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Posted
53 minutes ago, MechanicalTomPetty said:

Hey there,

I am running into a pretty serious issue after running xLodGen; this is what my entire game looks like now after installing the generated mod file.

8VXatFk.jpeg

No textures or detail, just this weird black mess.

I tried removing the mod file afterward thinking this would restore the proper textures, but it still looks like this. I am not running any generated DynDOLOD or xLodGen mods right now, just my normal mod list which was working perfectly fine until I tried to use xLodGen. I tried uninstalling/reinstalling Skyrim through steam and that didn't work either.

Please let me know if you have any suggestions on what to do here in order to revert to the proper textures, or if you need any further information from me in order to do so.

Upload the SSE_LODGen_log.txt. Also report which mod manager you are using.

Do not change brightness, contrast, gamma settings. Instead install an appropriate noise texture as explained in the first post, Terrain-LOD-Readme.txt and https://dyndolod.info/Help/xLODGen#Terrain-LOD-Textures-Brightness

There is no reason whatsoever to uninstall/reinstall Skyrim. Instead remove the meshes/textures that were generated by xLODGen . The loose files do not change the vanilla BSA that contain the vanilla LOD meshes/textures, which will be used again if the loose files are deleted.

Posted
25 minutes ago, MechanicalTomPetty said:

https://www.mediafire.com/file/vg773v448t2k3mu/SSELODGen_log.txt/file

I'm currently using Vortex as my mod manager. I should also mention that the first time I ran xLodGen, I forgot to set an output path as an argument; is it possible something got overwritten when I did that?

If you generate into the data folder, then new files will end up as physical files in the data, while existing files are being replaced in their respective mod folders through the links.

Purge all install mods in Vortex. Delete the physical LOD files in the data folder (get path, files from the xLODGen log, meshes\terrain\[worldspace]...  and textures\terrain\[worldspace] ...). Reinstall whatever mod had loose LOD files if any. Then deploy again. That should restore to vanilla or whatever was before.

Then properly generate LOD to a dedicated output folder and install that as a mod.

However, first pay attention to the log messages like <Notice: Skipping chunk 32...

From the Terrain-LOD-Readme.txt:
If terrain LOD textures already exist in the output folder, their generation will be skipped. This can be used to continue generating terrain LOD textures for large worldspaces in case there was a problem like not enough space left on a drive. Simply restart with the same options. Otherwise move or selectively delete old terrain LOD textures before generating new ones.
Take note of the skipping messages. If the diffuse or normal texture for a higher LOD level already exists, then all lower LOD levels that are covered by the higher LOD level are skipped as well. So in order to re-generate a LOD level 4 texture, it is not enough to just delete the LOD level 4 files for the diffuse and normal texture, the higher LOD level diffuse and normal textures files need to be deleted as well.

Also remove the output folder first or its content, so there are no old LOD textures that prevent generating new ones.

Posted

Thank you! This appears to have worked - can confirm my game is properly loading all textures again!

Update: I do appear to be having another issue; while the main problem with not being able to get back to default textures is resolved and working fine now, my xLodGen output seems to be spitting out black textures rather than anything coherent. I run the program, compress to a Zip file and upload it into Vortex but the result looks like the screenshot I uploaded before. I'm not quite sure what the problem could be with this? Per your request, I'm including the log file from my latest gen here but please let me know if you need anything else.

https://www.mediafire.com/file/vg773v448t2k3mu/SSELODGen_log.txt/file

Update; I was able to get it working after taking another look at the settings - I think the issue was that I had different formats accidentally selected for Build Diffuse and Build Normal; re-running with corrected settings and it looks much, much better now.

Posted
6 hours ago, MechanicalTomPetty said:

Thank you! This appears to have worked - can confirm my game is properly loading all textures again!

Update: I do appear to be having another issue; while the main problem with not being able to get back to default textures is resolved and working fine now, my xLodGen output seems to be spitting out black textures rather than anything coherent. I run the program, compress to a Zip file and upload it into Vortex but the result looks like the screenshot I uploaded before. I'm not quite sure what the problem could be with this? Per your request, I'm including the log file from my latest gen here but please let me know if you need anything else.

https://www.mediafire.com/file/vg773v448t2k3mu/SSELODGen_log.txt/file

Update; I was able to get it working after taking another look at the settings - I think the issue was that I had different formats accidentally selected for Build Diffuse and Build Normal; re-running with corrected settings and it looks much, much better now.

You checked Bake Specular while using DXT1 compression for the normal map textures. You should use use DXT5, BC7 or 8888 with that option. Uncheck Bake Specular as there is currently no use/shader in Skyrim that could use the channel anyways. Then using DXT1 is fine.

  • 2 weeks later...
Posted

Hello, I am trying to generate terrain LOD for seasons but for whatever reason my xLODGen is not detecting multiple worldspaces, even some that are vanilla. I use MO2 and have my final load order set up as this is the final set of steps I have to complete (including texgen and dyndolod). This is the list of valid worldspaces for seasons of skyrim:

 BSHeartland, CLWCastleExtWorld, DLC1HunterHQWorld, DLC2SolstheimWorld, MarkarthWorld, PalePass, RiftenWorld, SancreTorWorld, SolitudeWorld, Tamriel, WhiterunWorld, WindPassWorld, WyrmstoothWorld, aaCHIUnluckyFootCave, aaCKGhostMesaWorld, aaChanterelle1, aaChanterelle2, aaChanterelle4

of these, the only ones present are:

BSHeartland, DLC1HunterHQWorld, DLC2SolstheimWorld, MarkarthWorld, PalePass, Tamriel, WyrmstoothWorld, aaCHIUnluckyFootCave, aaCKGhostMesaWorld, aaChanterelle1, aaChanterelle2, aaChanterelle4

So, with this there are several vanilla worldspaces missing from this list, including RiftenWorld, SolitudeWorld, WhiterunWorld.

Posted
12 hours ago, SuieiTaiga said:

Hello, I am trying to generate terrain LOD for seasons but for whatever reason my xLODGen is not detecting multiple worldspaces, even some that are vanilla. I use MO2 and have my final load order set up as this is the final set of steps I have to complete (including texgen and dyndolod). This is the list of valid worldspaces for seasons of skyrim:

 BSHeartland, CLWCastleExtWorld, DLC1HunterHQWorld, DLC2SolstheimWorld, MarkarthWorld, PalePass, RiftenWorld, SancreTorWorld, SolitudeWorld, Tamriel, WhiterunWorld, WindPassWorld, WyrmstoothWorld, aaCHIUnluckyFootCave, aaCKGhostMesaWorld, aaChanterelle1, aaChanterelle2, aaChanterelle4

of these, the only ones present are:

BSHeartland, DLC1HunterHQWorld, DLC2SolstheimWorld, MarkarthWorld, PalePass, Tamriel, WyrmstoothWorld, aaCHIUnluckyFootCave, aaCKGhostMesaWorld, aaChanterelle1, aaChanterelle2, aaChanterelle4

So, with this there are several vanilla worldspaces missing from this list, including RiftenWorld, SolitudeWorld, WhiterunWorld.

Upload the LODGen_SSE_log.txt that shows loading of plugins and BSA.

Read the text at the bottom of the xLODGen option window:
Only worldspaces that have existing lodsettings file "LODSettings\<Worldspace>.lod" (.dlodsettings for Fallout3 and New Vegas) are shown either in the Data folder, or in BSA/BA2 archives. Archives are loaded similar to the game itself - the ones specified in the game ini file and those that match loaded plugins names.

When mentioning mods, provide their names and links.

RiftenWorld, SolitudeWorld, WhiterunWorld are child worldspaces that use their parent worldspace Tamriel for LOD. See https://dyndolod.info/Help/Child-Parent-Worldspace-Copies

SancreTorWorld, WindPassWorld and aaCKGhostMesaWorld are small worldspaces (small world flag is set) from LOTD or Chanterelle that do not really require or use LOD, which is probably why the mod authors did not make/include any LOD files.

  • 2 weeks later...
Posted

I've spent the last two days trying to regenerate Object and Tree LOD for New Vegas and i get the same result every time as seen in the screenshot.

I started over with the same load order after i had to scrap the last one because of save corruption.  The only difference is that i removed Vurt's Flora Overhaul.

During LOD generation i also noticed that the application stutters and i noticed several mentions of "lodgen process error exit code 0000025B". Couldn't quite catch the whole message because it was gone so fast.

I'm running FNVLODGen through MO2 and made sure to not place it in a protected folder.

Probably forgot some essential information so be sure to let me know if i forgot anything.

ScreenShot39.jpg

Posted
6 hours ago, PegasusKoga said:

I've spent the last two days trying to regenerate Object and Tree LOD for New Vegas and i get the same result every time as seen in the screenshot.

I started over with the same load order after i had to scrap the last one because of save corruption.  The only difference is that i removed Vurt's Flora Overhaul.

During LOD generation i also noticed that the application stutters and i noticed several mentions of "lodgen process error exit code 0000025B". Couldn't quite catch the whole message because it was gone so fast.

I'm running FNVLODGen through MO2 and made sure to not place it in a protected folder.

Probably forgot some essential information so be sure to let me know if i forgot anything.

ScreenShot39.jpg

Check and upload the FNV_LODGen_log.txt that xLODGen saves when being closed. Also upload bugreport.txt if it exists.

The screenshot seems to show what happens when the object LOD texture belongs to different object LOD meshes or vice versa. The output may be incomplete or parts of it are being overwritten by other mods.

https://dyndolod.info/Help/LODGen
25B - Error accessing
There is a problem reading the mentioned *.NIF. Try to reinstall the file or mod from its download archive. Run the *.NIF through Cathedral Assets Optimizer. If the mentioned file is a *.BTR terrain LOD mesh, generate a valid one with xLODGen and follow its instructions to always set a dedicated output folder outside of any game and mod manager folders. If the file opens without error in NifSkope, make a post on the official DynDOLOD support forum and upload the *.NIF or provide a link to the mod etc.

Posted
3 hours ago, sheson said:

Check and upload the FNV_LODGen_log.txt that xLODGen saves when being closed. Also upload bugreport.txt if it exists.

The screenshot seems to show what happens when the object LOD texture belongs to different object LOD meshes or vice versa. The output may be incomplete or parts of it are being overwritten by other mods.

https://dyndolod.info/Help/LODGen
25B - Error accessing
There is a problem reading the mentioned *.NIF. Try to reinstall the file or mod from its download archive. Run the *.NIF through Cathedral Assets Optimizer. If the mentioned file is a *.BTR terrain LOD mesh, generate a valid one with xLODGen and follow its instructions to always set a dedicated output folder outside of any game and mod manager folders. If the file opens without error in NifSkope, make a post on the official DynDOLOD support forum and upload the *.NIF or provide a link to the mod etc.

Thanks, i managed to (kinda) fix the problem by finding a back up of the LOD files that i generated the first time i build my load order.  Nothing else that i tried for three days got me out of this bind.  It does mean that Vurt's Flora Overhaul is still in my load order, which will probably glitch out the LOD in my New Lands Mods (at least that's what happened within New California).

Anyway, case closed as far as i am concerned, thanks again for the help.

Posted

Day 4 of trying to fix my LOD for New Vegas (i was wrong in my last post, LOD is still broken).

What drives me bonkers is that it only happens with this specific MO2 profile, i can generate LOD for my other New Vegas profiles just fine.

I'm thinking that if i have to spent another day on this, i might as well delete the whole thing and start fresh in order to keep my sanity.

 

FNVLODGen 4.1.5f EXTREMELY EXPERIMENTAL Terrain LOD Beta x64 26_08_2025 01_03_48.png

Posted
9 hours ago, PegasusKoga said:

Day 4 of trying to fix my LOD for New Vegas (i was wrong in my last post, LOD is still broken).

What drives me bonkers is that it only happens with this specific MO2 profile, i can generate LOD for my other New Vegas profiles just fine.

I'm thinking that if i have to spent another day on this, i might as well delete the whole thing and start fresh in order to keep my sanity.

Do not post screenshots of text/logs. As already explained, upload the log file.

https://dyndolod.info/Help/LODGen
25B - Error accessing
There is a problem reading the mentioned *.NIF. Try to reinstall the file or mod from its download archive. Run the *.NIF through Cathedral Assets Optimizer. ... If the file opens without error in NifSkope, make a post on the official DynDOLOD support forum and upload the *.NIF or provide a link to the mod etc.

Reinstalling the mod that the mentioned NIF is from or checking it in NifSkope should not take long. If the NIF is in a BSA, double check that, too (xEdit Asset Browser with CTRL+F3). If all seems fine it could be antivr. Uploading the log file and the NIF file should not take more than a couple minutes.

Posted

Just wanted to let you know i got fed up with the situation, deleted that profile and aim to start over fresh.

Hope i didn't take up too much of your time with this whole ordeal.  Thanks for the assistance regardless.

Posted
8 hours ago, PegasusKoga said:

It was a mod that broke everything, this one: https://www.nexusmods.com/newvegas/mods/44717?tab=description

It overwrote several vanilla LOD files causing the messed up LOD in my game.

I had it swiftly removed from my load order and replaced with Salt Lake Stories, my LOD is okay so i'm good to go now.

The BSA shipping with the mod has the Oblivion version instead of the FO3/FNV version.

This test version of LODGenx64.exe should be able to properly read the NIFs from the BSA regardless. https://mega.nz/file/dcQg3IyC#o7F67rZVraQTcwIsZzbRYc00g90Lj0NrnqKxerCAhG0. Simply replace the file in the Edit Scripts folders.

Typically there is no reason for a mod to include unmodified vanilla LOD models again. That is a mistake often seen from beginner mod authors. If using the mod, make sure it does not overwrite LOD models from any potential mods including improved LOD models.

Next time you run into a problem with xLODGen, just report the issue and upload the logs and then follow the troubleshooting suggestions I write/quote and report their results to save time.

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