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LODGenx64.exe failed to generate object LOD for one or more worlds


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Hello again, I'm trying to use DynDOLOD 3.00 (Alpha 14) to generate LOD for my game and I keep running into this error: "LODGenx64.exe failed to generate object LOD for one or more worlds." It seems to run into the error when trying to generate object LOD for the Tamriel worldspace. I've searched all over but can't find anyone else who has encountered this error. Any ideas what might be causing the problem? Here's a picture of the error message. Please let me know if you have any ideas. Thanks!

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Posted
45 minutes ago, BrotherShamus said:

Apologies... I thought Pastebin was the file service being referenced in the first post.  Just so I understand correctly, I would truncate at the first error message in the log files and then only include the relevant parts (error messages in this case)?  I'm asking because I only seem to have one session in the Texgen log.

 

I did click on the "Help for this message" but unfortunately, was unable to understand what it was saying.  In fact, I may have to face the reality that this may be beyond my capabilities.  I've spent two weeks trying to put this together and most of the language on this forum only confuses me.  Perhaps I'll revisit this when I'm a little better educated in the terminology.  Apologies again for taking up your time.

The word "file" in the post links to a file service, while the word "text" links to a paste text service. Doesn't get any easier than this.

Truncate large log files to the last meaningful session. A session starts with DynDOLOD .... starting session 2021-11-07... which is the first line you see in the message window when DynDOLOD is started.

Check the DynDOLOD log which is printed to the message window while the tool run and saved to the log file when the program is closed.

There is at least one log message tell you which worldspace failed and which LODGen logfile to check. That is what the error prompt reports so users do not miss the error message in the  log.

The Help for this message says the same thing. "In case LODGen failed to generate object LOD for one or more worlds, check the log messages (click OK, then click Check log). Typically the log message will already show which worlds failed and which specific LODGen log file to check for additional information about the error."

It is all very straight forward and plain. All you have to do is read everything verbatim.

If you do not know what a term/expression means, check ..\DynDOLOD\docs\help\Terminology.html, google it or ask in the forum.

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Posted
1 hour ago, sheson said:

The word "file" in the post links to a file service, while the word "text" links to a paste text service. Doesn't get any easier than this.

Truncate large log files to the last meaningful session. A session starts with DynDOLOD .... starting session 2021-11-07... which is the first line you see in the message window when DynDOLOD is started.

Check the DynDOLOD log which is printed to the message window while the tool run and saved to the log file when the program is closed.

There is at least one log message tell you which worldspace failed and which LODGen logfile to check. That is what the error prompt reports so users do not miss the error message in the  log.

The Help for this message says the same thing. "In case LODGen failed to generate object LOD for one or more worlds, check the log messages (click OK, then click Check log). Typically the log message will already show which worlds failed and which specific LODGen log file to check for additional information about the error."

It is all very straight forward and plain. All you have to do is read everything verbatim.

If you do not know what a term/expression means, check ..\DynDOLOD\docs\help\Terminology.html, google it or ask in the forum.

I do see the two links in your signature for 'file' and 'text' but only noticed them after my initial post.  My mistake was that in the first post, you actually mention using pastebin.com so I thought that was the preferred method of sharing the files.  And I know the worldspace that failed is Tamriel as I did look through the log after running Dyndolod.  The log I was referring to was the TexGen log which did have the date at the beginning... but then there would be nothing to truncate.

I do appreciate that you're trying to help and that it must get frustrating answering what appears to be an endless stream of questions from people who haven't done any of the research but I spent the last three days reading through the documentation (including the Terminology) and simply couldn't grasp what I was reading.  I really only posted here as a last resort because I had run into a problem which I was unable to solve.  As a guy who failed grade nine three time, I have a very difficult time learning new things and was only ever able to use Dyndolod succesfully in the past by following the Gamer Poets video step by step but so much has changed since that video was made and I can no longer use it as a reference.  While I'm sure all of this seems quite simple to understand for most, it really is beyond my comprehension.

I'm going to stop and take a break... deconstruct everything and then try again from the very beginning (generating the grass cache) and hopefully have a better result.  

Again, thank you for trying to help me out.  For the brief time I did have this working, it absolutely changed the visual dynamic of the game.

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Posted
9 hours ago, BrotherShamus said:

I do see the two links in your signature for 'file' and 'text' but only noticed them after my initial post.  My mistake was that in the first post, you actually mention using pastebin.com so I thought that was the preferred method of sharing the files.  And I know the worldspace that failed is Tamriel as I did look through the log after running Dyndolod.  The log I was referring to was the TexGen log which did have the date at the beginning... but then there would be nothing to truncate.

I do appreciate that you're trying to help and that it must get frustrating answering what appears to be an endless stream of questions from people who haven't done any of the research but I spent the last three days reading through the documentation (including the Terminology) and simply couldn't grasp what I was reading.  I really only posted here as a last resort because I had run into a problem which I was unable to solve.  As a guy who failed grade nine three time, I have a very difficult time learning new things and was only ever able to use Dyndolod succesfully in the past by following the Gamer Poets video step by step but so much has changed since that video was made and I can no longer use it as a reference.  While I'm sure all of this seems quite simple to understand for most, it really is beyond my comprehension.

I'm going to stop and take a break... deconstruct everything and then try again from the very beginning (generating the grass cache) and hopefully have a better result.  

Again, thank you for trying to help me out.  For the brief time I did have this working, it absolutely changed the visual dynamic of the game.

Read the first post. It has a link to a file and a text service. It explains which log files to upload. It explains which log files can be truncated to the last meaningful session.

If you actually look at the DynDOLOD log - which is printed to the message window and then saved - it has lines which worldspace(s) generated successfully and which had errors and the full path to the LODGen log file(s) to check. For example:

<Error: LODGenx64.exe failed to generate object LOD for Tamriel. Check C:\DynDOLOD\Logs\LODGen_SSE_Tamriel_log.txt>

If help is required to interpret log messages people can upload them. It is as easy as zipping the files and uploading them to a file service as explained on the first post.

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Posted
15 hours ago, sheson said:

Read the first post. It has a link to a file and a text service. It explains which log files to upload. It explains which log files can be truncated to the last meaningful session.

If you actually look at the DynDOLOD log - which is printed to the message window and then saved - it has lines which worldspace(s) generated successfully and which had errors and the full path to the LODGen log file(s) to check. For example:

<Error: LODGenx64.exe failed to generate object LOD for Tamriel. Check C:\DynDOLOD\Logs\LODGen_SSE_Tamriel_log.txt>

If help is required to interpret log messages people can upload them. It is as easy as zipping the files and uploading them to a file service as explained on the first post.

I do apologize for the tone of my messages and I do understand that this is likely quite frustrating.  I do have an incredibly difficult time following instruction and it seems the more I try, the more static I get in my head.  Having said that... I think I've resolved the issue and everything seems to be working... however I am still getting error messages in my TexGen log.  I'm sending you (hopefully) the appropriate files because I know this may create a problem at some point in my save.  I do appreciate that you're trying to help me here and honestly, having played with Dyndolod as a part of my game, I couldn't imagine playing without it so again, thanks.

https://ufile.io/jrm2yc35 https://ufile.io/yov9b6mc https://ufile.io/8skxihmu

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Posted
8 hours ago, BrotherShamus said:

I do apologize for the tone of my messages and I do understand that this is likely quite frustrating.  I do have an incredibly difficult time following instruction and it seems the more I try, the more static I get in my head.  Having said that... I think I've resolved the issue and everything seems to be working... however I am still getting error messages in my TexGen log.  I'm sending you (hopefully) the appropriate files because I know this may create a problem at some point in my save.  I do appreciate that you're trying to help me here and honestly, having played with Dyndolod as a part of my game, I couldn't imagine playing without it so again, thanks.

https://ufile.io/jrm2yc35 https://ufile.io/yov9b6mc https://ufile.io/8skxihmu

TexGen/DynDOLOD are simply reporting that an asset is missing in the load order. Missing textures are an every day modding problem. It can either mean a required texture is not installed or the NIF model erroneously defines a wrong texture. It can happen because a mod or its requirements are not installed or a mod author made a mistake.

As example:

<Error: File not found textures\landscape\trees\TreePineForestBarkCompSnow_p.dds. Used by Meshes\dlc02\landscape\trees\dlc2treepineshortheavysnow01.nif Dragonborn.esm DLC2TreePineShortHeavySnow01 [STAT:0403383C]>

The missing texture: textures\landscape\trees\TreePineForestBarkCompSnow_p.dds
The model  that defines the texture path: meshes\dlc02\landscape\trees\dlc2treepineshortheavysnow01.nif
The plugin originally defining the base record: Dragonborn.esm
The base record type and form id: STAT:0403383C

The first step is to find out which mod supplies the model. 
In case the defining plugin is not a vanilla plugin, the plugin name should tell you the mod name right away. 
Otherwise drill down to the model folder/file name via the MO2 Data tab window on the right pane.
In case that is not successful, use the xEdit Asset Browser (Started with CTRL + F3) to find out which BSAs supply it. The BSA name should tell you which plugin and thus which mod it is.

Once you know the mod you can try to reinstall it, check its description and install instructions about requirements or use its forum to query about the problem.

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Posted
8 hours ago, sheson said:

TexGen/DynDOLOD are simply reporting that an asset is missing in the load order. Missing textures are an every day modding problem. It can either mean a required texture is not installed or the NIF model erroneously defines a wrong texture. It can happen because a mod or its requirements are not installed or a mod author made a mistake.

As example:

<Error: File not found textures\landscape\trees\TreePineForestBarkCompSnow_p.dds. Used by Meshes\dlc02\landscape\trees\dlc2treepineshortheavysnow01.nif Dragonborn.esm DLC2TreePineShortHeavySnow01 [STAT:0403383C]>

The missing texture: textures\landscape\trees\TreePineForestBarkCompSnow_p.dds
The model  that defines the texture path: meshes\dlc02\landscape\trees\dlc2treepineshortheavysnow01.nif
The plugin originally defining the base record: Dragonborn.esm
The base record type and form id: STAT:0403383C

The first step is to find out which mod supplies the model. 
In case the defining plugin is not a vanilla plugin, the plugin name should tell you the mod name right away. 
Otherwise drill down to the model folder/file name via the MO2 Data tab window on the right pane.
In case that is not successful, use the xEdit Asset Browser (Started with CTRL + F3) to find out which BSAs supply it. The BSA name should tell you which plugin and thus which mod it is.

Once you know the mod you can try to reinstall it, check its description and install instructions about requirements or use its forum to query about the problem.

So in the case of the missing texture from the Dragonborn ESM, I have to find the mod responsible for overwriting it?  I'm using Vortex but can check with xEdit.  I was pretty meticulous about making sure I had the requirements from the Nexus mods but this was my first time using non-Nexus mods (like Skyrim Realistic Overhaul) so it's quite likely I made a few errors with them.  Thanks for letting me know!

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Posted
1 hour ago, BrotherShamus said:

So in the case of the missing texture from the Dragonborn ESM, I have to find the mod responsible for overwriting it?  I'm using Vortex but can check with xEdit.  I was pretty meticulous about making sure I had the requirements from the Nexus mods but this was my first time using non-Nexus mods (like Skyrim Realistic Overhaul) so it's quite likely I made a few errors with them.  Thanks for letting me know!

You have to find the mod overwriting dlc2treepineshortheavysnow01.nif and the other NIFs from the log. Typically I would assume that mod to also include the required textures or list a required for the mod that has them.

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Posted
On 11/9/2021 at 10:50 AM, sheson said:

You have to find the mod overwriting dlc2treepineshortheavysnow01.nif and the other NIFs from the log. Typically I would assume that mod to also include the required textures or list a required for the mod that has them.

Thank you for clarifying.

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Posted

Hello,

as some other users here I have been unable to completely generate the Object LODs for Tamriel worldspace (LODGenx64 has been unable to generate Object LOD). I am not sure what mods are causing this issue, but the "LODGen_SSE_Tamriel_log.txt" ends the report with the following sentence: "Error processing grass data Tamrielx-017y-036.cgid" and cites the error code: 640.

Here is the full log file: https://ufile.io/yk7eio4m

Dyndolod shows me a page with a summary of all the messages after the failed/partial generation of the lods: file:///C:/Modding/Skyrim%20Tools/Dyndolod%203/DynDOLOD/Summary/DynDOLOD_Index.html

The messagws listed are the following:

1. Deleted Reference (it lists many deleted references from the Dawnguard.esm, Update.esm, HearthFires.esm and 2 deleted references from ArteFake.esp)

ArteFake:

] <Warning: Deleted reference ArteFake.esp [REFR:02015D7A] (places ArmorDraugrHelmet "Ancient Nord Helmet" [ARMO:00056A9E] in GRUP Cell Temporary Children of SoulCairnPOIRJ02 [CELL:02002C8A] (in DLC01SoulCairn "Soul Cairn" [WRLD:02001408] at 5,-3))>
] <Warning: Deleted reference ArteFake.esp [REFR:02015D87] (places DummyGreatSword [WEAP:0006A0B8] in GRUP Cell Temporary Children of SoulCairnPOIRJ02 [CELL:02002C8A] (in DLC01SoulCairn "Soul Cairn" [WRLD:02001408] at 5,-3))>

2. File Not Found Meshes/Textures (It lists only files from Beyond Skyrim that i suppose are planned to be implemented in future updates)

3. LODGen Failed To Generate Object LOD

] <Error: LODGenx64.exe failed to generate object LOD for Tamriel. LODGenx64.exe returned 280. Check C:\Modding\Skyrim Tools\Dyndolod 3\DynDOLOD\Logs\LODGen_SSE_Tamriel_log.txt>
] Error: LODGenx64.exe failed to generate object LOD for one or more worlds. Check for error messages in the listed LODGen log(s)

4. Large Reference Bugs from the following mods:

Overwritten large reference in the following mods:
AI Overhaul.esp
Better Dynamic Snow SE.esp
Beyond Reach - Skyrim Border Tweak.esp
BeyondSkyrimMerchant.esp
Cutting Room Floor.esp
Dlizzio's Mesh Fixes.esp
Embers XD.esp
Folkvangr - Grass and Landscape Overhaul.esp
Identity Crisis.esp
Inigo.esp
Lux Orbis.esp
NewArmoury.esp 
Obsidian Mountain Fogs.esp 
Particle Patch for ENB SSE.esp
Requiem.esp
Skyrim Bridges.esp
SMIM-SE-Merged-All.esp
Initially disabled large reference in the following mods:

Beyond Reach - Skyrim Border Tweak.esp 
Cutting Room Floor.esp
Identity Crisis.esp
Landscape and Water Fixes.esp
LegacyoftheDragonborn.esm
Lux.esp
Skyrim Bridges.esp

Overwritten large reference in the following mods: 

Lux.esp
Requiem-betterForgottenVale.esp

5. Potentially wild edit reference in Arnima.esm (from Beyond Reach):

] <Warning: Potentially wild edit reference with z = 0.0 arnima.esm [REFR:0C2712AA] (places NorTentSmallLightSnow [STAT:00083ADC] in GRUP Cell Temporary Children of [CELL:0C000D63] (in arnimaDUPLICATE003 "The Reach" [WRLD:0C000D62] at 0,0))>

6. Property not found in Scripts:

Warning: Property not found myactivator03 in scripts\aaabookofriddlesscript.pex Identity Crisis.esp 000BookofRiddlesActivator "Book of Riddles" [ACTI:4D09B918]
Warning: Property not found placedpilebase in scripts\mnps_pileharvestscript.pex HearthCraft.esp MNPS_OaristysOreBucket_QuicksilverRef "Quicksilver Ore Bucket" [ACTI:4A13A2EA]
Warning: Property not found playerref in scripts\mnps_pileharvestscript.pex HearthCraft.esp MNPS_OaristysOreBucket_QuicksilverRef "Quicksilver Ore Bucket" [ACTI:4A13A2EA]
] <Warning: Property not found arnimasound in scripts\arnimadestroyonactivate.pex arnima.esm [REFR:0C399638] (places ArnimasetstageboxPlace "..." [ACTI:0C399639] in GRUP Cell Persistent Children of [CELL:0C003882] (in arnimaDUPLICATE003 "The Reach" [WRLD:0C000D62]) at 4,-10)>

7. Root Block:

from Folkvangr, Cathedral - 3d Pine Grass, Origins of Forest, Legacy of the Dragonborn, Beyond Skyrim and Beyond Reach.

8. Textures do not match

for

"MountainCliffSlope:0"
"MountainCliffSlope:2"
"RockCliffMineEntrance02:1
"RockCliffMineEntrance02:21"

all of which come from Beyond Skyrim.

Has somebody encountered the same issues and was able to solve them?

Up to a Week ago I was able to generate Dyndolod with the same exact load order without any issue.

 

 

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Posted
1 hour ago, Werterdert1 said:

Hello,

as some other users here I have been unable to completely generate the Object LODs for Tamriel worldspace (LODGenx64 has been unable to generate Object LOD). I am not sure what mods are causing this issue, but the "LODGen_SSE_Tamriel_log.txt" ends the report with the following sentence: "Error processing grass data Tamrielx-017y-036.cgid" and cites the error code: 640.

Here is the full log file: https://ufile.io/yk7eio4m

Dyndolod shows me a page with a summary of all the messages after the failed/partial generation of the lods: file:///C:/Modding/Skyrim%20Tools/Dyndolod%203/DynDOLOD/Summary/DynDOLOD_Index.html

The messagws listed are the following:

1. Deleted Reference (it lists many deleted references from the Dawnguard.esm, Update.esm, HearthFires.esm and 2 deleted references from ArteFake.esp)

ArteFake:


] <Warning: Deleted reference ArteFake.esp [REFR:02015D7A] (places ArmorDraugrHelmet "Ancient Nord Helmet" [ARMO:00056A9E] in GRUP Cell Temporary Children of SoulCairnPOIRJ02 [CELL:02002C8A] (in DLC01SoulCairn "Soul Cairn" [WRLD:02001408] at 5,-3))>
] <Warning: Deleted reference ArteFake.esp [REFR:02015D87] (places DummyGreatSword [WEAP:0006A0B8] in GRUP Cell Temporary Children of SoulCairnPOIRJ02 [CELL:02002C8A] (in DLC01SoulCairn "Soul Cairn" [WRLD:02001408] at 5,-3))>

2. File Not Found Meshes/Textures (It lists only files from Beyond Skyrim that i suppose are planned to be implemented in future updates)

3. LODGen Failed To Generate Object LOD


] <Error: LODGenx64.exe failed to generate object LOD for Tamriel. LODGenx64.exe returned 280. Check C:\Modding\Skyrim Tools\Dyndolod 3\DynDOLOD\Logs\LODGen_SSE_Tamriel_log.txt>
] Error: LODGenx64.exe failed to generate object LOD for one or more worlds. Check for error messages in the listed LODGen log(s)

4. Large Reference Bugs from the following mods:


Overwritten large reference in the following mods:

AI Overhaul.esp
Better Dynamic Snow SE.esp
Beyond Reach - Skyrim Border Tweak.esp
BeyondSkyrimMerchant.esp
Cutting Room Floor.esp
Dlizzio's Mesh Fixes.esp
Embers XD.esp
Folkvangr - Grass and Landscape Overhaul.esp
Identity Crisis.esp
Inigo.esp
Lux Orbis.esp
NewArmoury.esp 
Obsidian Mountain Fogs.esp 
Particle Patch for ENB SSE.esp
Requiem.esp
Skyrim Bridges.esp
SMIM-SE-Merged-All.esp

Initially disabled large reference in the following mods:

Beyond Reach - Skyrim Border Tweak.esp 
Cutting Room Floor.esp
Identity Crisis.esp
Landscape and Water Fixes.esp
LegacyoftheDragonborn.esm
Lux.esp
Skyrim Bridges.esp

Overwritten large reference in the following mods: 

Lux.esp
Requiem-betterForgottenVale.esp

5. Potentially wild edit reference in Arnima.esm (from Beyond Reach):


] <Warning: Potentially wild edit reference with z = 0.0 arnima.esm [REFR:0C2712AA] (places NorTentSmallLightSnow [STAT:00083ADC] in GRUP Cell Temporary Children of [CELL:0C000D63] (in arnimaDUPLICATE003 "The Reach" [WRLD:0C000D62] at 0,0))>

6. Property not found in Scripts:


Warning: Property not found myactivator03 in scripts\aaabookofriddlesscript.pex Identity Crisis.esp 000BookofRiddlesActivator "Book of Riddles" [ACTI:4D09B918]
Warning: Property not found placedpilebase in scripts\mnps_pileharvestscript.pex HearthCraft.esp MNPS_OaristysOreBucket_QuicksilverRef "Quicksilver Ore Bucket" [ACTI:4A13A2EA]
Warning: Property not found playerref in scripts\mnps_pileharvestscript.pex HearthCraft.esp MNPS_OaristysOreBucket_QuicksilverRef "Quicksilver Ore Bucket" [ACTI:4A13A2EA]
] <Warning: Property not found arnimasound in scripts\arnimadestroyonactivate.pex arnima.esm [REFR:0C399638] (places ArnimasetstageboxPlace "..." [ACTI:0C399639] in GRUP Cell Persistent Children of [CELL:0C003882] (in arnimaDUPLICATE003 "The Reach" [WRLD:0C000D62]) at 4,-10)>

7. Root Block:

from Folkvangr, Cathedral - 3d Pine Grass, Origins of Forest, Legacy of the Dragonborn, Beyond Skyrim and Beyond Reach.

8. Textures do not match

for


"MountainCliffSlope:0"

"MountainCliffSlope:2"

"RockCliffMineEntrance02:1

"RockCliffMineEntrance02:21"

all of which come from Beyond Skyrim.

Has somebody encountered the same issues and was able to solve them?

Up to a Week ago I was able to generate Dyndolod with the same exact load order without any issue.

 

 

"Error processing grass data Tamrielx-017y-036.cgid" from the LODGen log is self kind of explanatory.
There is a problem with the mentioned cgid file. The contextual help for LODGen errors should have been this https://dyndolod.info/Help/LODGen page, which includes an explanation for this message and how to solve it. So does 
https://dyndolod.info/Help/Grass-LOD#Troubelshooting.

Each entry from the Summary has explanations what they mean and what action they might require if any.
If you have a specific question about a particular mod or message, then ask it.

The vanilla DLC contains deleted references and everybody will have the warning messages if they are not cleaned.
Everybody will have the same large reference overwriting warning from those plugins, since they were made without considering the Skyrim SE large reference bugs. And so on.

  • 0
Posted
1 hour ago, sheson said:

"Error processing grass data Tamrielx-017y-036.cgid" from the LODGen log is self kind of explanatory.
There is a problem with the mentioned cgid file. The contextual help for LODGen errors should have been this https://dyndolod.info/Help/LODGen page, which includes an explanation for this message and how to solve it. So does 
https://dyndolod.info/Help/Grass-LOD#Troubelshooting.

Each entry from the Summary has explanations what they mean and what action they might require if any.
If you have a specific question about a particular mod or message, then ask it.

The vanilla DLC contains deleted references and everybody will have the warning messages if they are not cleaned.
Everybody will have the same large reference overwriting warning from those plugins, since they were made without considering the Skyrim SE large reference bugs. And so on.

I have done as specified in the troubleshooting section, so I have deleted the Cgid file in question, loaded the game and used the "cow Tamriel" command for the coordinates that were causing issues, but I didn't get any message of No Grass in objects generating them anew, nor can I find the new cgid file in my overwrite folder. Did I have to follow some more steps that aren't mentioned in the troubleshooting section? Is it meant to be done while executing the "Grass Cache" command from MO2?

  • 0
Posted
11 minutes ago, Werterdert1 said:

I have done as specified in the troubleshooting section, so I have deleted the Cgid file in question, loaded the game and used the "cow Tamriel" command for the coordinates that were causing issues, but I didn't get any message of No Grass in objects generating them anew, nor can I find the new cgid file in my overwrite folder. Did I have to follow some more steps that aren't mentioned in the troubleshooting section? Is it meant to be done while executing the "Grass Cache" command from MO2?

You probably need to set OnlyLoadFromCache = False in the NGIO GrassControl.config.txt  so it is allowed to generate cgid files on demand. Once done, set it back to OnlyLoadFromCache = False

  • 0
Posted
17 minutes ago, sheson said:

You probably need to set OnlyLoadFromCache = False in the NGIO GrassControl.config.txt  so it is allowed to generate cgid files on demand. Once done, set it back to OnlyLoadFromCache = False

Thank you, it worked: the files were generated again. Now I have to regenerate the Dyndolod file, so you'll probably get an answer in two to three hours. :)

  • 0
Posted
58 minutes ago, Werterdert1 said:

I suppose it is enough if I only regenerate the lods for Tamriel Worldspace, correct?And then mege it with the previous one?

If the error were only generating object LOD meshes with LODGen and everything else completed successfully and you could save plugins, then it should be enough starting DynDOLOD in expert mode and select the desired worldspaces and click Execute LODGen to restart the object LOD meshes generation again.  See https://dyndolod.info/Help/Expert-Mode

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