sheson Posted May 13, 2022 Author Posted May 13, 2022 On 5/13/2022 at 2:20 PM, Zasahar said: 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? Expand The x86 version has a good chance to run of memory. The logs seem to the obvious first thing to check. Starting without MO2 the second. Take note of the edit to my first post about DynDOLODx64 and TexGenx64 being the same program. Texgenx64 is the equivalent of starting DynDOLODx64.exe with a -texgen command line argument.
Zasahar Posted May 13, 2022 Posted May 13, 2022 On 5/13/2022 at 2:31 PM, sheson said: The x86 version has a good chance to run of memory. The logs seem to the obvious first thing to check. Starting without MO2 the second. Take note of the edit to my first post about DynDOLODx64 and TexGenx64 being the same program. Texgenx64 is the equivalent of starting DynDOLODx64.exe with a -texgen command line argument. Expand Okay there is no log file generated in xLODGen so I started it without MO: Using Fallout4 Data Path: Using Scripts Path: D:\xLODGen\Edit Scripts\ Using ini: Fatal: Could not find ini It looks like it is looking for Fallout4 by default?
z929669 Posted May 13, 2022 Posted May 13, 2022 See the MO command arguments for xLODgen in this table. I assume you are running for SSE, but other arguments exist for other games. You can also rename the EXE file itself, but this works for setting the proper game and launching the program via MO.
Zasahar Posted May 13, 2022 Posted May 13, 2022 On 5/13/2022 at 3:12 PM, z929669 said: See the MO command arguments for xLODgen in this table. I assume you are running for SSE, but other arguments exist for other games. You can also rename the EXE file itself, but this works for setting the proper game and launching the program via MO. Expand I renamed the xLODGENx64 to SSELODGenx64 and can run it that way. I guess I can do that, MO still will not run it from there for whatever reason. Sorry yes I am new to this
sheson Posted May 13, 2022 Author Posted May 13, 2022 On 5/13/2022 at 3:36 PM, Zasahar said: I renamed the xLODGENx64 to SSELODGenx64 and can run it that way. I guess I can do that, MO still will not run it from there for whatever reason. Sorry yes I am new to this Expand That is the same as xLODGenx64.exe with -sse in the arguments field on MO2 executable. Refer to the documentation of the mod manager you are using https://github.com/ModOrganizer2/modorganizer/wiki/Executables-window Make sure to always set a dedicated output folder by adding -o:"c:\output" to the arguments field for xLODGen. On 5/13/2022 at 3:07 PM, Zasahar said: Okay there is no log file generated in xLODGen so I started it without MO: Using Fallout4 Data Path: Using Scripts Path: D:\xLODGen\Edit Scripts\ Using ini: Fatal: Could not find ini It looks like it is looking for Fallout4 by default? Expand xEdit/xLODGen default to FO4, yes. To set the game mode add -sse or replace x of filename with SSE. Edit/LODGen as part of the filename or -edit/-lodgen as arguments define the tool mode.
mrudat Posted May 13, 2022 Posted May 13, 2022 I don't suppose that it would be possible to change xLodGen to write output by default into <installation path>\xLodGen Output, similar to what DynDOLOD currently does? I was surprised to find that, by default, it writes into the game path; I had expected similar behaviour to the other tools that are under active development. Happily since I use MO2, fixing things shouldn't be terribly difficult, now that I've read the relevant section of the fine manual, and output isn't being written into the game directory.
sheson Posted May 14, 2022 Author Posted May 14, 2022 On 5/13/2022 at 10:38 PM, mrudat said: I don't suppose that it would be possible to change xLodGen to write output by default into <installation path>\xLodGen Output, similar to what DynDOLOD currently does? I was surprised to find that, by default, it writes into the game path; I had expected similar behaviour to the other tools that are under active development. Happily since I use MO2, fixing things shouldn't be terribly difficult, now that I've read the relevant section of the fine manual, and output isn't being written into the game directory. Expand xLODGen is a tool mode of xEdit to replace CK LOD generation. CK/xEdit loading/saving/creating files to the data folder is the standard and explained and known for decades. https://stepmodifications.org/forum/topic/13451-xlodgen-terrain-lod-beta-93-for-fnv-fo3-fo4-fo4vr-tes5-sse-tes5vr-enderal-enderalse/?do=findComment&comment=245835
had Posted May 21, 2022 Posted May 21, 2022 Same here, didnt expected xlodgen will output files to game's folder. Is it good idea to remove all .btr files?
sheson Posted May 21, 2022 Author Posted May 21, 2022 On 5/21/2022 at 2:39 PM, had said: Same here, didnt expected xlodgen will output files to game's folder. Is it good idea to remove all .btr files? Expand Not enough information provided to answer question.
Denix Posted May 22, 2022 Posted May 22, 2022 I was wondering how the different formats differ from each other (BC7 Max etc.). Is there any document i could have a look at? Oc i understand the difference between BC7 Max and BC7 Quick but i am unsure what these do and if they effect how they affect the ingame models. If there isn't anything i could look at may someone tell me what to choose for simple high quality lods for fallout 4 :p? Thanks a bunch
sheson Posted May 22, 2022 Author Posted May 22, 2022 On 5/22/2022 at 8:50 AM, Denix said: I was wondering how the different formats differ from each other (BC7 Max etc.). Is there any document i could have a look at? Oc i understand the difference between BC7 Max and BC7 Quick but i am unsure what these do and if they effect how they affect the ingame models. If there isn't anything i could look at may someone tell me what to choose for simple high quality lods for fallout 4 :p? Thanks a bunch Expand I moved the post to the xLODGen terrain LOD beta thread. The defaults settings are fine - in particular for the object LOD - unless you have a specific need to change them. BC7 Quick and BC7 Max are -bc q and -bc x options of the TexConv command line tool You can google the texture compression formats to learn about their technical differences. You can also search this thread to find earlier answers. You are not really going to see visual difference in the game between BC7 Quick and Max. But you will certainly notice longer generation times.
Denix Posted May 22, 2022 Posted May 22, 2022 On 5/22/2022 at 10:09 AM, sheson said: The defaults settings are fine - in particular for the object LOD - unless you have a specific need to change them. Expand unfortunetly i changed the settings is there a way to get the defaults back i tried removing all files and putting in fresh ones but no luck
sheson Posted May 22, 2022 Author Posted May 22, 2022 On 5/22/2022 at 10:28 AM, Denix said: unfortunetly i changed the settings is there a way to get the defaults back i tried removing all files and putting in fresh ones but no luck Expand https://stepmodifications.org/forum/topic/13451-xlodgen-terrain-lod-beta-93-for-fnv-fo3-fo4-fo4vr-tes5-sse-tes5vr-enderal-enderalse/?do=findComment&comment=224245
had Posted May 23, 2022 Posted May 23, 2022 On 5/21/2022 at 3:19 PM, sheson said: Not enough information provided to answer question. Expand What information do you need? Im using vortex, skyrim ae last patch. Should i grab from log all lines with "Finished LOD level " and remove files by this list?
sheson Posted May 24, 2022 Author Posted May 24, 2022 On 5/23/2022 at 6:20 PM, had said: What information do you need? Im using vortex, skyrim ae last patch. Should i grab from log all lines with "Finished LOD level " and remove files by this list? Expand Lets assume you have generated output files into the data folder. Lets assume there were mods deployed that contained loose LOD files. Any existing loose LOD file in the data folder has been replaced. Since they are symlinks to a file mod folder, that means the actual file in the mod folder has been replaced. The only exception are terrain LOD textures, their generation is skipped if the texture already exists in the output folder. So, while removing new files seems easy, you may need to reinstall any mod from its download archive that has loose LOD files because they were replaced.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now