ARelic Posted May 15, 2020 Posted May 15, 2020 Hey guys, I have ran the xLODGEN several times now and I don't ever get an output folder as mentioned in Step #5 - Wrap Up. It says to "navigate to the xLODGen Output folder (e.g. ..Modding\Tools\xLODGen\xLODGen_Output\). But the output folder is never there? Everything was going fine until I got to this point, so not sure what I'm doing wrong. Thanks for the great work as always, you guys are awesome.
Chadric Posted May 16, 2020 Posted May 16, 2020 (edited) When you added xLODGen64.exe as an executable in MO you should have added an argument -o:"C:\Modding|xLODGen\xLODGen_Output\" if you followed the guide to the letter.This argument -o:"File path" is what tells the executable where to generate the output folder, so it should be there. You can also change the argument so it generates the output folder where you prefer. https://imgur.com/lFicLeZ Edited May 16, 2020 by Chadric
ARelic Posted May 16, 2020 Author Posted May 16, 2020 Ahh, that was it - thank you Chadric. I migrated from the last version and just wiped everything up to clean vanilla files. Thanks again.
Lechacalbleu6485 Posted July 8, 2023 Posted July 8, 2023 (edited) That was not clear, Personally i did not understand that the command should be put in the mod manager. It was written "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." but with no precision where to put the line parmater, i don't know what a line paramater is, so it propably didn't helped, but it could be good to put a precision in the instruction. Edited July 8, 2023 by Lechacalbleu6485
z929669 Posted July 9, 2023 Posted July 9, 2023 18 hours ago, Lechacalbleu6485 said: That was not clear, Personally i did not understand that the command should be put in the mod manager. It was written "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." but with no precision where to put the line parmater, i don't know what a line paramater is, so it propably didn't helped, but it could be good to put a precision in the instruction. I assume you're talking about the SSE guide, and it's pretty clearly stated: ... but if you are quoting the xLODGen documentation in the xLODGen OP, then it's 'understood' that you must set this up in your mod manager (Vortex or MO, that is).
Parl Posted December 11, 2023 Posted December 11, 2023 OK, let's talk about making .bsa files out of the xLODGen output. Got specific steps with Creation Kit for instance? BAE??? Archive.exe? whatever... @z929669 If you never archive your mod, well then what do you do with xlodgen output meshes and textures? Manually paste the loose files in and let them overwrite? (I am about to after saving off the originals if need to restore.) I am using Vortex... BTW MO hates me...
z929669 Posted December 11, 2023 Posted December 11, 2023 9 minutes ago, Parl said: OK, let's talk about making .bsa files out of the xLODGen output. Got specific steps with Creation Kit for instance? BAE??? Archive.exe? whatever... @z929669 If you never archive your mod, well then what do you do with xlodgen output meshes and textures? Manually paste the loose files in and let them overwrite? (I am about to after saving off the originals if need to restore.) I am using Vortex... BTW MO hates me... I use the default xLODGen output location: ..\xLODGen\xLODGen_Output Then I simply copy move the textures and meshes folders into a mod named "xLODGen Output" for my mod manager loaded at highest priority (except for TexGen and DynDOLOD outputs, which I treat in the same exact manner) ... no archive. It's easier and ensures that all assets override all other conflicting assets. If you want to package into a Bethesda archive, use BSArchPro, as it's simpler to use than Archive.exe. I don't use BAE, since I haven't had cause to do so. But I see no value at all in using BSA archives for Skyrim. I hear BA2 archives are better for performance in some of the Fallout games, but I don't think it has any bearing for Skyrim or other Bethesda games (but I don't know for certain, since I don't work with other Bethesda games these days).
anemoshi Posted April 8, 2025 Posted April 8, 2025 On 7/8/2023 at 3:44 PM, Lechacalbleu6485 said: That was not clear, Personally i did not understand that the command should be put in the mod manager. It was written "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." but with no precision where to put the line parmater, i don't know what a line paramater is, so it propably didn't helped, but it could be good to put a precision in the instruction. I was on the same page as this user. I mean, I knew what a line parameter is, and what the command line is, I was just missing the connection between the command line and a mod organizer (I use MO2 and know how to set up an executable). It just so happens that the 2 guides/pages I was referencing weren't clear on that. I haven't seen the SSE guide shown in the screenshot user z929669 posted in the fourth reply to this topic. https://dyndolod.info/Help/xLODGen#Installation https://stepmodifications.org/forum/topic/13451-xlodgen-terrain-lod-beta-130-for-fnv-fo3-fo4-fo4vr-tes5-sse-tes5vr-enderal-enderalse/
Mercury71 Posted April 8, 2025 Posted April 8, 2025 45 minutes ago, anemoshi said: I was on the same page as this user. I mean, I knew what a line parameter is, and what the command line is, I was just missing the connection between the command line and a mod organizer (I use MO2 and know how to set up an executable). It just so happens that the 2 guides/pages I was referencing weren't clear on that. I haven't seen the SSE guide shown in the screenshot user z929669 posted in the fourth reply to this topic. https://dyndolod.info/Help/xLODGen#Installation https://stepmodifications.org/forum/topic/13451-xlodgen-terrain-lod-beta-130-for-fnv-fo3-fo4-fo4vr-tes5-sse-tes5vr-enderal-enderalse/ This part of the forum is for users of the Step Guide. I think it is very clear when it comes to MO2 and executables when following the guide.
anemoshi Posted April 8, 2025 Posted April 8, 2025 4 hours ago, Mercury71 said: This part of the forum is for users of the Step Guide. I think it is very clear when it comes to MO2 and executables when following the guide. Yeah, I realized that at some point so wasn't referencing it too hard except for the initial setup. And hey, that's fair. It's mostly on me and my brain. 1
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