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Posted (edited)
25 minutes ago, sheson said:

Set Optimize Unseen to off for LOD4 for first generation. Start experimenting with a value of 550 with a quality setting of 10 or lower for LOD32 (used for map) and compare coastlines and file size to other settings.

https://dyndolod.info/Help/xLODGen#Generating-Terrain-LOD-Meshes
Typically use a Quality of 0 to 10 for LOD32 and set Optimize Unseen to 550 to improve coastlines on the map.

These settings will generate terrain LOD meshes for LOD level 32 that will have greatly detailed coastlines.

See https://dyndolod.info/Mods/Maps-And-Map-Mods

Also pay attention to this in the first post:
Use -o:"c:\OutputPath\" command line parameter to change where files are generated to, default is the game folder. Then install output as a mod.
Do not generate into any game, any mod manager folders or special Windows folder like Program Files x86, Users, Desktop, Documents, Downloads etc.

Or in the Readme.txt
Always set -o:"c:\OutputPath\" command line argument to change where files are generated to. The default is the game folder which risks replacing existing files and is problematic with mod managers, especially if they use some kind of virtualization. Do not generate into any game or any mod manager folders that are part (direct or indirect) of the virtual file system. Do not generate into the Overwrite folder of MO2.

Or here: https://dyndolod.info/Help/xLODGen#Installation
To start xLODGen in the desired game mode, it should be set as a command line argument in addition to setting a dedicated output folder with -o:"c:\OutputPath\" as explained in the Readme.txt included in the xLODGen download archive. For example: "C:\Modding\xLODGenx64.exe" -sse -o:"c:\Output\"
Do not generate into game or mod manager folders. Just as with TexGen or DynDOLOD, always set and generate into a dedicated output folder and once generation is dome, install the output as a mod

I did follow all of these instructions and my map is still messed up.

Quote

If you follow third party instructions, you need to ask their author/their forum for help. It is rather pointless linking to third party forums and discussion.

The only reason I linked the posts from Reddit and whatnot was to give examples of other people who had the same problem and got solutions suggested to them that didn't work for me, so people could see what I was talking about. The only other link I gave was a list of instructions from this very website, so if that was considered "third party," I didn't know, since I thought this was the official forum for these tools.

EDIT: I also forgot to specify that I had followed the specific instructions from here, sorry. I used the other link to just make sure I was generating correctly with Cathedral Landscapes.

Edited by nalathequeen2186
clarification
Posted
12 minutes ago, nalathequeen2186 said:

I did follow all of these instructions and my map is still messed up.

The only reason I linked the posts from Reddit and whatnot was to give examples of other people who had the same problem and got solutions suggested to them that didn't work for me, so people could see what I was talking about. The only other link I gave was a list of instructions from this very website, so if that was considered "third party," I didn't know, since I thought this was the official forum for these tools.

The requested log was not provided.

The explained settings will generate terrain LOD meshes for LOD level 32 with detailed coast lines.

If  you do not see that in the game, it is because the game does not load these LOD meshes.
The game not showing any LOD meshes or textures is a setup, INI, mod or mod manager issue.

Posted

Sorry, please be patient with me, I'm very new to using this tool and I have had nothing but trouble with it from day 1. I can't ever seem to get it to work correctly and I really don't know what I'm doing even after reading and rereading instructions 1000000 times.

3 minutes ago, sheson said:

The explained settings will generate terrain LOD meshes for LOD level 32 with detailed coast lines.

If  you do not see that in the game, it is because the game does not load these LOD meshes.
The game not showing any LOD meshes or textures is a setup, INI, mod or mod manager issue.

To clarify, it's not that the map never shows up, it's that ONLY if I try deleting the LOD 32 files from xLODGen (as per some of the suggestions I saw) I get no map. If I leave the LOD 32 files from xLODGen there, I get a low quality map.

I found 3 files but 2 were too big for it to allow me to upload it here so I'm gonna hope that this is the correct one.

bugreport.txt

Posted
19 minutes ago, nalathequeen2186 said:

Sorry, please be patient with me, I'm very new to using this tool and I have had nothing but trouble with it from day 1. I can't ever seem to get it to work correctly and I really don't know what I'm doing even after reading and rereading instructions 1000000 times.

To clarify, it's not that the map never shows up, it's that ONLY if I try deleting the LOD 32 files from xLODGen (as per some of the suggestions I saw) I get no map. If I leave the LOD 32 files from xLODGen there, I get a low quality map.

I found 3 files but 2 were too big for it to allow me to upload it here so I'm gonna hope that this is the correct one.

bugreport.txt 89.95 kB · 1 download

The requested SSELODGen_log.txt was not provided.
Zip large files and use a file service as explained in my signature.

You uploaded a bugreport.txt, which means the tool stopped with an error at one point. The error is related to MO2 virtual filesystem.
The bugreport.txt shows that at one point no command arguments were provided and thus the dedicated output folder was not set as explained in the instructions. That means there might be LOD files in the MO2 overwrite folder and/or loose LOD files were replaced in their respective mod folders. Delete any LOD files in the MO2 overwrite folder. Reinstall any mod that contains loose LOD files.
The bugreport shows that you installed xLODGen into a DynDOLOD folder. Do not mix/merge xLODGen with DynDOLOD, keep them separate.
The bugreport.txt seems to indicated you are using an older version from February instead of the latest version.

As I already explained, if the loose terrain LOD meshes are deleted from the load order, then the game will automatically load the vanilla terrain LOD meshes form its vanilla BSA. If the game does not do this, it is because of INI settings, maybe another mod or the mod manager.

Posted
1 minute ago, sheson said:

The bugreport.txt shows that at one point no command arguments were provided and thus the dedicated output folder was not set as explained in the instructions. That means there might be LOD files in the MO2 overwrite folder and/or loose LOD files were replaced in their respective mod folders. Delete any LOD files in the MO2 overwrite folder. Reinstall any mod that contains loose LOD files.

I don't know why the bug report would be indicating such a thing. There is nothing in my MO2 overwrite folder because I have xLODGen set up with the argument: -o:"C:\DynDOLOD\xLODGen\xLODGen Output". I may not know very well how to use these LOD tools but I'm very familiar with MO2. I generated it to a folder not within MO2, then installed it after the fact as a mod.

I can move xLODGen out of the DynDOLOD folder and run it again but it takes 3+ hours to generate everything each time, so I really do want to know FOR SURE the next time I run it that it's going to generate the map LOD properly and I'm not gonna be wasting 3 hours for nothing. Alternatively if there's a way to only regenerate the map LOD that would be ideal as everything else in the game looks fine, it's just my map that's messed up.

Here's the log, I hope it's the correct one this time (I didn't know which one to upload before so please, again, be patient with me) from when I regenerated it last night.

Posted
37 minutes ago, nalathequeen2186 said:

I don't know why the bug report would be indicating such a thing. There is nothing in my MO2 overwrite folder because I have xLODGen set up with the argument: -o:"C:\DynDOLOD\xLODGen\xLODGen Output". I may not know very well how to use these LOD tools but I'm very familiar with MO2. I generated it to a folder not within MO2, then installed it after the fact as a mod.

I can move xLODGen out of the DynDOLOD folder and run it again but it takes 3+ hours to generate everything each time, so I really do want to know FOR SURE the next time I run it that it's going to generate the map LOD properly and I'm not gonna be wasting 3 hours for nothing. Alternatively if there's a way to only regenerate the map LOD that would be ideal as everything else in the game looks fine, it's just my map that's messed up.

Here's the log, I hope it's the correct one this time (I didn't know which one to upload before so please, again, be patient with me) from when I regenerated it last night.

The provided SSELODGen_log.txt shows that an old version of xLODGen was started and then nothing else. There are no log messages showing any LOD generation.

The game is installed in Program Files x86. I suggest to follow a modding guide how to properly setup the game to avoid issues with the file access/permission, UAC, anti vir etc.

Install the latest version from the first post into a new and empty folder. Do not move any files from old installation.

Use sensible settings when generating LOD, especially for the terrain LOD textures resolution and compression so that the LOD generation does not take hours.
If the problem is with terrain LOD meshes, do not check to generate anything else, especially not the terrain LOD textures. Generate the terrain LOD meshes only.
If the problem is with a specific worldspace, do not select other worldspaces. Each worldspace has distinct LOD files and separate folders which can be generated seperatly.
If the problem is with a specific LOD level, use the specific chunk option and the LOD level drop down to only generate that LOD level.
Generating terrain LOD meshes should take only minutes.

All of the above is not going to change anything, if the load order, the game setup, INI settings, mods or whatever etc. is causing issues like the LOD meshes not being loaded or shown in the game.

You can open the generated LOD meshes in NifSkope to check the coastlines.

Posted
7 minutes ago, sheson said:

The provided SSELODGen_log.txt shows that an old version of xLODGen was started and then nothing else. There are no log messages showing any LOD generation.

I don't know why my logs aren't showing correct information then, because it did generate LODs and I installed them and everything. Not sure what to say there.

8 minutes ago, sheson said:

Use sensible settings when generating LOD, especially for the terrain LOD textures resolution and compression so that the LOD generation does not take hours.

I used the lowest suggested quality settings in the xLODGen guide, not sure if there are other settings I'm supposed to be aware of. My computer is not that great so I want the lowest quality options, I don't care if it looks less than stellar, only that it works. It takes hours probably because I'm using Seasons of Skyrim, and I don't really know if there's a way to lower generation times. That's not a problem if I only have to generate once, but regenerating over and over again is just not an option when I'm trying to troubleshoot.

11 minutes ago, sheson said:

All of the above is not going to change anything, if the load order, the game setup, INI settings, mods or whatever etc. is causing issues like the LOD meshes not being loaded or shown in the game.

I'm not sure what else I can do. To the best of my knowledge, my load order is exactly as it's supposed to be as described in the guide, in both the left and right panes, and I've never had any problems before this. My INI settings are pretty much vanilla except for a couple of changes that I only made AFTER encountering this problem, which didn't seem to change anything for the better or worse. I can upload my load order but idk if that's something that can be diagnosed here, or if there's a rule about it or whatever. I'm just at a complete loss.

Also, I went and checked every other worldspace that has maps (including ones added by the map mod I mentioned) and they all have extremely low quality meshes/textures and no object LODs as well.

13 minutes ago, sheson said:

You can open the generated LOD meshes in NifSkope to check the coastlines.

Would that even show it properly though, with the water and objects everything? Or would it just be the raw terrain? I've never used NifSkope so idk, sorry.

Posted

So I answered my own last question and downloaded NifSkope, and it does seem like it must be an issue with the xLODGen output, because from what I can tell even as someone who doesn't fully know what they're looking at, the generated meshes look TERRIBLE lol. But I'm not fully sure what settings I need to change to get them to look right, and I'm also confused at why, if the generated meshes were this terrible, my map actually looked normal and fine for a few hours in game before suddenly changing into this monstrosity...

Posted
7 minutes ago, nalathequeen2186 said:

So I answered my own last question and downloaded NifSkope, and it does seem like it must be an issue with the xLODGen output, because from what I can tell even as someone who doesn't fully know what they're looking at, the generated meshes look TERRIBLE lol. But I'm not fully sure what settings I need to change to get them to look right, and I'm also confused at why, if the generated meshes were this terrible, my map actually looked normal and fine for a few hours in game before suddenly changing into this monstrosity...

If it's taking you three + hours to generate terrain LOD, then you have background processes interfering (or you are using a low-end PC). Kill background processes related to driver-based post processing. I use Radeon, so I kill all processes beginning with 'AMD' before using xLODGen or DynDOLOD. Alternatively, install only your GFX driver without the extra software.

Let's focus on one map mod at a time, because changing from ACMoS to any other map mod changes the paradigm. Just use ACMoS and install according to these instructions.
Your issue is likely due to your xLODGen Quality settings. Use the xLODGen settings shown here, which align with what sheson has been advising. The quality of LOD32 should be '0'.

Once you have everything set up correctly, carefully check your mods in the MO left pane, including Overwrite. If you are shunting output to a mod from a MO executable (or if you ever did), that output could interfere just as it could in Overwrite. Use the Data tab of the right pane and MO mod Information > Conflicts so sort out asset conflicts w.

Once everything is in order, regenerate xLODGen using the latest version. Then check your map in game. It will be bare, because you haven't run DynDOLOD at this point. You should have smooth shorelines though.

Posted
16 hours ago, nalathequeen2186 said:

I don't know why my logs aren't showing correct information then, because it did generate LODs and I installed them and everything. Not sure what to say there.

I used the lowest suggested quality settings in the xLODGen guide, not sure if there are other settings I'm supposed to be aware of. My computer is not that great so I want the lowest quality options, I don't care if it looks less than stellar, only that it works. It takes hours probably because I'm using Seasons of Skyrim, and I don't really know if there's a way to lower generation times. That's not a problem if I only have to generate once, but regenerating over and over again is just not an option when I'm trying to troubleshoot.

I'm not sure what else I can do. To the best of my knowledge, my load order is exactly as it's supposed to be as described in the guide, in both the left and right panes, and I've never had any problems before this. My INI settings are pretty much vanilla except for a couple of changes that I only made AFTER encountering this problem, which didn't seem to change anything for the better or worse. I can upload my load order but idk if that's something that can be diagnosed here, or if there's a rule about it or whatever. I'm just at a complete loss.

Also, I went and checked every other worldspace that has maps (including ones added by the map mod I mentioned) and they all have extremely low quality meshes/textures and no object LODs as well.

Would that even show it properly though, with the water and objects everything? Or would it just be the raw terrain? I've never used NifSkope so idk, sorry.

No SSELODGen_log.txt generating new level 32 terrain LOD meshes with the latest xLODGen has been provided.
The log messages are appended to the log file every time the tool is being closed properly.

Also post a screenshot of NifSkope showing a NIF with the issue from the generation with the latest version shown in the log you are going to upload.
Upload the NIF as example, too. You understand that LOD textures for the map put 32x32 cells into 256x256 or 512x512 pixels. They are supposed to be extremally low resolution compared to the real thing.

Using a mod like Seasons Of Skyrim explains why the game does not show LOD in case LOD for the current season was not generated or is removed.

Generating seasons can make LOD generation take up to 5 times as long.  For the test do not check Seasons in addition to generating terrain LOD meshes only for a specific worldspace only. Then the test result in the default season.

  • 4 weeks later...
Posted (edited)

Hi, hope all is well,
As title specifies, having big problems generating Lods through xLodGen. Been dealing with variations of the errors listed in the title for over two days now.

Images of "Information, Please wait a moment" boxes that appeared right before LodGen fails and aborts operation.
https://imgbox.com/s1srOJim
https://imgbox.com/LqUwZCrj

Link to LodGenLog
https://paste.ee/p/tNI9W

Link to Bug Report Log
https://paste.ee/p/mw1s0

Up until recently, I did not have the "Information, please wait a moment" box pop up. But now, in the last two-three attempts I have made, that box will appear and if I don't close out xLodGen, multiple boxes appear just like the second image shows. Upon looking in task manager, it is directly tied to to the xLodGenx64 process, and all the boxes will disappear only once I end the process either through TM, or by exiting out of Mod Organizer 2 completely. Not just xLodGen64.

I will note that this "Information, please wait a moment" box only started appearing when I checked in xLodGenx64.exe's properties to run as administrator, and when I ran MO2 as administrator as well (alongside Steam). It should also be noted that my previous successful run last week, none of the programs were ran as administrator.

This most previous run, I unchecked the "Run as Administrator" box in xLodGenx64.exe's properties.

I have looked up and I understand that this may be related to my antivirus being on, but that's the thing. I turned malwarebytes off, I even used regedit and put in multiple dword (32bit) value records to completely shut down windows defender (as it turned itself back on after I turned malwarebytes off, even after manually turning it off in windows defender), and I even tried it with antivirus on/malwarebytes on and exclusions set, to no avail. I keep getting Access Violation, over and over again, and this "failure to generate Alpha Layer".

I also looked in xEdit and the I found the texture that it was referring to, and I turned off the plugin that was overwriting the default vanilla record (Prairie Grasses), and even with the plugin off on my most recent run, the same thing happens and the "Information, Please wait a moment" box appears.

I actually also managed to do a completed run today of xLodGen (with seasons), but I had to delete that and start over as I forgot to turn off all of my flat map plugins...And since my successfully run today, been having this issue over and over. I did not change anything at all between the successful run and the first failure run I had right after it, except for disabling the flat map plugins. Obviously after that first failure run (after success run), I have tried a number of different things to try and get it to work, some of which has been specified above.

Another thing I noticed in the various failures I have ran into in the last two days, is that this always happens around the 39:30+ mark. Generally right around when it hits 40 min in uptime, I will start getting these errors.

Any help/pointers in the right direction would be extremely appreciated. I must have screwed something up...

Correct me if I am wrong, I also for some reason think that this can all be bypassed by moving the location of the ini/custom ini/save path/plugin list/settings (ex. in logs stating "Using plugin list: C:\Users\crude\AppData\Local\Skyrim Special Edition\Plugins.txt") out of onedrive, and AppData.

I have a feeling that this issue would completely disappear if I could just be taught how to safely move that all out of there so that xLodGen/TexGen/DynDOLOD never have to access those UAC protected folders. And if indeed this could be a potential solution, can someone please give me a very clear and dry answer as to how I can move all of the assets that are accessed by LodGen/TexGen/DynDOLOD out of the UAC protected folders?

Even after looking it up and scouring the internet, I am extremely confused as to how to move those paths (due to conflicting answers). Is it really as simple as copying those folders and pasting it somewhere else, and then using the various command lines to redirect xLodGen to the new location for ini/custom ini/save path/plugin list/settings? Or is that not advisable? I have seen too many conflicting things in my research.

I noticed that throughout the process of generating lods, an SSE temp folder is created in %APPDATA%\Local\Temp. How do I make it so that the temp folder is moved out of UAC? Again I feel like this all can be solved if I move all of those assets out of UAC folders.

On the other hand however, I remember reading that it is not a problem for it to be there, as xLodGen/DynDOLOD, etc. use the steam installation versions of the ini/plugins/etc. I also have confirmed that "HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Bethesda Softworks\Skyrim Special Edition\Installed Path" is indeed being pointed at the stock game path for my modlist as specified in the logs' Data Path.

So once more, please, any help/direction on this matter would be greatly appreciated. I would just really love to play Skyrim..

If you would like, I have a few logs I have saved from earlier failures that I can also send over as well if things need further clarification.

Thank you so much for your time, and for a really cool suite of software that makes Skyrim a lot easier on the eyes.

 

The title for reference was something along the lines of "xLodGenx64 v4.1.5.0 - Access Violation, Cannot Generate Alpha Layer, "Information, Please Wait A Moment" - Images and Logs Attached".

My post was moved here, and I cannot edit my original post.

Thank you.

Edited by heyyepineedhelpplease
Typos
Posted
58 minutes ago, heyyepineedhelpplease said:

Hi, hope all is well,
As title specifies, having big problems generating Lods through xLodGen. Been dealing with variations of the errors listed in the title for over two days now.

Images of "Information, Please wait a moment" boxes that appeared right before LodGen fails and aborts operation.
https://imgbox.com/s1srOJim
https://imgbox.com/LqUwZCrj

Link to LodGenLog
https://paste.ee/p/tNI9W

Link to Bug Report Log
https://paste.ee/p/mw1s0

Up until recently, I did not have the "Information, please wait a moment" box pop up. But now, in the last two-three attempts I have made, that box will appear and if I don't close out xLodGen, multiple boxes appear just like the second image shows. Upon looking in task manager, it is directly tied to to the xLodGenx64 process, and all the boxes will disappear only once I end the process either through TM, or by exiting out of Mod Organizer 2 completely. Not just xLodGen64.

I will note that this "Information, please wait a moment" box only started appearing when I checked in xLodGenx64.exe's properties to run as administrator, and when I ran MO2 as administrator as well (alongside Steam). It should also be noted that my previous successful run last week, none of the programs were ran as administrator.

This most previous run, I unchecked the "Run as Administrator" box in xLodGenx64.exe's properties.

I have looked up and I understand that this may be related to my antivirus being on, but that's the thing. I turned malwarebytes off, I even used regedit and put in multiple dword (32bit) value records to completely shut down windows defender (as it turned itself back on after I turned malwarebytes off, even after manually turning it off in windows defender), and I even tried it with antivirus on/malwarebytes on and exclusions set, to no avail. I keep getting Access Violation, over and over again, and this "failure to generate Alpha Layer".

I also looked in xEdit and the I found the texture that it was referring to, and I turned off the plugin that was overwriting the default vanilla record (Prairie Grasses), and even with the plugin off on my most recent run, the same thing happens and the "Information, Please wait a moment" box appears.

I actually also managed to do a completed run today of xLodGen (with seasons), but I had to delete that and start over as I forgot to turn off all of my flat map plugins...And since my successfully run today, been having this issue over and over. I did not change anything at all between the successful run and the first failure run I had right after it, except for disabling the flat map plugins. Obviously after that first failure run (after success run), I have tried a number of different things to try and get it to work, some of which has been specified above.

Another thing I noticed in the various failures I have ran into in the last two days, is that this always happens around the 39:30+ mark. Generally right around when it hits 40 min in uptime, I will start getting these errors.

Any help/pointers in the right direction would be extremely appreciated. I must have screwed something up...

Correct me if I am wrong, I also for some reason think that this can all be bypassed by moving the location of the ini/custom ini/save path/plugin list/settings (ex. in logs stating "Using plugin list: C:\Users\crude\AppData\Local\Skyrim Special Edition\Plugins.txt") out of onedrive, and AppData.

I have a feeling that this issue would completely disappear if I could just be taught how to safely move that all out of there so that xLodGen/TexGen/DynDOLOD never have to access those UAC protected folders. And if indeed this could be a potential solution, can someone please give me a very clear and dry answer as to how I can move all of the assets that are accessed by LodGen/TexGen/DynDOLOD out of the UAC protected folders?

Even after looking it up and scouring the internet, I am extremely confused as to how to move those paths (due to conflicting answers). Is it really as simple as copying those folders and pasting it somewhere else, and then using the various command lines to redirect xLodGen to the new location for ini/custom ini/save path/plugin list/settings? Or is that not advisable? I have seen too many conflicting things in my research.

I noticed that throughout the process of generating lods, an SSE temp folder is created in %APPDATA%\Local\Temp. How do I make it so that the temp folder is moved out of UAC? Again I feel like this all can be solved if I move all of those assets out of UAC folders.

On the other hand however, I remember reading that it is not a problem for it to be there, as xLodGen/DynDOLOD, etc. use the steam installation versions of the ini/plugins/etc. I also have confirmed that "HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Bethesda Softworks\Skyrim Special Edition\Installed Path" is indeed being pointed at the stock game path for my modlist as specified in the logs' Data Path.

So once more, please, any help/direction on this matter would be greatly appreciated. I would just really love to play Skyrim..

If you would like, I have a few logs I have saved from earlier failures that I can also send over as well if things need further clarification.

Thank you so much for your time, and for a really cool suite of software that makes Skyrim a lot easier on the eyes.

 

The title for reference was something along the lines of "xLodGenx64 v4.1.5.0 - Access Violation, Cannot Generate Alpha Layer, "Information, Please Wait A Moment" - Images and Logs Attached".

My post was moved here, and I cannot edit my original post.

Thank you.

The please wait message appears when bugreport.txt is written to. You can just let it sit until its all done, which can take a while if there were many threads running at the time.

Use the latest xLODGen beta from the first post instead of whatever older version you are using. Install into a new and empty folder. Upload new bugreport.txt and SSELODGen_log.txt if there is still an error.

There should be no need to run anything as admin in a proper setup outside of special Windows folders.
It would be best to ensure there is no OneDrive for any related folders.

If there are no obvious errors reported by xEdit for a plugin/record, there should be no need to edit or remove anything.

Tools using the standard temp folder as defined by the OS should not be a problem. See https://tes5edit.github.io/docs/2-overview.html#CommandLineSwitches for the -t command line argument.

Make sure the system, CPU, memory etc. is stable, cooling, settings in BIOS etc.

Posted (edited)
18 minutes ago, sheson said:

The please wait message appears when bugreport.txt is written to. You can just let it sit until its all done, which can take a while if there were many threads running at the time.

Use the latest xLODGen beta from first post instead of whatever older version you are using. Install into a new and empty folder. Upload new bugreport.txt and SSELODGen_log.txt if there is still an error.

There should be no need to run anything as admin in a proper setup outside of special Windows folders.
It would be best to ensure there is no OneDrive for any related folders.

If there are no obvious errors reported by xEdit for a plugin/record, there should be no need to edit or remove anything.

Tools using the standard temp folder as defined by the OS should not be a problem. See https://tes5edit.github.io/docs/2-overview.html#CommandLineSwitches for the -t command line argument.

Make sure the system, CPU, memory etc. is stable, cooling, settings in BIOS etc.

Hello!

I see, that makes sense concerning the please wait message, and it is good to know that there is no need to run anything as an admin. I thought I may have messed something up since it appeared for the first time for me after I changed the properties of the LodGen executable.

As for these paths;
"Using ini: C:\Users\crude\OneDrive\Documents\My Games\Skyrim Special Edition\Skyrim.ini
Using custom ini: C:\Users\crude\OneDrive\Documents\My Games\Skyrim Special Edition\SkyrimCustom.ini
Using save path: C:\Users\crude\OneDrive\Documents\My Games\Skyrim Special Edition\__MO_Saves\"
(as specified in the standard LodGen Log),

I can just copy over the those folders out of OneDrive into a non UAC directory, and then use the relevant command lines to redirect them?

And the rest of the paths should not matter if they are in UAC or not?

So far temps/stability seems to be good, but will of course keep an eye on it all, best as I can.

I unfortunately will not be able to test further on this matter till tomorrow (Sunday), it is 2:34 AM (Saturday morning) as I am typing this out and I will be out of town today.

I did just re-install LodGenX from the very first post as specified, into a new folder, and so I will try that out as soon as I am able, and report back if further issues arise (hopefully not!).

Thank you again for your time, and for the link!

Edited by heyyepineedhelpplease
Typos, further response.
Posted
1 hour ago, heyyepineedhelpplease said:

Hello!

I see, that makes sense concerning the please wait message, and it is good to know that there is no need to run anything as an admin. I thought I may have messed something up since it appeared for the first time for me after I changed the properties of the LodGen executable.

As for these paths;
"Using ini: C:\Users\crude\OneDrive\Documents\My Games\Skyrim Special Edition\Skyrim.ini
Using custom ini: C:\Users\crude\OneDrive\Documents\My Games\Skyrim Special Edition\SkyrimCustom.ini
Using save path: C:\Users\crude\OneDrive\Documents\My Games\Skyrim Special Edition\__MO_Saves\"
(as specified in the standard LodGen Log),

I can just copy over the those folders out of OneDrive into a non UAC directory, and then use the relevant command lines to redirect them?

And the rest of the paths should not matter if they are in UAC or not?

So far temps/stability seems to be good, but will of course keep an eye on it all, best as I can.

I unfortunately will not be able to test further on this matter till tomorrow (Sunday), it is 2:34 AM (Saturday morning) as I am typing this out and I will be out of town today.

I did just re-install LodGenX from the very first post as specified, into a new folder, and so I will try that out as soon as I am able, and report back if further issues arise (hopefully not!).

Thank you again for your time, and for the link!

I can not give any tips regarding OneDrive as I do not use it and do not have it installed.

xLODGen is able to read the INIs fine per the log. Special Windows folders, UAC, OneDrive, AntiVir etc. can be often a problem when writing files (sometimes when reading). However, there are no other obvious file access errors reported, so that all seems to work atm.

Posted

Hello, I have two problems generating the terrain lod for Skyrim SE.

First, xLodGen reports that almost any texture is being loaded due to timeout. This is an example, that happens with nearly all terrain textures, although not in all the worlds.

[32:26] <Warning: Cache timeout loading texture Textures\Landscape\FallForestDirt01_N.dds>
[32:26] <Warning: Error loading texture Textures\Landscape\FallForestDirt01_N.dds>

Second, it's taking long time to generate the lod (more than 6h, it usually takes 1,5h). When trying to abort the operation, the "please wait" windows starts over and over again and it does not finish.

I'm using version 127, 4.1.5.0 x64 version, through MO2. Previous generated files were deleted.

Settings:

LOD4, Quality 0 Max Vertices 32767, Optimize unseen off, protect borders on, Diffuse and Normal 1024, Format BC7 Quick, Bake normal-maps marked, Brightness and Contrast 0, Gamma 1.00. No mipmap marked, no hide quads marked, no raise steepness marked.

For LOD8, LOD16 and LOD32 I have the same settings: Quality 10 Max Vertices 32767, Optimize unseen 550, Diffuse and Normal 512, Format BC7 Quick, Bake normal-maps marked, Brightness and Contrast 0, Gamma 1.00. No mipmap marked, no hide quads marked, no raise steepness marked.

Here are my logs: https://ufile.io/f/h5yb9, SSELODGen_log, LODGen_log and bugreport.

However, texgen and dyndolod generate without problems and no large times.

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