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Posted (edited)
  On 4/18/2022 at 10:18 AM, sheson said:

Say this out loud: "Terrain LOD Redone not working after generating Terrain LOD" 

Terrain LOD Redone contains buggy terrain LOD meshes made with Oscape and terrain LOD textures made with xLODGen for a specific setup of  the vanilla game and full landscape textures made by the mod author just for the terrain LOD texture generation process.

Generating terrain LOD with xLODGen and installing the output as a mod overwriting everything else is obviously supposed to replace any other pre-made terrain LOD in the load order.

The terrain LOD included in Perfect Terrain LOD was made with xLODGen for a vanilla load order + whatever version of landscape texture mod available at the time.

Which means, the generated terrain LOD meshes and textures will not match your specific load order, specially any terrain or landscape texture changes made by other plugins or mods / updates.

The mod author then renamed SSE-Terrain-Tamriel.esm to Perfect Terrain LOD.esm, which means loading a plugin meant for terrain LOD generation only  is unnecessary loaded while playing the game.

The only useful files from that mod are the noise.dds textures.

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Hi sheson,

For  Perfect Terrain LOD, in MO2 it has the highest priority over all the other mods I use, so that it's not being over written. 

So when you said;
-----------------------------------------

Which means, the generated terrain LOD meshes and textures will not match your specific load order, specially any terrain or landscape texture changes made by other plugins or mods / updates.

-----------------------------------------

I assumed this meant, if I didn't give it priority.

These are the settings I used with xLODGen, do you have any suggestions for nice terrain mods that work nicely with DynDOLOD 3?

xLODGen — ImgBB (ibb.co)

Thanks for your time, greatly appreciated, keep up the great work!

Edited by mooit
Posted
  On 4/19/2022 at 2:16 AM, mooit said:

Hi sheson,

For  Perfect Terrain LOD, in MO2 it has the highest priority over all the other mods I use, so that it's not being over written. 

So when you said;
-----------------------------------------

Which means, the generated terrain LOD meshes and textures will not match your specific load order, specially any terrain or landscape texture changes made by other plugins or mods / updates.

-----------------------------------------

I assumed this meant, if I didn't give it priority.

These are the settings I used with xLODGen, do you have any suggestions for nice terrain mods that work nicely with DynDOLOD 3?

xLODGen — ImgBB (ibb.co)

Thanks for your time, greatly appreciated, keep up the great work!

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A mod mod containing terrain LOD meshes and textures made by somebody else for their load order with xLODGen will not match your load order.

Generate terrain LOD meshes and textures for your load order with xLODGen. Read the first post and the included readmes which explain the settings and make suggestions. I can not give any specific suggestions for your load order of mods. That is like asking the developers of Word to help you to write a novel. Generate with different settings and compare yourself.

Typically the defaults for the terrain LOD textures are perfectly fine. For the mod, I am pretty sure the terrain LOD texture settings were kept default for the mod. Keep only the noise.dds from the mod or test with one of the linked options from the first post..

If you really want nice terrain and terrain LOD, then check out Cathedral Landscapes and generate terrain LOD textures with its special textures for LOD generation only and check the linked STEP discussion and https://stepmodifications.org/wiki/SkyrimSE:2.0.0#xLODGen

Posted
  On 4/19/2022 at 6:32 AM, mooit said:

Thank you very much sheson!

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To clarify what sheson is saying: xLODGen creates your own custom terrain mod suited to your specific mod list. There is no better terrain mod than the xLODGen output overwriting all but your DynDOLOD output in your mod list load order.

Disable/remove any terrain LOD mods in your mod list. xLODGen will use the vanilla game and any mods you have that alter landscape terrain in any way and produce LOD corresponding to that.

  • 2 weeks later...
Posted

Hello. My first time asking about xLODGen here. I have an issue where whenever I scope-in, the water LOD turns invisible. I've checked that vanilla's LOD doesn't do that.

https://imgur.com/a/PucS6c4

The Terrain settings I used is attached in the link. Any help is appreciated, thanks! :)

 

Posted
  On 4/28/2022 at 6:34 PM, MAYBEARD said:

Hello. My first time asking about xLODGen here. I have an issue where whenever I scope-in, the water LOD turns invisible. I've checked that vanilla's LOD doesn't do that.

https://imgur.com/a/PucS6c4

The Terrain settings I used is attached in the link. Any help is appreciated, thanks! :)

 

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FNV? Assume I have the game but never played it.

What worldspace. What cell coordinates or player position (console player.getpos x|y)? Is that a vanilla weapon?

Posted
  On 4/28/2022 at 6:50 PM, sheson said:

FNV? Assume I have the game but never played it.

What worldspace. What cell coordinates or player position (console player.getpos x|y)? Is that a vanilla weapon?

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Yup yup. It's on WastelandNV and the co-ords are X- 53893.09  Y- 76238.75

The one I'm using isn't but it happens with all scoped weapons/binoculars.

Posted
  On 4/28/2022 at 7:33 PM, MAYBEARD said:

Yup yup. It's on WastelandNV and the co-ords are X- 53893.09  Y- 76238.75

The one I'm using isn't but it happens with all scoped weapons/binoculars.

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This is with beta 93?

Any mods that change zoom? Default INI settings? FOV?

I have no such problems with the binoculars.

Edit: Wait, isn't that the vanilla bug where LOD water is disabled if you keep looking slightly upwards? Happens with vanilla LOD also, it just looks a bit different due to the skirts (the side walls that terrain LOD meshes have)

Posted
  On 4/28/2022 at 7:51 PM, sheson said:

This is with beta 93?

Any mods that change zoom? Default INI settings? FOV?

I have no such problems with the binoculars.

Edit: Wait, isn't that the vanilla bug where LOD water is disabled if you keep looking slightly upwards? Happens with vanilla LOD also, it just looks a bit different due to the skirts (the side walls that terrain LOD meshes have)

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Ahhh yes what you described is correct, looking slightly up. I just didn't realise it happens with vanilla too cause it looked different. I guess there's no way to minimise this? Good thing there isn't much bodies of water around. :D

Posted
  On 4/28/2022 at 8:36 PM, MAYBEARD said:

Ahhh yes what you described is correct, looking slightly up. I just didn't realise it happens with vanilla too cause it looked different. I guess there's no way to minimise this? Good thing there isn't much bodies of water around. :D

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This came up before but I do not remember if there was a mod/DLL/shader thing  that can fix that. 

Posted
  On 4/28/2022 at 8:45 PM, sheson said:

This came up before but I do not remember if there was a mod/DLL/shader thing  that can fix that. 

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Thank you! I'll keep an eye out for it and will update about it here if I ever find it.

Posted

Okay I might have found a way to minimise it by a ton by using FNV Reloaded v1.3. Disabled all settings except the Water shaders and it doesn't happen most of the time except for certain angles. I'm not sure if it's recommended to use it but the game seemed to run just fine for now. Water looks a heck of a lot better too.

  • 2 weeks later...
Posted

Hello!

I am using Mod Organizer and have added xLODGenx64 to run it from there but the problem is, it doesn't run/open. I don't get any screens it just flickers and then goes back out to Mod Organizer. I am able to run the x86 version but not the x64. I checked to make sure I have Visual C++ installed for x64 which I do have and I have made sure my virus scanner is disabled when attempting this. I have linked a short video that better shows what is happening.

 

Of note, I am able to run the x86 version of xLODGen and generate output files, should I just resort to using that even though I am on a x64 setup? I have the same problem with TexGenx64 which I can run at x86 like xLOD. Oddly enough though I do not have this problem with DynDLOD which will run the x64 exe file. Thanks!

 

 

Posted
  On 5/13/2022 at 1:58 PM, Zasahar said:

Hello!

I am using Mod Organizer and have added xLODGenx64 to run it from there but the problem is, it doesn't run/open. I don't get any screens it just flickers and then goes back out to Mod Organizer. I am able to run the x86 version but not the x64. I checked to make sure I have Visual C++ installed for x64 which I do have and I have made sure my virus scanner is disabled when attempting this. I have linked a short video that better shows what is happening.

 

Of note, I am able to run the x86 version of xLODGen and generate output files, should I just resort to using that even though I am on a x64 setup? I have the same problem with TexGenx64 which I can run at x86 like xLOD. Oddly enough though I do not have this problem with DynDLOD which will run the x64 exe file. Thanks!

 

 

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What is the purpose of the video? I does not seem to provide any additional or useful information to the statement.

Check the MO2 log.

Check the xLODGen log. Run xLODGenx64.exe directly without MO2.
Make sure to provide well formatted command line arguments.
Make sure UAC is blocking anything either.

xLODGenx64 is a renamed xEditx64, which is compiled from the same source code as the x86 version. xEdit is a Delphi program. It does not require any Visual c++ runtimes, that is for Texconv and LODGen.

TexGenx64.exe is a renamed DynDOLODx64.exe. The only difference is the icon.

Posted
  On 5/13/2022 at 2:06 PM, sheson said:

What is the purpose of the video? I does not seem to provide any additional or useful information to the statement.

Check the MO2 log.

Check the xLODGen log. Run xLODGenx64.exe directly without MO2.
Make sure to provide well formatted command line arguments.
Make sure UAC is blocking anything either.

xLODGenx64 is a renamed xEditx64, which is compiled from the same source code as the x86 version. xEdit is a Delphi program. It does not require any Visual c++ runtimes.

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Thank you for your response. I will go through the logs and see if anything pops up that may explain it.  I apologize, I have been troubleshooting this for about a week on discord and someone will inevitably ask me "screenshots" even though I literally say "nothing is happening" lol :). Thanks again and I'll post an update after I take a peek. Would it hurt just to run everything in x86 or is that generally note a good idea since the environment is x64?

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