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Posted
  On 8/18/2021 at 7:22 PM, z929669 said:
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"Wrong position after reading known block ..." and "Unable to read beyond the end of the stream" means the NIF file is broken or contains unexpected data. 

Run the mentioned NIF through CAO.

If they were created as a result of combining trunk/crown NIFs with LODGen, run the crown files through CAO before combining them.

Make sure that the LODGenx64.exe used to combine and to generate LOD is from the most recent alpha version.

Posted
  On 8/18/2021 at 9:14 PM, sheson said:

"Wrong position after reading known block ..." and "Unable to read beyond the end of the stream" means the NIF file is broken or contains unexpected data. 

Run the mentioned NIF through CAO.

If they were created as a result of combining trunk/crown NIFs with LODGen, run the crown files through CAO before combining them.

Make sure that the LODGenx64.exe used to combine and to generate LOD is from the most recent alpha version.

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Yep, doing that now, and tested with a small chunk to confirm that it's working. Thanks

Posted

I am trying to update TexGen/DynDOLOD output on an existing game (just added Bruma in so need to run it all again). I have also downloaded the latest Nexus releases of the DynDOLOD 3.0 and the Resources.  However I am hitting a problem at the very first thing I try to do.  I have followed the correct in-game procedure to disable the previous DynDOLOD.  I have made sure there are no billboards in MO2. I have generated a new grass cache.  I then launch TexGen, it runs through all of the plugins and gives me the generation options screen.  However as soon as I click Start I get another popup with options to Exit, View Log or Restart.  There are no errors in the log window.  Any advice would be appreciated.

bugreport.txtFetching info... TexGen_SSE_Debug_log.txtFetching info... TexGen_SSE_log.txtFetching info...

Posted
  On 8/19/2021 at 10:34 AM, dunc001 said:

I am trying to update TexGen/DynDOLOD output on an existing game (just added Bruma in so need to run it all again). I have also downloaded the latest Nexus releases of the DynDOLOD 3.0 and the Resources.  However I am hitting a problem at the very first thing I try to do.  I have followed the correct in-game procedure to disable the previous DynDOLOD.  I have made sure there are no billboards in MO2. I have generated a new grass cache.  I then launch TexGen, it runs through all of the plugins and gives me the generation options screen.  However as soon as I click Start I get another popup with options to Exit, View Log or Restart.  There are no errors in the log window.  Any advice would be appreciated.

bugreport.txt 111.45 kB · 0 downloads TexGen_SSE_Debug_log.txt 735.42 kB · 0 downloads TexGen_SSE_log.txt 58.54 kB · 0 downloads

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Unpack the DynDOLOD Standalone archive into a new empty 'DynDOLOD' directory..

Posted
  On 8/19/2021 at 10:55 AM, sheson said:

Unpack the DynDOLOD Standalone archive into a new empty 'DynDOLOD' directory..

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My bad, I thought I had deleted the entire contents, I must have just overwritten.  Working fine now, apologies for the false alarm.

Posted

Hello, I have a question about generating Object LOD for fallout 4. I see Terrain has max verticies count for each LOD level. Do objects have a max vert count before they just do not generate? Someone created a mod that covers the commonwealth in trees and a lot of the buildings with vines. In earlier versions, I was able to create LOD for the vines using custom very low poly meshes that match the vine shapes. And in testing it seemed to work just fine. But in the newest version he has added many more vines, this plus the many trees the mod adds.. 

Now, big sections of vines don't generate where they previously did before. is it a limitation we are hitting? 

The images linked are in fact two different mods, but the vine placement framework is the same, only that in the second picture, the esp has thousands more vines placed in the worldspace as its the newer version. 

https://imgur.com/a/8Fi9WLq

Posted
  On 8/19/2021 at 1:31 PM, Oynlen said:

Hello, I have a question about generating Object LOD for fallout 4. I see Terrain has max verticies count for each LOD level. Do objects have a max vert count before they just do not generate? Someone created a mod that covers the commonwealth in trees and a lot of the buildings with vines. In earlier versions, I was able to create LOD for the vines using custom very low poly meshes that match the vine shapes. And in testing it seemed to work just fine. But in the newest version he has added many more vines, this plus the many trees the mod adds.. 

Now, big sections of vines don't generate where they previously did before. is it a limitation we are hitting? 

The images linked are in fact two different mods, but the vine placement framework is the same, only that in the second picture, the esp has thousands more vines placed in the worldspace as its the newer version. 

https://imgur.com/a/8Fi9WLq

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Object LOD can have as many shapes as required. If the maximum limit of vertices or triangles for a shape is reached, a new one will be added.

If a reference doesn't have LOD generated it is usually because there is no LOD model defined for the base record or LOD assets are missing.

Posted

Hello,
I'm trying to get two grass mods to work together.
Folkvangr - Grass and Landscape Overhaul and Cathedral - 3D Pine Grass - Full 3D Coverage.
After generating grass cache texgen and dyndolod, for some regions the grass lod does not match.
how does grass generation work?
Does the order of plugins matter?
If I put Folkvangr - Grass and Landscape Overhaul.esp after any other grass mod, does that assure me that the lod for folkvangr grass colors which differs from region to region will win out and get the lod well?
I ask before trying because it is a long process to generate everything again :)
Thanks.

Posted
  On 8/20/2021 at 11:54 AM, samaelxx46 said:

Hello,
I'm trying to get two grass mods to work together.
Folkvangr - Grass and Landscape Overhaul and Cathedral - 3D Pine Grass - Full 3D Coverage.
After generating grass cache texgen and dyndolod, for some regions the grass lod does not match.
how does grass generation work?
Does the order of plugins matter?
If I put Folkvangr - Grass and Landscape Overhaul.esp after any other grass mod, does that assure me that the lod for folkvangr grass colors which differs from region to region will win out and get the lod well?
I ask before trying because it is a long process to generate everything again :)
Thanks.

Expand  

How grass LOD generation works is explained in the second post /..\DynDOLOD\docs\help\GrassLOD.html. You might want to ask more specific questions probably.

Whatever plugin or file is the winning overwrite wins / is used, obviously.

Posted
  On 8/20/2021 at 4:20 PM, VulKun said:

Texgen closing itself..why idk really what can i do ?

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Did you recently upgrade by extracting into the old DynDOLOD folder? Conflicting files will cause this sort of thing.

Save any INIs you have customized and delete the previous install from the folder. Then install into empty folder and update new INIs with compatible settings from the old one(s).

Posted (edited)

I see no other reason other than a limitation. perhaps its my ram or something, I only have 16gb. I have checked everything so many times.. the other thing is, it will generate not always the same vines or trees when checking the bto files,  but in game, on approach they are all there and load in only once close, just some are LOD and are visible in distance, but it has been different ones that are visible from distance on several LoDGen attempts. this is also just checking one area.

 

Edited by Oynlen

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