Jump to content

Recommended Posts

Posted
  On 2/20/2022 at 4:55 PM, Katarsi said:

Is regenerating terrain LOD with xLODGen needed for Seasons? Or is DynDOLOD enough?

Expand  

If the season swap data affects terrain and terrain LOD should match those seasonal changes, then you should generate terrain LOD for the different seasons.

  • 2 weeks later...
Posted

Just posting again that I have run the latest beta 90 several times now without the historic errors I always used to get (process quits randomly without bugreport or any obvious cause. General Win event errors not helpful.)

So I am assuming the cause was Texconv and that changes you made to this app or it's integration/behavior may be the reason?

Posted
  On 3/6/2022 at 7:12 PM, z929669 said:

Just posting again that I have run the latest beta 90 several times now without the historic errors I always used to get (process quits randomly without bugreport or any obvious cause. General Win event errors not helpful.)

So I am assuming the cause was Texconv and that changes you made to this app or it's integration/behavior may be the reason?

Expand  

Your guess is as good as mine, though the program and the madexcept error handler (which creates the bugreport.txt) should catch all errors in the program, especially when executing command line tools.

Posted
  On 3/6/2022 at 7:21 PM, sheson said:

Your guess is as good as mine, though the program and the madexcept error handler (which creates the bugreport.txt) should catch all errors in the program, especially when executing command line tools.

Expand  

It seems to run about 20% faster for me to boot (on my essentially apples:apples mod list(s)) ... partly because I don't need to gen in 2-4 partial runs any longer.

  • 2 weeks later...
Posted (edited)

I have this issue with my map and of course it also occurs in game. The map/borders have broken edges. I selected Protect borders and I also have borders unlocked as I use three mods that expand the area outside the Skyrim map. I have a screenshot below:

https://drive.google.com/file/d/1ca441F9yeHOhNa14vrRtAYNMPlhtRfK0/view?usp=drivesdk

Note: This does not really cause problems from a gameplay standpoint. I can reach all gameplay areas. Its more a visual concern.

Edited by ignotus_patronus
Posted
  On 3/20/2022 at 12:04 AM, ignotus_patronus said:

I have this issue with my map and of course it also occurs in game. The map/borders have broken edges. I selected Protect borders and I also have borders unlocked as I use three mods that expand the area outside the Skyrim map. I have a screenshot below:

https://drive.google.com/file/d/1ca441F9yeHOhNa14vrRtAYNMPlhtRfK0/view?usp=drivesdk

Note: This does not really cause problems from a gameplay standpoint. I can reach all gameplay areas. Its more a visual concern.

Expand  

I for whatever reason cannot edit the previous post. I believe my mistake was not using the Tamriel Extended esm. I must have forgot to incorporate it.

Posted

Noob question: DynDOLOD (afaik) has a Seasons option for generating seasonal LODs for some but not all worldspaces. xLODGen only allows generating LODs for selected worldspaces with or without seasonal LODs when it runs. So if I'm figuring this out right, SoS users will need to run xLODGen twice - once with the seasonal LODs option ticked for the worldspaces that are affected by SoS ini configurations (e.g. Tamriel and Wyrmstooth, as defined by Turn of the Seasons) and a second time with seasonal LODs option unticked for the worldspaces that are not affected by SoS ini configuration, and hence don't require seasonal LODs. Is that right?

Of course, as I understand it, generating seasonal LODs for everything shouldn't do any harm, but it will produce a ton of useless data (I ran it for everything and ended up witth 30GB of LODGen data, with a LO including Beyond Bruma, Beyond Reach and Midwood Isle), and takes an awful long time. Have I got this right?

Posted
  On 3/20/2022 at 11:21 AM, HamsterSensei12 said:

Noob question: DynDOLOD (afaik) has a Seasons option for generating seasonal LODs for some but not all worldspaces. xLODGen only allows generating LODs for selected worldspaces with or without seasonal LODs when it runs. So if I'm figuring this out right, SoS users will need to run xLODGen twice - once with the seasonal LODs option ticked for the worldspaces that are affected by SoS ini configurations (e.g. Tamriel and Wyrmstooth, as defined by Turn of the Seasons) and a second time with seasonal LODs option unticked for the worldspaces that are not affected by SoS ini configuration, and hence don't require seasonal LODs. Is that right?

Of course, as I understand it, generating seasonal LODs for everything shouldn't do any harm, but it will produce a ton of useless data (I ran it for everything and ended up witth 30GB of LODGen data, with a LO including Beyond Bruma, Beyond Reach and Midwood Isle), and takes an awful long time. Have I got this right?

Expand  

Yes you should run xLODGen twice with seasons on/off and only selecting the desired worldspaces for each run.

Or generate terrain LOD for all worldspaces and no seasons (= default)  checked first. Then second run select only the worldspaces with seasons and do not check the default season, only the WIN,SPR, SUM, AUT as desired.

  • 2 weeks later...
Posted (edited)

I had a question regarding some Skyrim worldspaces not showing up as options for LOD to be generated when using xLODgen. I know this is due to me having certain mods installed in my load order (e.g. Enhanced Solitude and Capital Windhelm Expansion) so the program hides them because of the LOD issues that take place when generating LOD with these installed. The question I have is can I force xLOGgen to have these worldspaces available in some way to build LOD even with those mods installed? Or should I temporarily disable their plugins to build LOD for them? All I wish to do is build terrainLOD as I have Seasons of Skyrim installed and wish for those excluded city worldspaces to have the seasonal landscape textures. Thanks!

Edited by Pharmer3516

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 account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.