version and it fixed the problem!
Thank you for your support. I mistakenly thought it was the latest version.

  • sheson changed the title to xLODGen - Terrain LOD beta 130 for FNV, FO3, FO4, FO4VR, TES5, SSE, TES5VR, ENDERAL, ENDERALSE
  • 2 weeks later...
Posted (edited)

Hello and thank you for wonderful tool :) I would like to ask some questions about Fallout 4 xLODen. I just found this site and tutorial so my question is it everything fcked up if I followed this last night? I mean all process for me took about 1 hour, using Mod Organizer 2. Output folders were dropped in Overwrite, in that tutorial was said that I can test changes in game while both folders are in overwrite. Tested and everything looked very good. Then I packed both folders in 2 ba2 archives, added esp and zipped in 7zip. Installed as MyLOD mod. With separate mod nothing changes in game...Changes only visible when both output folders are in overwrite directory without ba2 archives and .esp. 

I'm really sorry if I asked something stupid, because xLODGen is something new to me and I don't want to *** up everything (maybe I already done that :D ). So about that nexus tutorial - I can leave both folders in overwrite or I should redone everything? 

And one more thing - I have Another PIne Forest mod - in mods ba2 archive is separate folder where are Pine forest mod LOD - I must extract it to game folder? 

 

Thank you for answering. 

 

P.S. last night xLodgen txt file - https://ufile.io/3urlgea6

Edited by deff
Posted
  On 3/20/2025 at 7:59 AM, deff said:

Hello and thank you for wonderful tool :) I would like to ask some questions about Fallout 4 xLODen. I just found this site and tutorial so my question is it everything fcked up if I followed this last night? I mean all process for me took about 1 hour, using Mod Organizer 2. Output folders were dropped in Overwrite, in that tutorial was said that I can test changes in game while both folders are in overwrite. Tested and everything looked very good. Then I packed both folders in 2 ba2 archives, added esp and zipped in 7zip. Installed as MyLOD mod. With separate mod nothing changes in game...Changes only visible when both output folders are in overwrite directory without ba2 archives and .esp. 

I'm really sorry if I asked something stupid, because xLODGen is something new to me and I don't want to *** up everything (maybe I already done that :D ). So about that nexus tutorial - I can leave both folders in overwrite or I should redone everything? 

And one more thing - I have Another PIne Forest mod - in mods ba2 archive is separate folder where are Pine forest mod LOD - I must extract it to game folder? 

Thank you for answering. 

P.S. last night xLodgen txt file - https://ufile.io/3urlgea6

Expand  

If you have problems following a third party guide, you need to ask their author or use their forum/discord etc. for help.
If you have problems using a mod manager and to learn how it works, read its manual to learn how it works and use its forum/discord etc. for help.

From the first post:
Use -o:"c:\OutputPath\" command line parameter to change where files are generated to, default is the game folder. Then install output as a mod.
Do not generate into any game, any mod manager folders or special Windows folder like Program Files x86, Users, Desktop, Documents, Downloads etc.

From the Readme.txt included in the download archive:
Always set -o:"c:\OutputPath\" command line argument to change where files are generated to. The default is the game folder which risks replacing existing files and is problematic with mod managers, especially if they use some kind of virtualization. Do not generate into any game or any mod manager folders that are part (direct or indirect) of the virtual file system. Do not generate into the Overwrite folder of MO2.

From the Terrain-LOD-Readme.txt
If terrain LOD textures already exist in the output folder, their generation will be skipped. This can be used to continue generating terrain LOD textures for large worldspaces in case there was a problem like not enough space left on a drive. Simply restart with the same options. Otherwise move or selectively delete old terrain LOD textures before generating new ones.
Take note of the skipping messages. If the diffuse or normal texture for a higher LOD level already exists, then all lower LOD levels that are covered by the higher LOD level are skipped as well. So in order to re-generate a LOD level 4 texture, it is not enough to just delete the LOD level 4 files for the diffuse and normal texture, the higher LOD level diffuse and normal textures files need to be deleted as well.

The uploaded log file is the LODGen log file, which is the command line tool in the Edit Scripts folder that generates terrain and object LOD meshes).
It shows that output was generated into the the data folder. Which means, that new files end up in MO2s Overwrite folder and existing loose files are replaced in their repsetctive mod folder and in case loose terrain LOD textures already exist their skipped and not generated.

I suggest to stay away from "guides" that do not mention any of this.

If you packed the output into BSA/BA2 archives and the game does not seem to use/show their content, then either the archives are not created properly - (wrong directory structure for example) or the archives are not loaded by the game. This is not related to xLODGen or LOD generation.

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