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Posted (edited)
15 minutes ago, sheson said:

Programs like xEdit, xLODGen, DynDOLOD  etc. use standard OS function to access files. It is the OS that tells a program if a file exists or not. Either because the files does not exist or the OS prevents access, typically because of UAC, antivir etc.

Yes, maybe "Windows 8 compatibility" mode sets administrator rights ? But, as I said, if I commented out the line with "road01_n.dds", I got an error in the next line, so I think, when this error happens, TexGen isn't able to access the vfs of MO2. Ah, I think, I now have it !  "road01_n.dds" is opened two times, maybe this isn't possible, because the first access locks the file ! Have a look at "DynDOLOD_SSE_TexGen_copy_skyrimesm.txt" :

// wbBuildAtlasFromAtlasMap expects _n.dds with same filename as dds, create the missig ones
textures\architecture\windhelm\whruinstone_n.dds,textures\architecture\windhelm\whruinstonedark_n.dds
textures\landscape\mountains\mountainslab02_n.dds,textures\dungeons\caves\caverocks01_n.dds
textures\dungeons\rubblepile01_n.dds,textures\dungeons\rubblepile02_n.dds
textures\dungeons\ridgedstonewall02_n.dds,textures\dungeons\ridgedstone02a_n.dds
textures\dungeons\ridgedstone06_n.dds,textures\dungeons\ridgedstone05_n.dds
textures\landscape\mountains\mountainslab02_n.dds,textures\dungeons\caves\caverocks01_n.dds
textures\dungeons\imperial\impextrubble01_n.dds,textures\dungeons\imperial\impextrubble01ice_n.dds
textures\dungeons\imperial\impextwall01_n.dds,textures\dungeons\imperial\impextwall01ice_n.dds
textures\dungeons\imperial\impwall05_n.dds,textures\dungeons\imperial\impwall05ice_n.dds
textures\dungeons\imperial\impwood01_n.dds,textures\dungeons\ships\shipwood01_n.dds
textures\landscape\dirt02_n.dds,textures\effects\fxdirtmound01_n.dds
textures\landscape\trees\treepineforestbarkcompsnow_n.dds,textures\dlc02\landscape\trees\treepineforestbarkcompash_n.dds
textures\architecture\winterhold\magestatue_n.dds,textures\architecture\winterhold\magestatue_d_n.dds
textures\landscape\roads\road01_n.dds,textures\landscape\roads\road01fallforest01_n.dds
textures\landscape\roads\road01_n.dds,textures\landscape\roads\road01reach01_n.dds
textures\architecture\whiterun\wrdragontile01.dds,textures\architecture\whiterun\wrdragontileblack01_n.dds

Maybe, TexGen can open the file twice, if it sets read-only mode ?

Edited by nopse
Posted
17 minutes ago, nopse said:

Yes, maybe "Windows 8 compatibility" mode sets administrator rights ? But, as I said, if I commented out the line with "road01_n.dds", I got an error in the next line, so I think, when this error happens, TexGen isn't able to access the vfs of MO2.

You do not provide any information, no logs. You are posting on xLODGen thread. No idea what DynDOLOD version you are using or what the exact error message is. You are just making assumptions about things to explain the problem instead of reporting the problem. So I can just explain how checking if a file exists actually works.

You probably need to add exceptions to Windows Defender like everybody else as explained and discussed dozens of times before.

For any tool to be able to "access" VFS of MO2, the tool needs to be started from MO2.

Posted
9 minutes ago, sheson said:

You do not provide any information. You are posting on xLODGen thread. You are just making assumptions about things. I just explaining how checking if a file access works.

You probably need to add exceptions to Windows Defender like everybody else as explained and discussed dozens of times before.

I followed step 5 in the Step 1.0 SkyrimSE guide. Since TexGen coud find the other files (before road01_n.dds), I don't think its Windows Defender. Sure, I am guessing, but I think, that's the most reasonable explanation, if TexGen tries to open the same file twice in a short space of time, it get's an access denied error. This would also explain, why xLodGen randomly crashes (it tries to access the same file twice too fast)

Posted
6 minutes ago, nopse said:

I followed step 5 in the Step 1.0 SkyrimSE guide. Since TexGen coud find the other files (before road01_n.dds), I don't think its Windows Defender. Sure, I am guessing, but I think, that's the most reasonable explanation, if TexGen tries to open the same file twice in a short space of time, it get's an access denied error. This would also explain, why xLodGen randomly crashes (it tries to access the same file twice too fast)

No.

Posted
10 minutes ago, sheson said:

No.

Ok, if you say so, I will try to put my ModOrganizer instances/profile directory somewhere else (not in my home directory), so it isn't under UAT

 

Posted
4 hours ago, nopse said:

Ok, if you say so, I will try to put my ModOrganizer instances/profile directory somewhere else (not in my home directory), so it isn't under UAT

 

You should post all of your logs on the DynDOLOD topic as explained in that OP. If it's an xLODGen issue, you should post those logs here as explained in this OP.

Log files and bugreport.txt are what's needed for the issue to be diagnosed beyond speculation.

  • 2 weeks later...
Posted
1 hour ago, ntluan_vn said:

I just want to run xLODGen for the Whiterun tundra area. So how do I set it up?
Thank you

https://i.postimg.cc/PrYgYb0K/xLODGen.png

If you only want to generate for specific LOD quads (files),  put the LOD level and the lower left cell coordinates of the quad into the specific chunk fields. If you leave the dropdown "empty" all levels for the coordinates will be generated. The coordinates need to match LOD quads steps of 4, 8, 16, 32.

You can get those the numbers from the LOD meshes/textures filenames for example, the DynDOLOD SkyUI You are here or use the maps posted here https://www.nexusmods.com/skyrim/mods/2251/

LOD quads do not coincide with regions or locations though.

  • Like 1
Posted

Okay, I'm a newbie when it comes to LOD generation, and I messed something up doing it for FNV. Not sure what information is valuable, as I did a lot of troubleshooting myself, but the simple problem is that my LOD is gone in-game. After my first time generating I lost all of it. I tried putting the files in a mod folder and installing it via mod manager, but no luck. I even tried manually placing the generated files into their respective locations to no success. If you need any information I'd love to place it here, just remember I am completely new, so I imagine the issue is a super easy fix. any help is much appreciated

Posted
6 hours ago, Pho_King said:

Okay, I'm a newbie when it comes to LOD generation, and I messed something up doing it for FNV. Not sure what information is valuable, as I did a lot of troubleshooting myself, but the simple problem is that my LOD is gone in-game. After my first time generating I lost all of it. I tried putting the files in a mod folder and installing it via mod manager, but no luck. I even tried manually placing the generated files into their respective locations to no success. If you need any information I'd love to place it here, just remember I am completely new, so I imagine the issue is a super easy fix. any help is much appreciated

Check the xLODGen log (FNVLODGen_log.txt) for warning and error messages.

Posted
16 hours ago, sheson said:

Check the xLODGen log (FNVLODGen_log.txt) for warning and error messages.

I'm getting a couple of recurring errors here, all relating to meshes these three descriptors appear at various points

LODGen: Exception of type 'System.OutOfMemoryException' was thrown

LODGen: Arithmetic operation resulted in an overflow.

LODGenx64: Header checksum illegal

LODGenx64: Array dimensions exceeded supported range.

Hope this is the kind of thing you're looking for. I'm getting a LOT of these specific errors. I attached my entire file, if that's not too presumptuous of me

 

LODGen_log.txt

Posted
7 hours ago, Pho_King said:

I'm getting a couple of recurring errors here, all relating to meshes these three descriptors appear at various points

LODGen: Exception of type 'System.OutOfMemoryException' was thrown

LODGen: Arithmetic operation resulted in an overflow.

LODGenx64: Header checksum illegal

LODGenx64: Array dimensions exceeded supported range.

Hope this is the kind of thing you're looking for. I'm getting a LOT of these specific errors. I attached my entire file, if that's not too presumptuous of me

LODGen_log.txt 89.13 kB · 0 downloads

Always use the x64 version.

There seems to be a problem with BSA file(s) contain terrain LOD meshes.

Verify the BSA files are valid and that the tools are not preventing from reading the by the OS, UAV, antivir.

Posted (edited)

Can't start it from MO. Xedit, bodyslide run but not Fo4lodgen64. Don't generate any log. It start outside MO. Run it outside protected folder on a dedicated m2 SSD.

I'm on the xlod85... 

and im on fresh win 11 

 

Yeah seems to be OS related my dyndolod on my old SE installation don't work anymore.

Yeah it come from my AV please ignore. Its resolved

Edited by beurp99
Posted (edited)

Hi Sheson,

 

Thank you so much for this mod! I'm trying to set up xLODGen without using MO2, but have scoured the web to no avail. :( Currently I have xLODGen set up by doing the following:

  • Extracted xLODGen to a different drive on my computer (not my game's drive)
  • Changed xLODGen64 file name to read SSELODGenx64.exe
  • Created a desktop shortcut to SSELODGenx64.exe
  • Changed the Target: field from the shortcut's Properties window to: F:\xLODGen\SSELODGenx64.exe -o:"F:\xLODGen\SSELODGen_Output"
  • Hit Apply

Should xLODGenx64 now be set up output all generated files to F:\xLODGen\SSELODGen_Output with the steps I outlined above?  Sorry if this is a dumb question, I've never used command line arguments before!  Thanks in advance for your time!

Spoiler

 

bzJMniW.png

 

Edited by dzee349
Posted
3 hours ago, dzee349 said:

Hi Sheson,

 

Thank you so much for this mod! I'm trying to set up xLODGen without using MO2, but have scoured the web to no avail. :( Currently I have xLODGen set up by doing the following:

  • Extracted xLODGen to a different drive on my computer (not my game's drive)
  • Changed xLODGen64 file name to read SSELODGenx64.exe
  • Created a desktop shortcut to SSELODGenx64.exe
  • Changed the Target: field from the shortcut's Properties window to: F:\xLODGen\SSELODGenx64.exe -o:"F:\xLODGen\SSELODGen_Output"
  • Hit Apply

Should xLODGenx64 now be set up output all generated files to F:\xLODGen\SSELODGen_Output with the steps I outlined above?  Sorry if this is a dumb question, I've never used command line arguments before!  Thanks in advance for your time!

Does xLODGen not start in SSE game mode or does it not output the LOD files to F:\xLODGen\SSELODGen_Output when starting from the short cut?

You should be using a proper mod manager like MO2. Especially if not knowing basic computer things like command line parameters.

 https://www.bleepingcomputer.com/tutorials/understanding-command-line-arguments-and-how-to-use-them/

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