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Posted
59 minutes ago, Rodocastiza said:

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.

From bugreport:
-o:"C:\Users\rgome\AppData\Local\ModOrganizer\Skyrim Special Edition\mods\Step SkyrimSE - xLODGen Output
exception message: Unable to create directory.

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.

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.

Delete old logs and bugreport.txt. Set a proper output folder, like C:\Modding\xLODGen_Output\
If problem persists upload new SSELODGen_log.txt and bugreport.txt and report if you use a spinning disk or if you might have installed a high resolution landscape texture pack.

Posted

Ok I set a new proper output path, deleted the older logs. I lowered the settings (being LOD4 512 resolution instead of 1024) and no baked normals.

Unfortunately, the issue persists. I cancelled the process correctly, so there was no problem with the bug log generating window this time.

I'm not using a spinning disk. I'm using a set of 2K textures. I didn't have problems before using this same set.

Here are the logs: https://ufile.io/f/s718o

Thanks again.

Posted
11 hours ago, Rodocastiza said:

Ok I set a new proper output path, deleted the older logs. I lowered the settings (being LOD4 512 resolution instead of 1024) and no baked normals.

Unfortunately, the issue persists. I cancelled the process correctly, so there was no problem with the bug log generating window this time.

I'm not using a spinning disk. I'm using a set of 2K textures. I didn't have problems before using this same set.

Here are the logs: https://ufile.io/f/s718o

Thanks again.

Open the entire load order in xEdit. Start the xEdit Asset browser with CTRL+F3, type the filename into the Filter field top left.
The first container mentioned is the winning one. Data means loose file.
Right click, Save As from the winning container to test if it works.
Report result.

The game is installed into Program Files x86 which can cause issues with UAC, antivir etc.
Make sure that none of the programs, xLODGen, LODGen and Texconv are denied files access.

Posted

Hello, I'm not entirely sure about this step:

type the filename into the Filter field top left.
The first container mentioned is the winning one. Data means loose file.
Right click, Save As from the winning container to test if it works.

 

Like this?:

image.thumb.png.ea2e340169e7457348b034bf93d7f9eb.png

Thanks.

Posted
9 hours ago, Rodocastiza said:

Hello, I'm not entirely sure about this step:

type the filename into the Filter field top left.
The first container mentioned is the winning one. Data means loose file.
Right click, Save As from the winning container to test if it works.

 

Like this?:

image.thumb.png.ea2e340169e7457348b034bf93d7f9eb.png

Thanks.

Yes.

Posted

Most likely this has already been discussed. how can i split finished textures: to those that contain only objects - from those that contain only trees. TamrielObjectsLOD00.dds - objects, TamrielObjectsLOD01.dds - trees.

Posted
1 hour ago, Rito said:

Most likely this has already been discussed. how can i split finished textures: to those that contain only objects - from those that contain only trees. TamrielObjectsLOD00.dds - objects, TamrielObjectsLOD01.dds - trees.

No problem description and no logs were provided. Normally TexGen plus DynDOLOD is used to generate object and tree LOD for Skyrim.

The tree LOD atlas is is hardcoded to ..\textures\terrain\tamriel\trees\tamrieltreelod.dds
Usually the object atlas  is a single texture and only overflows if there are too many large LOD textures or the max atlas size/resolution is too low to hold them all.
Object LOD generation merges shapes in to supershapes regardless of what they depict as that is not necessarily known and/or does not matter. There is no function to separate textures onto different atlas textures.

Posted
10 hours ago, Rito said:

https://imgur.com/a/CYgXjTY

i just want so that the trees are in one texture. so that they don't interfere with the main map. i try use TES5-AtlasMap-Tamriel.txt but it not work...

https://paste.ee/p/wU22B

https://paste.ee/p/bPxmK

Always use the latest version from first post.

The atlas map file is the result of the atlas texture creation, not vice versa.
If trees are done as 3D they are object LOD, thus their textures are part of the object LOD atlas. It is unclear what the issue is with all of the object LOD textures being on the same atlas texture.

Use TexGen and DynDOLOD for drastically better tree and object LOD generation.

Posted
23 minutes ago, Parisienne said:

Hi there. Has anyone come across this issue? I have been looking for a solution but have been unable to find one. 

https://imgur.com/a/Xjo6OKb

Thank you.

LODGen_log.txt 617.32 kB · 0 downloads

You upload the LODGen_log.txt and not the SSELODGen_log.txt that would show the xLODGen log messages that includes the terrain LOD texture generation.
The screenshot probably shows mixing of terrain LOD textures that were made for different load orders.

Read the first post and the Readme.txt included in download archive how to always set a dedicated output folder outside of the the games data folder with the -o command line argument and install the generated output as mod.

Posted
Quote

The screenshot probably shows mixing of terrain LOD textures that were made for different load orders.

Thank you, It's a fresh set up for a new skyrim playthrough but even still, I've somehow managed to generate terrain texture files in the skyrim root directory. I was using MO2 "create files in mod instead of overwrite" but I'll switch to the -o command. Appreciate the quick help!

  • sheson changed the title to xLODGen - Terrain LOD beta 128 for FNV, FO3, FO4, FO4VR, TES5, SSE, TES5VR, ENDERAL, ENDERALSE
Posted (edited)

For usage with FO4, I keep getting "no modules found in data folder"

My Fallout 4 installation is here "E:\Fallout 4 GOTY\".
I've tried setting -d "E:\Fallout 4 GOTY\Data" as an arguement in both Vortex and on a desktop shortcut for the program, same result.
The log states the following (I've replaced the name of the user folder with asterisks):

 

FO4LODGen 4.1.5k EXTREMELY EXPERIMENTAL Terrain LOD Beta (826AB10F) starting session 2024-11-13 22:55:12

The Source Code Form of this program is subject to the terms of the Mozilla Public License, v. 2.0
If a copy of the MPL was not distributed with this file, You can obtain one at https://mozilla.org/MPL/2.0/.

The Source Code Form is available at https://github.com/TES5Edit/TES5Edit

Using Fallout4 Data Path: \
Using Scripts Path: E:\FO4LODGen\Edit Scripts\
Using ini: C:\Users\*****\Documents\My Games\Fallout4\Fallout4.ini
Using custom ini: C:\Users\****\Documents\My Games\Fallout4\Fallout4Custom.ini
Using save path: C:\Users\****\Documents\My Games\Fallout4\Saves\
Using plugin list: C:\Users\****\AppData\Local\Fallout4\Plugins.txt
Using settings file: C:\Users\****\AppData\Local\Fallout4\Plugins.fo4viewsettings
Using language: En
Using general string encoding: 1252  (ANSI - Latin I)
Using translatable string encoding: 1252  (ANSI - Latin I)
Using VMAD string encoding: 65001 (UTF-8)
Loading active plugin list: C:\Users\****\AppData\Local\Fallout4\Plugins.txt

EDIT: Nvm, I'm an idiot. Please disregard. I was just forgetting to include the colon (:) in the argument and was putting a space instead.

Edited by SuzanoSho
  • 2 weeks later...
Posted

Hi,

In my Skyrim AE 1.6.1170 after a successful XLODGen + TexGen + DynDOLOD outputs generation I see distanced terrain textures as black ones with crosses.

https://imgur.com/a/ZiURpNC

 

I'm using custom textures from Nexus, 

when I come closer - they are being rendered correctly.

LOD generation logs:

TexGen_SSE_log: https://ufile.io/7plviscy
DynDOLOD_SSE_log: https://ufile.io/a9ycjywh
TexGen_SSE_Debug_log: https://ufile.io/c166n9dg
DynDOLOD_SSE_Debug_log: https://ufile.io/qr04tgxu


I also have terrain LOD generated via XLODGen and a grass cache, 
XLODGen terrain generation log: https://ufile.io/n48kwy1c
My last mods load order are XLODGen output -> TexGen output -> DynDOLOD output.

 

Please help to understand how to fix it,

Thanks.

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