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Posted

Screen-Shot40.png Shot from above

Screen-Shot39.png From the distance (center, just below rim of hill)

Per the title. Updated LODs with latest versions of xLODgen (beta 112) and DynDOLOD (alpha 170). I noticed these strange black squares on the hills behind Rorikstead.

Disabling the SSELODgen output got rid of the squares. Re-running SSELODgen didn't fix the issue.

The landscape textures are Skyland AIO.

Has anyone encountered this or a similar issue? Any advice would be appreciated.

Thank you.

Posted
19 minutes ago, aedhan said:

Screen-Shot40.png Shot from above

Screen-Shot39.png From the distance (center, just below rim of hill)

Per the title. Updated LODs with latest versions of xLODgen (beta 112) and DynDOLOD (alpha 170). I noticed these strange black squares on the hills behind Rorikstead.

Disabling the SSELODgen output got rid of the squares. Re-running SSELODgen didn't fix the issue.

The landscape textures are Skyland AIO.

Has anyone encountered this or a similar issue? Any advice would be appreciated.

Thank you.

Upload the SSELODGen_log.txt
Report if you checked "bake normal-maps" in addition to generating normal map terrain LOD textures.

Check how the terrain looks in the fully loaded cells (the terrain that remains after toggling LOD off with tll in console).
Toggle grass off with tg in console.

Check in xEdit which plugin is the last to overwrite the LAND record in those cells.
If the LAND records are still vanilla, then double check the used landscape diffuse / normal textures.

Posted
32 minutes ago, ElDorado said:

any idea why the generated lods for the primm walls in my game are black?

 

1.jpg

https://stepmodifications.org/forum/topic/13451-xlodgen-terrain-lod-beta-112-for-fnv-fo3-fo4-fo4vr-tes5-sse-tes5vr-enderal-enderalse/?do=findComment&comment=278942
Post the FNVLODGEn_log.txt.
Either the LOD model uses a black texture or it has black vertex colors - which are only available and used if you installed LOD Fixes and Improvements - NVSE and unchecked No vertex colors.
You either need to update/fix the LOD assets and/or check the No vertex colors checkbox.

Posted
20 hours ago, sheson said:

Upload the SSELODGen_log.txt
Report if you checked "bake normal-maps" in addition to generating normal map terrain LOD textures.

Check how the terrain looks in the fully loaded cells (the terrain that remains after toggling LOD off with tll in console).
Toggle grass off with tg in console.

Check in xEdit which plugin is the last to overwrite the LAND record in those cells.
If the LAND records are still vanilla, then double check the used landscape diffuse / normal textures.

Screen-Shot01.png Skyland Green Tundra - unbaked normal

Screen-Shot02.png Skyland Green Tundra - baked normal (32, 32)

Screen-Shot03.png Skyland Green Tundra - baked normal (32, 32) - cell fully loaded, grass toggled off

Screen-Shot04.png (As above) - texture tiling

Screen-Shot06.png Fantasia Landscapes - baked normal (32, 32)

Screen-Shot07.png Fantasia Landscapes - baked normal (32, 32) - cell fully loaded, grass toggled off

 

Hi Sheson,

Thank you for the suggestions. I have since tested different settings and textures. I switched to the Skyland Green Tundra to see if that would make a difference. The window-like squares were still there, though checking "bake normal-maps" made a significant difference. The squares were much lighter but still visible both near and far. Up close strong tiling is apparent.

I switched to Fantasia Landscapes by the same author, and with these textures the squares are no longer visible, neither near nor far. Nice!

So it seems to be less a xLODgen issue and more a specific texture problem. However, I would prefer to use the Skyland textures, as they blend better with my current grass mod.

Is there anything I can do on my end to fix it?

Cheers.

Posted
8 hours ago, aedhan said:

Screen-Shot01.png Skyland Green Tundra - unbaked normal

Screen-Shot02.png Skyland Green Tundra - baked normal (32, 32)

Screen-Shot03.png Skyland Green Tundra - baked normal (32, 32) - cell fully loaded, grass toggled off

Screen-Shot04.png (As above) - texture tiling

Screen-Shot06.png Fantasia Landscapes - baked normal (32, 32)

Screen-Shot07.png Fantasia Landscapes - baked normal (32, 32) - cell fully loaded, grass toggled off

 

Hi Sheson,

Thank you for the suggestions. I have since tested different settings and textures. I switched to the Skyland Green Tundra to see if that would make a difference. The window-like squares were still there, though checking "bake normal-maps" made a significant difference. The squares were much lighter but still visible both near and far. Up close strong tiling is apparent.

I switched to Fantasia Landscapes by the same author, and with these textures the squares are no longer visible, neither near nor far. Nice!

So it seems to be less a xLODgen issue and more a specific texture problem. However, I would prefer to use the Skyland textures, as they blend better with my current grass mod.

Is there anything I can do on my end to fix it?

Cheers.

No SSELODGen_log.txt was provided.

The Default sizes for diffuse/normal settings are irrelevant for the normal map texture.

Both mods only seem to change textures and not contain a plugin that might be changing the LANDscape record.
Check in xEdit if/which plugin is the last to overwrite the LAND record in those cells. If you require explanations how to do that, just ask.

Posted
6 hours ago, DoubleYou said:

@TechAngel85 The above looks like a possible vertex colors landscape bug. 

Possible, but it would be odd if it were. That would me the entire cell is the wrong color. I suppose that could happen during a mod's develop.

Posted (edited)
5 hours ago, sheson said:

No SSELODGen_log.txt was provided.

The Default sizes for diffuse/normal settings are irrelevant for the normal map texture.

Both mods only seem to change textures and not contain a plugin that might be changing the LANDscape record.
Check in xEdit if/which plugin is the last to overwrite the LAND record in those cells. If you require explanations how to do that, just ask.

Screen-Shot61.png Skyland Green Tundra - cell fully loaded, grass toggled off - squares gone!

Hi Sheson,

Well, that seems to have fixed it.

It was Cell: -23,0; Editor ID: DragonMoundTundra03; Base form ID: 000099B9.

The last plugin to overwrite its record was "Northern Roads - Landscape Fixes for Grass Mods patch.esp".

Disabling the patch got rid of the window-like squares.

Thank you for your help identifying the problem.

Cheers!

Edited by aedhan
Posted
13 hours ago, aedhan said:

Screen-Shot61.png Skyland Green Tundra - cell fully loaded, grass toggled off - squares gone!

Hi Sheson,

Well, that seems to have fixed it.

It was Cell: -23,0; Editor ID: DragonMoundTundra03; Base form ID: 000099B9.

The last plugin to overwrite its record was "Northern Roads - Landscape Fixes for Grass Mods patch.esp".

Disabling the patch got rid of the window-like squares.

Thank you for your help identifying the problem.

Cheers!

No SSELODGen_log.txt was provided.

Disabling a plugin is a troubleshooting step.

Checking the normal map texture generated for the area, we can see the problem:
tamriel.4.-24.0_n.png

Most of the vertex normals for the cell are simply wrong. The vectors probably point wrong and/or do not have a length of 1.

Unless the vertex height map changes, there should typically be no change to the vertex normals (maybe CK changes the vectors sometimes where the numbers are slightly different, but it should be like this).

It is not clear to me why the patch contains the LAND record in the first place, as only Landscape Fixes For Grass Mods.esp contains it but Northern Roads.esp doesn't, so there is nothing to patch between the two. Maybe the patch was made for older versions of the mods. I would either remove the record from Landscape Fixes For Grass Mods.esp or drag and drop the vertex normals from the Landscape Fixes For Grass Mods.esp to Northern Roads - Landscape Fixes for Grass Mods patch.esp

Same for cell -23 - 2

I suggest to report to the problem to the patch author.

Posted
On 5/30/2024 at 4:45 PM, sheson said:

No SSELODGen_log.txt was provided.

Disabling a plugin is a troubleshooting step.

Checking the normal map texture generated for the area, we can see the problem:
tamriel.4.-24.0_n.png

Most of the vertex normals for the cell are simply wrong. The vectors probably point wrong and/or do not have a length of 1.

Unless the vertex height map changes, there should typically be no change to the vertex normals (maybe CK changes the vectors sometimes where the numbers are slightly different, but it should be like this).

It is not clear to me why the patch contains the LAND record in the first place, as only Landscape Fixes For Grass Mods.esp contains it but Northern Roads.esp doesn't, so there is nothing to patch between the two. Maybe the patch was made for older versions of the mods. I would either remove the record from Landscape Fixes For Grass Mods.esp or drag and drop the vertex normals from the Landscape Fixes For Grass Mods.esp to Northern Roads - Landscape Fixes for Grass Mods patch.esp

Same for cell -23 - 2

I suggest to report to the problem to the patch author.

Hi Sheson,

Thank you for the detailed explanation. This will help a lot should I encounter similar issues in the future.

In SSEEdit I deleted the specific problem record from Northern Roads - Landscape Fixes for Grass Mods patch.esp and re-enabled the patch. Everything looks good.

I will let the team at the Northern Roads Patch Collection know. Is it OK if link to this discussion?

Thanks again.

 

Posted
48 minutes ago, aedhan said:

Hi Sheson,

Thank you for the detailed explanation. This will help a lot should I encounter similar issues in the future.

In SSEEdit I deleted the specific problem record from Northern Roads - Landscape Fixes for Grass Mods patch.esp and re-enabled the patch. Everything looks good.

I will let the team at the Northern Roads Patch Collection know. Is it OK if link to this discussion?

Thanks again.

Yes of course.

  • 2 weeks later...
Posted

Trying to get xlodgen to run for FO4. I am still not on the next gen update, however I am having wildly inconsistent crashing every single time. Most of the time the program crashes immediately with nothing in the terminal. Second most frequently, it crashes immediately while yielding the following:

[00:02] Error processing cell [CELL:000065C1] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -84,51): Access violation at address 0000000000EA6F6E in module 'xLODGenx64.exe'. Read of address 0000000000000000
Error processing cell [CELL:000065C1] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -84,51): Access violation at address 0000000000EA6F6E in module 'xLODGenx64.exe'. Read of address 0000000000000000

I have included a paste of the event logs and bugreport.txt here for my most recent attempt, but no other logs are generated

Bugreport: https://pastebin.com/hEwBUHgw

Event Log: https://pastebin.com/Lrg7S0sE

I do want to ensure you all know I am launching from admin mode, and I have everything in and including the texgen folder added to my antivirus exceptions, and have even attempted this with my antivirus temporarily turned off.

 

Posted
38 minutes ago, Chicago119 said:

Trying to get xlodgen to run for FO4. I am still not on the next gen update, however I am having wildly inconsistent crashing every single time. Most of the time the program crashes immediately with nothing in the terminal. Second most frequently, it crashes immediately while yielding the following:

[00:02] Error processing cell [CELL:000065C1] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -84,51): Access violation at address 0000000000EA6F6E in module 'xLODGenx64.exe'. Read of address 0000000000000000
Error processing cell [CELL:000065C1] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -84,51): Access violation at address 0000000000EA6F6E in module 'xLODGenx64.exe'. Read of address 0000000000000000

I have included a paste of the event logs and bugreport.txt here for my most recent attempt, but no other logs are generated

Bugreport: https://pastebin.com/hEwBUHgw

Event Log: https://pastebin.com/Lrg7S0sE

I do want to ensure you all know I am launching from admin mode, and I have everything in and including the texgen folder added to my antivirus exceptions, and have even attempted this with my antivirus temporarily turned off.

You seem to be using an older version. Delete the xLODGen folder and download the latest version from first post.

Error check the load order in xEdit. In particular check all plugins that overwrite the mentioned CELL record and the LAND record contained within for unresolved form ID or other errors.

Upload new logs and bugreport.txt if problem persists.

Posted
3 hours ago, sheson said:

You seem to be using an older version. Delete the xLODGen folder and download the latest version from first post.

Error check the load order in xEdit. In particular check all plugins that overwrite the mentioned CELL record and the LAND record contained within for unresolved form ID or other errors.

Upload new logs and bugreport.txt if problem persists.

Updated, tried running it on a profile with absolutely no mods enabled including UFO4P, and got a similar issue. Ended immediately with this:
[00:00] Generating LOD
[00:00] [Commonwealth] Generating Terrain LOD
[00:00] [Commonwealth] Gathering CELL and LAND records
[00:03] Error processing cell LaytonTowersExt [CELL:0000E508] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 0,-8): Assertion failure (E:\Delphi\Projects\xLODGen\Core\wbImplementation.pas, line 6644)
Error processing cell LaytonTowersExt [CELL:0000E508] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 0,-8): Assertion failure (E:\Delphi\Projects\xLODGen\Core\wbImplementation.pas, line 6644)

Bugreport.txt: https://pastebin.com/5i34sj1v

Event logs: https://pastebin.com/2LAKSimx

FO4LODGenLog: https://pastebin.com/Ak1h30Ny

 

I then tried going back to my main profile just to see and to my surprise it ran for a little while before crashing, generating some meshes and textures.

LODGen_log: https://pastebin.com/P0pEDWAt

FO4LODGen_Log: https://pastebin.com/kJgbrzYA

Bugreport: https://pastebin.com/U8fL3qMH

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