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Posted

Cathedral Landscapes is known to cause snow to be gray-ish. We generally increase the gamma a smidge to 1.25 I think during Terrain LODGen (in addition to using a less-noisy, more neutral noise map as mentioned). Then ENB can further be used to improve Skyrim's horrific snow (in addition to not using the 'improved' shader as mentioned).

Posted

Today I ran into a bug somewhere in the coast of Dawnstar. There was a huge block of water missing that could only be seen from a distance. I googled for a fix and found xLODGen. I looked up how to use it and generated Occlusion.esp. I put it last in my load order, launched the game and the problem was gone. Ofcourse there's a but: My map now looks horrible. All the bodies of water look blocky and the roads from my map mod are gone. I deleted Occlusion.esp but the problem persists. I also disabled everything that I had generated using DynDOLOD earlier just in case but the map is still looking the same.

I'm quite new to this aspect of modding and I'd like to know how the problem persists even when I've deleted the esp-file. Also a possible fix to my problem would be appriciated.ScreenShot618.png?width=1010&height=568

Posted
3 hours ago, Rasvakeitin said:

Today I ran into a bug somewhere in the coast of Dawnstar. There was a huge block of water missing that could only be seen from a distance. I googled for a fix and found xLODGen. I looked up how to use it and generated Occlusion.esp. I put it last in my load order, launched the game and the problem was gone. Ofcourse there's a but: My map now looks horrible. All the bodies of water look blocky and the roads from my map mod are gone. I deleted Occlusion.esp but the problem persists. I also disabled everything that I had generated using DynDOLOD earlier just in case but the map is still looking the same.

I'm quite new to this aspect of modding and I'd like to know how the problem persists even when I've deleted the esp-file. Also a possible fix to my problem would be appriciated.

Generating Occlusion.esp does not change anything on the map or the quality of the LOD.

It appears you generated terrain LOD meshes (and textures) as well, but did not set a good enough quality and/or optimize unseen value for LOD level 32 for the map as explained on the first post.

Posted (edited)

I have another LOD problem in my "Star Wars Worlds in Skyrim" mod in ENDOR: a HOLE appears in the same place, systematically for LE, once for 2 for SE !! Why ?

Systematic_HOLE_in_the_same_pl

NO_HOLE_SE

HOLE_SE

Edited by gg77
Posted
38 minutes ago, gg77 said:

I have another LOD problem in my "Star Wars Worlds in Skyrim" mod in ENDOR: a HOLE appears in the same place, systematically for LE, once for 2 for SE !! Why ?

The LOD area starts outside the loaded cells, the uGridsToLoad. Open console and toggle LOD on/off with the tll command and you will see the edge of 5x5 cells.

Whatever happens inside the uGridsToLoad area has nothing to do with LOD or LOD generation.

Could be that Force Hide Land flags are set on the cell.

Posted
14 minutes ago, gg77 said:

Ok, so what can I do to correct this problem?

Obviously check if the flags are set. If not, then there might be issues with the landscape/terrain data, like too many layers or something.

Anything happening inside the loaded cells that is not LOD related is outside my purview and outside the scope of xLODGen support.

Posted

Thank you for your constant presence on this forum as well as your wise advice ...

Unfortunately "the flags are NOT set" ...

"then there might be issues with the landscape/terrain data, like too many layers or something"    ?? I didn't put much in this cell!

Posted
9 hours ago, sheson said:

Generating Occlusion.esp does not change anything on the map or the quality of the LOD.

It appears you generated terrain LOD meshes (and textures) as well, but did not set a good enough quality and/or optimize unseen value for LOD level 32 for the map as explained on the first post.

Thanks for the reply. I did some research and if I'm correct the new terrain LOD textures got injected straight into my Skyrim SE folder because I didn't create or choose folder in the creation process myself. Is there a simple way to find and delete these textures?

Posted
46 minutes ago, Rasvakeitin said:

Thanks for the reply. I did some research and if I'm correct the new terrain LOD textures got injected straight into my Skyrim SE folder because I didn't create or choose folder in the creation process myself. Is there a simple way to find and delete these textures?

Read the first post, which explains in bold text to use the -o command line argument to set a dedicated output folder.

Read Terrain-LOD-Readme.txt included in the download archive, which explains the path and filenames of the terrain LOD meshes and textures.
TES5, TES5VR, SSE, FO4, FO4VR, ENDERAL ..\Data\Meshes\Terrain\<Worldspace>\<Worldspace>.*.*.*.btr
TES5, TES5VR, SSE, FO4, FO4VR, ENDERAL ..\Data\Textures\Terrain\<Worldspace>\<Worldspace>.*.*.*.dds

Check the log file, which also prints some path and filename information.

46 minutes ago, Rasvakeitin said:

Thanks for the reply. I did some research and if I'm correct the new terrain LOD textures got injected straight into my Skyrim SE folder because I didn't create or choose folder in the creation process myself. Is there a simple way to find and delete these textures?

I never really use the CK. However in such case of issues I would check the relevant CELL/LAND records in xEdit and compare them to working CELL/LAND records.

Posted (edited)
1 hour ago, sheson said:

Read the first post, which explains in bold text to use the -o command line argument to set a dedicated output folder.

Read Terrain-LOD-Readme.txt included in the download archive, which explains the path and filenames of the terrain LOD meshes and textures.
TES5, TES5VR, SSE, FO4, FO4VR, ENDERAL ..\Data\Meshes\Terrain\<Worldspace>\<Worldspace>.*.*.*.btr
TES5, TES5VR, SSE, FO4, FO4VR, ENDERAL ..\Data\Textures\Terrain\<Worldspace>\<Worldspace>.*.*.*.dds

Check the log file, which also prints some path and filename information.

I never really use the CK. However in such case of issues I would check the relevant CELL/LAND records in xEdit and compare them to working CELL/LAND records.

Thank you very much. It seems that I got atleast most of the things fixed up with your help. Superb customer support.

Edited by Rasvakeitin
Posted

Problem solved: I reworked this cell by raising the water to make a pond, and the cell no longer disappears (LE and SE versions 9.7) 

Posted

Same old issue of the app quitting mid generation without any bugreport or errors, just uninformative events. Memory use never > 6000 Gb, CPU never more than 70%. I usually just do Tamriel, Slothseim, then the rest, but it is particularly bad this time. Finally got a bugreport. No SSEEdit log though:

LODGen_log.txtbugreport.txt

Running latest v84

I did get an access violation this time, which is what I assume generated the bug report. Normally, this isn't the case though. LODGen seems to run fine. Problems occur during texture write. Wondering if a 50-100 ms pause between writes might fix ... just randomly thinking that the process is exceeding the effective write speed. Shouldn't be an issue on my machine, as I have the fastest drive one can have (NVME in RAID0, but this may conceivably cause issues with some apps).

Posted
51 minutes ago, z929669 said:

Same old issue of the app quitting mid generation without any bugreport or errors, just uninformative events. Memory use never > 6000 Gb, CPU never more than 70%. I usually just do Tamriel, Slothseim, then the rest, but it is particularly bad this time. Finally got a bugreport. No SSEEdit log though:

LODGen_log.txt 51.21 kB · 0 downloads bugreport.txt 300.48 kB · 0 downloads

Running latest v84

I did get an access violation this time, which is what I assume generated the bug report. Normally, this isn't the case though. LODGen seems to run fine. Problems occur during texture write. Wondering if a 50-100 ms pause between writes might fix ... just randomly thinking that the process is exceeding the effective write speed. Shouldn't be an issue on my machine, as I have the fastest drive one can have (NVME in RAID0, but this may conceivably cause issues with some apps).

You really do not need to post the LODGen logs for terrain LOD meshes generation if there is a problem with terrain LOD textures much later.

See if this version handles the error with a better message maybe.

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