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Posted (edited)
  On 5/5/2024 at 7:42 AM, sheson said:

Upload the SSELODGen_log.txt.
Copy and paste the actual command line being used and report into what program or whatever it is being entered and how xLODGen is actually started.

From the first post or the Readme.txt included in the download archive.
Rename xLODGen.exe to [game mode]LODGen.exe (TES5LODGen.exe for example) or start with command line parameter -fnv, -fo3, -fo4, -fo4vr, -tes5, tes5vr, -sse, -enderal, -enderalse

If a tool does not seem to use the command line arguments, it's is either because they are not passed to the tool or they are set incorrectly.

How did you set up xEdit? Same thing.

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Thanks for replying, Sheson.

I got it to work, thank God.  Like you said, wrong command line.

Now i'm facing another, fortunately simpler, problem.

I pasted the command line in the properties tab of the shortcut to make it run, it's the only method available to me because i use neither Vortex or MO2 but Nexus Mod Manager.

So far so good, now the problem at hand.  I cannot add the -o:"E:\XLODGenAssets\" argument because there is simply no room left.  I already have XLodGen located at the beginning of my drive to avoid that problem but in this case it is not enough.

Is there another way to tell XLODGen to put it's generated assets in a certain location?  I did some reading and i understand that dumping them in the game folder itself is going to be detrimental to my game.

 

*Edit*  Never mind, managed to make the path even shorter.  Will test things this evening and get back to you if any issues arise.

Edited by PegasusKoga
Posted
  On 5/5/2024 at 7:52 AM, PegasusKoga said:

Thanks for replying, Sheson.

I got it to work, thank God.  Like you said, wrong command line.

Now i'm facing another, fortunately simpler, problem.

I pasted the command line in the properties tab of the shortcut to make it run, it's the only method available to me because i use neither Vortex or MO2 but Nexus Mod Manager.

So far so good, now the problem at hand.  I cannot add the -o:"E:\XLODGenAssets\" argument because there is simply no room left.  I already have XLodGen located at the beginning of my drive to avoid that problem but in this case it is not enough.

Is there another way to tell XLODGen to put it's generated assets in a certain location?  I did some reading and i understand that dumping them in the game folder itself is going to be detrimental to my game.

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Try using a *.bat batch file instead?

  • Like 1
Posted
  On 5/5/2024 at 8:03 AM, sheson said:

Try using a *.bat batch file instead?

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Haha, perhaps this evening, i'm so tired right now that i might concoct a file that melts my PC.

Thanks for the suggestion though, i didn't think of that.  I'll just have to educate myself on how to create such a thing.

Cheers!

Posted
  On 5/5/2024 at 8:06 AM, PegasusKoga said:

Haha, perhaps this evening, i'm so tired right now that i might concoct a file that melts my PC.

Thanks for the suggestion though, i didn't think of that.  I'll just have to educate myself on how to create such a thing.

Cheers!

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Simplified, a *.bat is a text file with the line(s) you would enter on a windows command prompt. Something like this:

"c:\Modding\xLODGen\xLODGenx64.exe" -sse -o:"c:\output\" -m:"c:\Users\Admin\OneDrive\Documents\My Games\Skyrim Special Edition GOG\" -p:"c:\Users\Admin\AppData\Local\Skyrim Special Edition GOG\plugins.txt" -d:"G:\GOG Galaxy\Games\Skyrim Anniversary Edition\Data\"

 

  • Like 1
Posted
  On 5/5/2024 at 8:11 AM, sheson said:

Simplified, a *.bat is a text file with the line(s) you would enter on a windows command prompt. Something like this:

"c:\Modding\xLODGen\xLODGenx64.exe" -sse -o:"c:\output\" -m:"c:\Users\Admin\OneDrive\Documents\My Games\Skyrim Special Edition GOG\" -p:"c:\Users\Admin\AppData\Local\Skyrim Special Edition GOG\plugins.txt" -d:"G:\GOG Galaxy\Games\Skyrim Anniversary Edition\Data\"

 

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Thank you so much for your help, Sheson, you didn't need to but you went above and beyond on this one.  I as always clueless about bat files but your explanation did wonders for my understanding.

Got everything working smoothly now, XLODGen recognizes the paths to Skyrim GOG and is generating the files into the folder i made for it.

I think i can handle it from here, thanks again.

Posted

Hello, thanks for the great program and all the work you do on modding these games.

I swapped from the standard fnvlodgen on nexusmods to this in order to get the new Wasteland Flora Overhaul LOD mod working for standalone New Vegas - https://www.nexusmods.com/newvegas/mods/84597

It works perfectly for the flora, but the billboard wall surrounding vegas in game now shows up almost completely black. Using the old fnvlodgen will make the billboard LOD show properly without changing anything else in my setup.

Any idea of what I could do to fix it? I haven't noticed anything else off using xLODgen vs. fnvlodgen, but I haven't done a full playthrough recently either.

Thanks!

ScreenShot0.jpg

Posted
  On 5/7/2024 at 12:15 AM, Astien said:

Hello, thanks for the great program and all the work you do on modding these games.

I swapped from the standard fnvlodgen on nexusmods to this in order to get the new Wasteland Flora Overhaul LOD mod working for standalone New Vegas - https://www.nexusmods.com/newvegas/mods/84597

It works perfectly for the flora, but the billboard wall surrounding vegas in game now shows up almost completely black. Using the old fnvlodgen will make the billboard LOD show properly without changing anything else in my setup.

Any idea of what I could do to fix it? I haven't noticed anything else off using xLODgen vs. fnvlodgen, but I haven't done a full playthrough recently either.

Thanks!

ScreenShot0.jpg

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Post the FNVLODGEn_log.txt.

Either the LOD model uses a black texture or it has black vertex colors - which are only available and used if you installed LOD Fixes and Improvements - NVSE and unchecked No vertex colors.
You either need to update/fix the LOD assets and/or check the No vertex colors checkbox.

  • Thanks 1
Posted
  On 5/7/2024 at 5:42 AM, sheson said:

Post the FNVLODGEn_log.txt.

Either the LOD model uses a black texture or it has black vertex colors - which are only available and used if you installed LOD Fixes and Improvements - NVSE and unchecked No vertex colors.
You either need to update/fix the LOD assets and/or check the No vertex colors checkbox.

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Looks like checking No Vertex Colors was all that I needed to do, the billboards are showing up properly and everything else looks good from what I saw playing for a few minutes. Thanks again!

Posted
  On 5/11/2024 at 12:22 PM, sheson said:

Provide common sense rudimentary information about the load order and the mod manager being used.
Upload FNVLODGen_log.txt.

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I am using mod organizer 2, here is the load order

  Reveal hidden contents

 

And here is the FNVLODGen_log.txt.

  Reveal hidden contents
Posted
  On 5/11/2024 at 12:43 PM, omeiago said:

I am using mod organizer 2, here is the load order

And here is the FNVLODGen_log.txt.

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Upload log files as attachment or paste to paste bin. See my signature.

The screenshots seem to show a problem with terrain. The log shows no terrain LOD generation, only tree and object LOD generation.

The MO2 load order does not seem to list an xLODGen output mod. The issue shown in the screenshot only happens with the xLODGen output enabled?
Test with default INI settings. I seem to also remember reports of mods causing this, unrelated to what tools was used to generate LOD / vanilla LOD.

See https://vivanewvegas.moddinglinked.com/lod.html

Posted
  On 5/11/2024 at 2:15 PM, sheson said:

Upload log files as attachment or paste to paste bin. See my signature.

The screenshots seem to show a problem with terrain. The log shows no terrain LOD generation, only tree and object LOD generation.

The MO2 load order does not seem to list an xLODGen output mod. The issue shown in the screenshot only happens with the xLODGen output enabled?
Test with default INI settings. I seem to also remember reports of mods causing this, unrelated to what tools was used to generate LOD / vanilla LOD.

See https://vivanewvegas.moddinglinked.com/lod.html

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The game with 0 mods enabled still looks like this https://imgur.com/a/x86LWNV

Here is the log https://ufile.io/y8fqh60o

Posted
  On 5/11/2024 at 2:34 PM, omeiago said:

The game with 0 mods enabled still looks like this https://imgur.com/a/x86LWNV

Here is the log https://ufile.io/y8fqh60o

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Does "game with 0 mods enabled" mean, you kept the tree and object LOD generation shown in the FNVLODGen_log.txt - which was made with mods in the load order and thus does not match the load order with 0 mods enabled anymore?

Does "game with 0 mods enabled" mean vanilla INIs?

If you want to test xLODGen output with the vanilla game, then generate LOD for the vanilla game - including terrain LOD.

See https://vivanewvegas.moddinglinked.com/lod.html

Posted
  On 5/11/2024 at 2:42 PM, sheson said:

Does "game with 0 mods enabled" mean, you kept the tree and object LOD generation shown in the FNVLODGen_log.txt - which was made with mods in the load order and thus does not match the load order with 0 mods enabled anymore?

Does "game with 0 mods enabled" mean vanilla INIs?

If you want to test xLODGen output with the vanilla game, then generate LOD for the vanilla game - including terrain LOD.

See https://vivanewvegas.moddinglinked.com/lod.html

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I only disabled all mods from my mod organizer 2 and run the game. I didn't touch the INIs

Just generated LOD for the vanilla game and opened the game, basically it changed nothing the world is still a mess of grey blobs on the terrain. Is there a way to reverse the changes xLODGen did to FNV

I did followed the viva new vegas guide but nothing really changed

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