Jump to content

Recommended Posts

Posted
2 hours ago, z929669 said:

That makes sense ...

I launched the latest experimental mentioned and let it attempt to generate tree LOD. Plugins loaded without issue (i.e., no Dlephi error). So that was some random fluke.

I went back to beta 81 and invoked via shortcut. Same random event resulted. It quit durring LODGen of DLC2SolstheimWorld this time. I searched the event and found that it is an unhandled Delphi exception: https://stackoverflow.com/questions/16602756/strange-0x0eedfade-exception-in-delphi-multi-thread-program

I am happy to test resolutions if this gives you any path forward.

The problem is that  there can not really be an unhandled exception, because of the tool (madexcept) is supposed to capture them all and write the bugreport txt.
The bugreports you had didn't really made much sense so far.

Since you also already had a crash while xEdit loads the plugins at startup, this problems happens long before there is any multi-threading code generating LOD.
So it could be something that was added to xEdit 4.1.3g, which does have way more updates to its code then the 1 fix that was made to terrain LOD generation code in 81. E.g. the change between 77 and 78 was the update to 4.1.3g and something to external LODGen.exe.

The entire problem is a random fluke that only you have so far and without the bugreport it will be hard to troubleshoot. 

Posted

Tried the debug version ... no issues against vanilla: SSELODGen_log.txt

Output size with setting posted in the dev guide I linked in PM:

image.png

I will run via MO next

EDIT: First attempt against Step mod list resulted in same ininformative errors, so I ran again and finally got another bugreport. No SSELODGen log output though:

bugreport0.txt

Posted
1 hour ago, z929669 said:

Tried the debug version ... no issues against vanilla: SSELODGen_log.txt

Output size with setting posted in the dev guide I linked in PM:

image.png

I will run via MO next

EDIT: First attempt against Step mod list resulted in same ininformative errors, so I ran again and finally got another bugreport. No SSELODGen log output though:

bugreport0.txt 99.63 kB · 0 downloads

Check what this debug version does.

Posted
8 minutes ago, z929669 said:

Just another bugreport. No useful logs. Same pattern:

plain;base64,ZGF0ZS90aW1lICAgICAgICAgIDo bugreport.txtUnavailable

The log messages that are printed to the message window can be copied and pasted or maybe you can screenshot them as last resort in case the log file is not create while closing the program. Look out for warning message passing by.

There seems to be a problem with a landscape texture. See if this debug version says which. 

Posted
7 hours ago, sheson said:

The log messages that are printed to the message window can be copied and pasted or maybe you can screenshot them as last resort in case the log file is not create while closing the program. Look out for warning message passing by.

There seems to be a problem with a landscape texture. See if this debug version says which. 

First run for this one provides no new information. Second run successful, but notably more GPU intensive at end of generating Tamriel and SolstheimWorld textures.

Notably, the successful run did not leave an SSELODGen log file.

Posted
3 hours ago, z929669 said:

First run for this one provides no new information

What is this supposed to mean? It ran and all was fine?

3 hours ago, z929669 said:

Second run successful, but notably more GPU intensive at end of generating Tamriel and SolstheimWorld textures.

There is no change to terrain LOD generation code.

3 hours ago, z929669 said:

Notably, the successful run did not leave an SSELODGen log file.

If xEdit can not write its log file when closing, there should be an error message. Sounds like a UAC, antivirus issue.

Posted
7 hours ago, sheson said:

What is this supposed to mean? It ran and all was fine?

There is no change to terrain LOD generation code.

If xEdit can not write its log file when closing, there should be an error message. Sounds like a UAC, antivirus issue.

No new information = same useless output with random fail as in previous runs

For whatever reason, I noticed GPU fan and % use was noticeably higher. No different conditions on my end. Is what it is I guess.

I will run wo/antivirus next time, but this has never before been an issue, and I have not changed software/settings for my AV.

 

I need to build a house for our wild cats today, so I probably won't be back at my PC till this evening.

Posted
45 minutes ago, z929669 said:

No new information = same useless output with random fail as in previous runs

Post it anyways. Maybe it spawns more silly ideas on my end what to try next.

46 minutes ago, z929669 said:

I need to build a house for our wild cats today, so I probably won't be back at my PC till this evening.

There no requirement to rush anything.

Posted

Part of the new mod I'm currently working on is set in a custom worldspace that is almost entirely underwater. With Sheson's help, I've already been able to resolve a few issues in regard to mountain LOD (I've surrounded the area the player needs to stay in with mountains as a natural barrier).

But another issue I'm having is that the water tiles aren't displayed in the distance, and they keep popping in when I get closer (independent of whether I'm above or below the water), which is really annoying, especially since you can only see the mountain peaks that are above water through the water tiles when you're underwater, meaning you can't see the peaks in the distance when you're underwater. Has anyone ever had this issue, or does anyone have any suggestions on how to solve it? Any advice is highly appreciated.

 

Posted
19 minutes ago, OregonPete said:

Part of the new mod I'm currently working on is set in a custom worldspace that is almost entirely underwater. With Sheson's help, I've already been able to resolve a few issues in regard to mountain LOD (I've surrounded the area the player needs to stay in with mountains as a natural barrier).

But another issue I'm having is that the water tiles aren't displayed in the distance, and they keep popping in when I get closer (independent of whether I'm above or below the water), which is really annoying, especially since you can only see the mountain peaks that are above water through the water tiles when you're underwater, meaning you can't see the peaks in the distance when you're underwater. Has anyone ever had this issue, or does anyone have any suggestions on how to solve it? Any advice is highly appreciated.

 

Sounds like it could be related to DynDOLOD "Optimize Unseen", but sheson can provide insights that go beyond my intuition.

Posted
49 minutes ago, OregonPete said:

Part of the new mod I'm currently working on is set in a custom worldspace that is almost entirely underwater. With Sheson's help, I've already been able to resolve a few issues in regard to mountain LOD (I've surrounded the area the player needs to stay in with mountains as a natural barrier).

But another issue I'm having is that the water tiles aren't displayed in the distance, and they keep popping in when I get closer (independent of whether I'm above or below the water), which is really annoying, especially since you can only see the mountain peaks that are above water through the water tiles when you're underwater, meaning you can't see the peaks in the distance when you're underwater. Has anyone ever had this issue, or does anyone have any suggestions on how to solve it? Any advice is highly appreciated.

 

Are you saying that CELLs which are defined in a plugin do not have water LOD generated for cell water that is above the terrain level? Maybe post a screenshot.

Posted (edited)

Hey there and thanks for your work!

I recently thought I'd give xlodgen a try and downloaded Beta 81. I've also installed the FO4lodgen resources and the NeuraLOD resources and activated their plugins for LOD generation.

The Terrain LOD works very well, but the Object LOD is a total failure. Large swaths of Downton Boston are missing, including most of the skyscraper ruins there. Of Easy Downs, only the racetrack oval itself is there. All of Lexington is missing completely, the only building there is the Corvega Plant. The projection/diner building at Starlight is missing as well. Generally, lots of (vanilla) buildings are missing either completely or in large parts.

It's likely something I'm doing wrong. What could it be?

Edited by niston
Posted
12 hours ago, niston said:

Hey there and thanks for your work!

I recently thought I'd give xlodgen a try and downloaded Beta 81. I've also installed the FO4lodgen resources and the NeuraLOD resources and activated their plugins for LOD generation.

The Terrain LOD works very well, but the Object LOD is a total failure. Large swaths of Downton Boston are missing, including most of the skyscraper ruins there. Of Easy Downs, only the racetrack oval itself is there. All of Lexington is missing completely, the only building there is the Corvega Plant. The projection/diner building at Starlight is missing as well. Generally, lots of (vanilla) buildings are missing either completely or in large parts.

It's likely something I'm doing wrong. What could it be?

Looks like we are just supposed to make blind guesses. 

If something doesn't have LOD it is because its LOD models not being defined or assets are missing from the load order.
If something happened during LOD generation there will be error or warning messages in the log.

Obviously, test LOD generation without any LOD mods. Then install them correctly.

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.