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Posted (edited)
11 minutes ago, sheson said:

Automatically generated patch plugins should usually always load after the plugins that were present when the patch was generated,

Sorry i wasn't being clear, i'm talking about the blank plugin you need so the game can read the BA2 files with the XLodgen textures and meshes that i packed with the CK's Archive tool.

Edited by PegasusKoga
Posted
5 hours ago, PegasusKoga said:

Sorry i wasn't being clear, i'm talking about the blank plugin you need so the game can read the BA2 files with the XLodgen textures and meshes that i packed with the CK's Archive tool.

Autogenerated content for a load order generally should be ordered in the same order that it is generated. For this case, it is sufficient that it loads after any mod that itself bundles pregenerated LOD.

Posted
5 hours ago, PegasusKoga said:

Sorry i wasn't being clear, i'm talking about the blank plugin you need so the game can read the BA2 files with the XLodgen textures and meshes that i packed with the CK's Archive tool.

Do you have any BA2 archives associated with the bashed patch? Does it contain any meshes or textures conflicting with the meshes and textures generated with xLODGen? If there are no conflicts, then the order between the two is irrelevant.

Generated LOD meshes and textures typically overwrite everything, unless otherwise specified by a mod/tool.

Posted
7 hours ago, DoubleYou said:

Autogenerated content for a load order generally should be ordered in the same order that it is generated. For this case, it is sufficient that it loads after any mod that itself bundles pregenerated LOD.

 

7 hours ago, sheson said:

Do you have any BA2 archives associated with the bashed patch? Does it contain any meshes or textures conflicting with the meshes and textures generated with xLODGen? If there are no conflicts, then the order between the two is irrelevant.

Generated LOD meshes and textures typically overwrite everything, unless otherwise specified by a mod/tool.

Thanks to the both of you for replying.

The bashed patch did not have any BA2 affiliated with it that would conflict and i kept it last in my load order because not one of the tutorials or guides mentioned putting the plugin that pulls the XLodGen assets below it.

I also did not encounter any LOD-related incongruities when i left Vault 111 and walked around a bit so i think i'm good.

Posted (edited)

I'm starting to feel like the Adoring Fan here because i keep coming back.

Anyway, generated lod, went without a hitch, except that i have to start over completely because i missed a crucial step.

After the fact i got told by the author of A Forest that i should have unpacked his BA2's so his assets would be used during XlodGen processing, meaning i'm back at square one.

What assets do i need to unpack from the BA2's though?  Meshes\landscape, Meshes\lod or Meshes\terrain?  Once i know that i can also unpack the corresponding textures.

*Edit*  XlodGen reads all the plugins in your load order as pointed out by DoubleYouC on Nexus, thanks for that, so no unpacking is required.

Edited by PegasusKoga
question answered
Posted
8 hours ago, PegasusKoga said:

I'm starting to feel like the Adoring Fan here because i keep coming back.

Anyway, generated lod, went without a hitch, except that i have to start over completely because i missed a crucial step.

After the fact i got told by the author of A Forest that i should have unpacked his BA2's so his assets would be used during XlodGen processing, meaning i'm back at square one.

What assets do i need to unpack from the BA2's though?  Meshes\landscape, Meshes\lod or Meshes\terrain?  Once i know that i can also unpack the corresponding textures.

*Edit*  Never mind, got my question answered by DoubleYouC on Nexus, thanks for that.

No assets whatsoever need to be unpacked from any BSA or BA2. xEdit, xLODGen etc. support reading from archive files.

Check the log that all required and desired archives are being loaded.

If editing a post, it is common sense to add the actual answer/solution instead of just "never mind".

  • Thanks 1
Posted

Hello there, can anyone please tell me what I'm doing wrong when generating terrain LOD through xLODGen, as I always end up with this: scrnsht1 & scrnsht2. Is it some settings I'm inputting wrong (I've tried Viva New Vegas ones but still the same)? 

Posted
2 hours ago, macejko said:

Hello there, can anyone please tell me what I'm doing wrong when generating terrain LOD through xLODGen, as I always end up with this: scrnsht1 & scrnsht2. Is it some settings I'm inputting wrong (I've tried Viva New Vegas ones but still the same)? 

If you have issues following a third party guide, you need to ask its author(s), forum, discord etc. for help.

No FNVLODGen_log.txt was uploaded. The actual used settings were not provided. It is assumed "this" refers to terrain LOD showing in the active cells.

LOD not unloading in the active cells is typically an engine or game INI setting problem and unrelated to the LOD meshes/textures or which tool was used to generate them.
Test with default INIs, without other mods, etc.

Posted (edited)
6 hours ago, sheson said:

If you have issues following a third party guide, you need to ask its author(s), forum, discord etc. for help.

No FNVLODGen_log.txt was uploaded. The actual used settings were not provided. It is assumed "this" refers to terrain LOD showing in the active cells.

LOD not unloading in the active cells is typically an engine or game INI setting problem and unrelated to the LOD meshes/textures or which tool was used to generate them.
Test with default INIs, without other mods, etc.

Sorry, I didn't realize I was being so inconsiderate, let me try again.

I don't know what the problem is, but if its LOD not unloading in the active cells, it probably isn't the only problem since whats on the screenshot doesn't look like a LOD texture but like some sort of yellow gradient texture. I've generated terrain LOD on my own, this happened, I deleted the LOD files and tried again, this time with the Viva New Vegas LOD guide as reference, to see if I made a mistake the first time but no - same result). These are the settings I've used and here is the fnvlodgen file.

Thanks for the help.

Edited by macejko
Posted
9 minutes ago, macejko said:

Sorry, I didn't realize I was being so inconsiderate, let me try again.

I don't know what the problem is, but if its LOD not unloading in the active cells, it probably isn't the only problem since whats on the screenshot doesn't look like a LOD texture but like some sort of yellow gradient texture. I've generated terrain LOD on my own, this happened, I deleted the LOD files and tried again, this time with the Viva New Vegas LOD guide as reference, to see if I made a mistake the first time but no - same result). These are the settings I've used and here is the fnvlodgen file.

Thanks for the help.

Toggle all LOD off/on with tll in console. Whatever remains is not LOD., if it went away it was LOD.

xLODGen generates LOD meshes and textures. The engine decide how to load and display them. Meshes and textures do not change how the engine works.
The settings seem typical and changing them is unlikely to change whatever the issue is.

There are no serious problems that stick out in the LOD generation. There is that - unrelated - overriden record reported by the background load that warrants being looked at.

Posted
15 hours ago, sheson said:

Toggle all LOD off/on with tll in console. Whatever remains is not LOD., if it went away it was LOD.

xLODGen generates LOD meshes and textures. The engine decide how to load and display them. Meshes and textures do not change how the engine works.
The settings seem typical and changing them is unlikely to change whatever the issue is.

There are no serious problems that stick out in the LOD generation. There is that - unrelated - overriden record reported by the background load that warrants being looked at.

I was generating LOD files directly into game folder, I've tried generate them into a separated folder, make a zip file out of them, adding them as mod through mod manager and now it works - no graphical issues. I don't really understand why but as long as it works.. Thank you for the advice :)

Posted
17 hours ago, macejko said:

I was generating LOD files directly into game folder, I've tried generate them into a separated folder, make a zip file out of them, adding them as mod through mod manager and now it works - no graphical issues. I don't really understand why but as long as it works.. Thank you for the advice :)

The FNVLODGen_log.txt you provided, shows output being generated to  c:\fnvlodgenoutput\ and not the game folder?

Always set a dedicated output folder with the -o command line as explained in the first post and the readme included in the download archive.

Posted (edited)

Hello,

I'm running SSE 1.6.640.0 using xLODGen Beta 114, DynDOLOD 3 Alpha 173, DynDOLOD Resources SE 3 Alpha-50, and DynDOLOD DLL NG Alpha-30, and I'm using MO2 2.5.0.

I'm getting an Event 1023 .Net Runtime; A .NET application failed

I'm running Windows 10 Home 22H2, with only the default .Net 4.8 installed, here are screen shots for these;

d2ZcCrv.jpg

d2Zcx7p.jpg

Here are my M02 settings for xLODGen;

d2ZcuIt.jpg

Here is the Windows log Event 1023 .Net Runtime after running xLODGen;

d2Zc0Yl.jpg

 

THANKS

Edited by mooit
Posted
7 hours ago, mooit said:

Hello,

I'm running SSE 1.6.640.0 using xLODGen Beta 114, DynDOLOD 3 Alpha 173, DynDOLOD Resources SE 3 Alpha-50, and DynDOLOD DLL NG Alpha-30, and I'm using MO2 2.5.0.

I'm getting an Event 1023 .Net Runtime; A .NET application failed

I'm running Windows 10 Home 22H2, with only the default .Net 4.8 installed, here are screen shots for these;

d2ZcCrv.jpg

d2Zcx7p.jpg

Here are my M02 settings for xLODGen;

d2ZcuIt.jpg

Here is the Windows log Event 1023 .Net Runtime after running xLODGen;

d2Zc0Yl.jpg

THANKS

No xLODGen_log.txt was provided. Do not post screenshots of text. Copy and paste the text when possible instead

The xLODGen archive does not contain LODGenx64Win.exe.
xLODGen does not use the .Net versions of LODGen.
xLODGen does not use any files in DynDOLOD directories.

.NET Framework and .NET are different things. I suggest to read and believe messages from the OS or programs.

Posted
59 minutes ago, sheson said:

No xLODGen_log.txt was provided. Do not post screenshots of text. Copy and paste the text when possible instead

The xLODGen archive does not contain LODGenx64Win.exe.
xLODGen does not use the .Net versions of LODGen.
xLODGen does not use any files in DynDOLOD directories.

.NET Framework and .NET are different things. I suggest to read and believe messages from the OS or programs.

 

Hello sheson,

Sorry about posting the images...

My mistake over xLODGen and LODGenx64Win.exe

I never said anything before about .NET vs .NET Framework, I know they are different.

I thought I read somewhere that LODGenx64Win.exe works with .NET 4.8 installed? Or do I need to install the latest .NET Runtime for LODGenx64Win.exe?

THANKS

 

 

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