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Posted
  On 3/31/2022 at 11:31 AM, Pharmer3516 said:

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!

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I realize now that terrainLod is not necessary for those city worldspaces as you won't be able to see it anyways. Disregard my question. I apologize.

Posted
  On 3/31/2022 at 11:49 AM, Pharmer3516 said:

I realize now that terrainLod is not necessary for those city worldspaces as you won't be able to see it anyways. Disregard my question. I apologize.

Expand  

Read the text at the bottom of the xLODGen option window.

Typically the walled cities are child worldspace (e.g. WhiterunWorld) that use the parent worldspace (e.g. Tamriel) for LOD.

The LOD of the parent worldspace can be seen just fine when inside the child worldspaces.

Posted
  On 3/31/2022 at 12:24 PM, sheson said:

Read the text at the bottom of the xLODGen option window.

Typically the walled cities are child worldspace (e.g. WhiterunWorld) that use the parent worldspace (e.g. Tamriel) for LOD.

The LOD of the parent worldspace can be seen just fine when inside the child worldspaces.

Expand  

I appreciate the response. That makes sense. I apologize again for asking the question in the first place. I realized it wasn't really necessary after I had sent it.

Posted (edited)

Hello, I am an absolute noob when it comes to generating LOD. I don't understand most things here so I try to avoid having to generate LOD. However, I recently found a huge FNV mod that requires terrain LOD generating. I just followed the mod's instructions when generating. At first it was okay, so I felt like it shouldn't be a problem if I generate more from other mods. The first mod that needed LOD was Arizona - A Legion Expansion and the second one was Better Strip View. After Installing this happened:

  Reveal hidden contents

Here is my load order:

  Reveal hidden contents

I also have NMC but I have installed patches for it.

 

Edited by Binsu
Posted
  On 4/8/2022 at 6:36 AM, Binsu said:

However, I recently found a huge FNV mod that requires terrain LOD generating. I just followed the mod's instructions when generating. At first it was okay, so I felt like it shouldn't be a problem if I generate more from other mods. The first mod that needed LOD was Arizona - A Legion Expansion and the second one was Better Strip View. After Installing this happened:

  Reveal hidden contents

 

Expand  

If there are problems following third party instructions, I suggest to ask their author or on their comments/forum section. It is unclear what the 3rd party instructions were.

For object LOD generation, read the description of FNVLODGen
For terrain LOD generation, read the included Terrain-LOD-Readme.txt.
Ask specific questions if necessary.

Do not change the default texture compression/format settings.

ALWAYS set a dedicated output folder with -o command line as explained in the description/readme. Install output as a mod with the mod manager. Make sure nothing overwrites any of the generated files.

If there are problems check the FNVLODGen_log.txt logfile for errors and warnings. Upload the file if additional help is required.

Posted

Hello, I use the optimal settings... I do notice if I have my Terrain generation output enabled with those or higher settings. I am unable to run grass cache, as it will constantly CTD loop.  disabling my terrain gen output fixes that.... any ideas??

I also noticed a crash log a couple times while just playing the game that is very similar to the grass cache crash log while terrain generation is enabled.

Possible relevant objects (2)
{
  [ 206]    BSLightingShaderProperty(Name: null)
  [ 358]    NiNode(Name: `Scene Root`)
}

Probable callstack
{
  [0]   0x7FF6417DDDDA     (SkyrimSE.exe+D6DDDA)          unk_D6DD70+6A
  [1]   0x7FF641D983B5     (SkyrimSE.exe+13283B5)         unk_1328370+45
  [2]   0x7FF6416D8CEF     (SkyrimSE.exe+C68CEF)          unk_C68BA0+14F
  [3]   0x7FF6417AA58E     (SkyrimSE.exe+D3A58E)          unk_D3A4D0+BE
  [4]   0x7FF640F8E646     (SkyrimSE.exe+51E646)          unk_51E440+206
  [5]   0x7FF6417A9445     (SkyrimSE.exe+D39445)          unk_D392B0+195
  [6]   0x7FF641D05D93     (SkyrimSE.exe+1295D93)         unk_1295C30+163
  [7]   0x7FF641D553DE     (SkyrimSE.exe+12E53DE)         BSShaderTextureSet::SetTexture_12E5390+4E
  [8]   0x7FF641D3F549     (SkyrimSE.exe+12CF549)         BSLightingShaderMaterialBase::OnLoadTextureSet_12CF480+C9
  [9]   0x7FF641D4050A     (SkyrimSE.exe+12D050A)         BSLightingShaderMaterialEnvmap::OnLoadTextureSet_12D04D0+3A
  [10]  0x7FF641D34E76     (SkyrimSE.exe+12C4E76)         BSLightingShaderProperty::unk_12C4CC0+1B6
  [11]  0x7FF6416CBD71     (SkyrimSE.exe+C5BD71)          NiStream::Func15_C5BA80+2F1
  [12]  0x7FF6416C9FBE     (SkyrimSE.exe+C59FBE)          NiStream::Func1_C59F90+2E
  [13]  0x7FF6417A69D8     (SkyrimSE.exe+D369D8)          BSStream::unk_D36950+88
  [14]  0x7FF64179E949     (SkyrimSE.exe+D2E949)          unk_D2E880+C9
  [15]  0x7FF640B735B1     (SkyrimSE.exe+1035B1)          unk_1033E0+1D1
  [16]  0x7FF640C2A12F     (SkyrimSE.exe+1BA12F)          unk_1BA000+12F
  [17]  0x7FF6417A0240     (SkyrimSE.exe+D30240)          unk_D300F0+150
  [18]  0x7FF6417A0D10     (SkyrimSE.exe+D30D10)          BSResource::EntryDB<BSModelDB::DBTraits>::Func3_D30CE0+30
  [19]  0x7FF6416B3EBE     (SkyrimSE.exe+C43EBE)          BSResource__EntryDB_gs_T1_ge_::unk_C43E70+4E
  [20]  0x7FF64179D69D     (SkyrimSE.exe+D2D69D)          IOManager::Func21_D2D630+6D
  [21]  0x7FF64179A361     (SkyrimSE.exe+D2A361)          BSTaskManagerThread::Func1_D2A220+141
  [22]  0x7FF64167D6BD     (SkyrimSE.exe+C0D6BD)          StartAddress_0_C0D680+3D
  [23]  0x7FFB3E527034     (KERNEL32.DLL+17034)           
  [24]  0x7FFB3F322651     (ntdll.dll+52651)   

 

 

 

Posted
  On 4/11/2022 at 1:26 AM, Soulmancer said:

Hello, I use the optimal settings... I do notice if I have my Terrain generation output enabled with those or higher settings. I am unable to run grass cache, as it will constantly CTD loop.  disabling my terrain gen output fixes that.... any ideas??

I also noticed a crash log a couple times while just playing the game that is very similar to the grass cache crash log while terrain generation is enabled.

Possible relevant objects (2)
{
  [ 206]    BSLightingShaderProperty(Name: null)
  [ 358]    NiNode(Name: `Scene Root`)
}

Probable callstack
{
  [0]   0x7FF6417DDDDA     (SkyrimSE.exe+D6DDDA)          unk_D6DD70+6A
  [1]   0x7FF641D983B5     (SkyrimSE.exe+13283B5)         unk_1328370+45
  [2]   0x7FF6416D8CEF     (SkyrimSE.exe+C68CEF)          unk_C68BA0+14F
  [3]   0x7FF6417AA58E     (SkyrimSE.exe+D3A58E)          unk_D3A4D0+BE
  [4]   0x7FF640F8E646     (SkyrimSE.exe+51E646)          unk_51E440+206
  [5]   0x7FF6417A9445     (SkyrimSE.exe+D39445)          unk_D392B0+195
  [6]   0x7FF641D05D93     (SkyrimSE.exe+1295D93)         unk_1295C30+163
  [7]   0x7FF641D553DE     (SkyrimSE.exe+12E53DE)         BSShaderTextureSet::SetTexture_12E5390+4E
  [8]   0x7FF641D3F549     (SkyrimSE.exe+12CF549)         BSLightingShaderMaterialBase::OnLoadTextureSet_12CF480+C9
  [9]   0x7FF641D4050A     (SkyrimSE.exe+12D050A)         BSLightingShaderMaterialEnvmap::OnLoadTextureSet_12D04D0+3A
  [10]  0x7FF641D34E76     (SkyrimSE.exe+12C4E76)         BSLightingShaderProperty::unk_12C4CC0+1B6
  [11]  0x7FF6416CBD71     (SkyrimSE.exe+C5BD71)          NiStream::Func15_C5BA80+2F1
  [12]  0x7FF6416C9FBE     (SkyrimSE.exe+C59FBE)          NiStream::Func1_C59F90+2E
  [13]  0x7FF6417A69D8     (SkyrimSE.exe+D369D8)          BSStream::unk_D36950+88
  [14]  0x7FF64179E949     (SkyrimSE.exe+D2E949)          unk_D2E880+C9
  [15]  0x7FF640B735B1     (SkyrimSE.exe+1035B1)          unk_1033E0+1D1
  [16]  0x7FF640C2A12F     (SkyrimSE.exe+1BA12F)          unk_1BA000+12F
  [17]  0x7FF6417A0240     (SkyrimSE.exe+D30240)          unk_D300F0+150
  [18]  0x7FF6417A0D10     (SkyrimSE.exe+D30D10)          BSResource::EntryDB<BSModelDB::DBTraits>::Func3_D30CE0+30
  [19]  0x7FF6416B3EBE     (SkyrimSE.exe+C43EBE)          BSResource__EntryDB_gs_T1_ge_::unk_C43E70+4E
  [20]  0x7FF64179D69D     (SkyrimSE.exe+D2D69D)          IOManager::Func21_D2D630+6D
  [21]  0x7FF64179A361     (SkyrimSE.exe+D2A361)          BSTaskManagerThread::Func1_D2A220+141
  [22]  0x7FF64167D6BD     (SkyrimSE.exe+C0D6BD)          StartAddress_0_C0D680+3D
  [23]  0x7FFB3E527034     (KERNEL32.DLL+17034)           
  [24]  0x7FFB3F322651     (ntdll.dll+52651)   

Expand  

Always post entire log when making reports.

The crash can not be because of generated LOD files.

The relevant object points to a NIF that has a NiNode with the name "Scene Root".  A NiNode root node instead of BSFadeNode can be problematic depending on the NIF and how it is used. https://dyndolod.info/Messages/Root-Block. Typically I would expect the relevant objects to mention the reference and base records in this case.

Generated LOD files do not contain "Scene Root" names/strings. It is typically custom meshes from mods.

The call stack also hints that there could be a problem with the texture. Like non power of two resolution for example.

Often the NIF or DDS is mentioned in the rest of the crash log.

Posted

sorry, barking up the wrong tree then.  I am told D6DDDA crash is 99% of the time a pagefile issue and 1% of the time a corrupt texture.

It is worth noting though, "not related to the above crash" that running the Grass Cache via No Grass in Objects mod, one should disable xlodgen output.  For whatever the reason, the process will go into an infinite crash loop during the grass cache process.   works fine disabling the terrain gen for grass cache, and then just re-enabling after the process is complete. 

Posted
  On 4/11/2022 at 8:10 PM, Soulmancer said:

sorry, barking up the wrong tree then.  I am told D6DDDA crash is 99% of the time a pagefile issue and 1% of the time a corrupt texture.

It is worth noting though, "not related to the above crash" that running the Grass Cache via No Grass in Objects mod, one should disable xlodgen output.  For whatever the reason, the process will go into an infinite crash loop during the grass cache process.   works fine disabling the terrain gen for grass cache, and then just re-enabling after the process is complete. 

Expand  

You should not need to disable xLODGen output when generating grass cache. If you do, check the crash log, as there may be a corrupt texture/mesh requiring regeneration. Infinite crash loop indicates an issue with an item at the cell location it is failing to load. 

Posted
  On 4/11/2022 at 8:10 PM, Soulmancer said:

sorry, barking up the wrong tree then.  I am told D6DDDA crash is 99% of the time a pagefile issue and 1% of the time a corrupt texture.

Expand  

If it is a texture you will see its filename.dds in the crash log. The partial crash log you posted it is very likely it is a texture.

  On 4/11/2022 at 8:10 PM, Soulmancer said:

It is worth noting though, "not related to the above crash" that running the Grass Cache via No Grass in Objects mod, one should disable xlodgen output.  For whatever the reason, the process will go into an infinite crash loop during the grass cache process.   works fine disabling the terrain gen for grass cache, and then just re-enabling after the process is complete. 

Expand  

That sounds like a typical user myth. Terrain LOD is terrain LOD, it does not matter what LOD generator generated it. Either LOD files are valid or not. If they are not they also would not work in the normal game. Grass cache generation does nothing different then the normal game when loading cells.

However, loading high resolution/larger terrain LOD files or any other meshes/textures plugins that do not affect grass or its placement is probably wasting time and resources.

Posted

Hello everyone. I noticed that an error I ran into (That I assume would be fairly common, however hard to notice considering it isn't shoved into the users face in the log) which causes failures for certain tex conv processes in xlodgen. Specifically if you're using a laptop, you'll want to make sure that xlodgen is running with your Dedicated GPU via Nvidia control panel or windows settings, then the error should vanish. That is all, bye bye.

Posted
  On 4/17/2022 at 8:52 PM, GrassRash said:

Hello everyone. I noticed that an error I ran into (That I assume would be fairly common, however hard to notice considering it isn't shoved into the users face in the log) which causes failures for certain tex conv processes in xlodgen. Specifically if you're using a laptop, you'll want to make sure that xlodgen is running with your Dedicated GPU via Nvidia control panel or windows settings, then the error should vanish. That is all, bye bye.

Expand  

Also see https://dyndolod.info/Help/Texconv

Posted (edited)

Hello,

I'm using the latest xLODGen version, after generating only for Terrain LOD, I noticed Terrain LOD Redone doesn't work, the terrain texture reverts back to what it originally looks like before installing it.

Has anyone else experienced an issue with Terrain LOD Redone not working after generating Terrain LOD with xLODGen?

These are the settings I used in xLODGen.

xLODGen — ImgBB (ibb.co)

THANKS

Edited by mooit
Posted
  On 4/18/2022 at 7:23 AM, mooit said:

Hello,

I'm using the latest xLODGen version, after generating only for Terrain LOD, I noticed Terrain LOD Redone doesn't work, the terrain texture reverts back to what it originally looks like before installing it.

Has anyone else experienced an issue with Terrain LOD Redone not working after generating Terrain LOD with xLODGen?

These are the settings I used in xLODGen.

xLODGen — ImgBB (ibb.co)

THANKS

Expand  

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.

  On 4/18/2022 at 8:25 AM, mooit said:

Perfect Terrain LOD is working nice, I'll stick with this instead.

Perfect Terrain LOD at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)

Expand  

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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