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  1. I have encountered a nif that loads and displays fine in dev6, but has a load error in dev7. The file is spcsphrorbitalstrike01.nif that ships with the Steam Workshop introduction mod Fall of the Space Core from Valve. Nothing of importance really. I just found it curios.
  2. @Objir The memory is not the problem. What language are you using?
  3. @Objir This is most likely caused by the game being installed into the specially protected windows folder Program Files (x86) and LODGen.exe being prevented from properly accessing files (BSA files in this case), despite running as admin. You can check which file is causing the error by opening a cmd prompt and running LODGen manually and adding --verbose to the command line (you can copy/paste command line to start LODGen.exe from FO4Edit_log.txt. "D:\Fallout 4\SSEEdit_3da194b\Edit Scripts\LODGen.exe" "D:\Fallout 4\SSEEdit_3da194b\Edit Scripts\LODGen.txt" --verbose it will then print lines like Using C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Fallout4 - Textures1.ba2 To quickly test if Program Files (x86) is the problem, you could copy the last BSA file mentioned before the error to another non special windows folder and change the Resource= to it in LODGen.txt, then run the same manual command again and see if it read that one OK and now fails at the next BSA in Program Files (x86) If it reads the BSA all nicely, then it might be a specific BSA file with an unknown format or that is otherwise corrupted. Running with --verbose should reveal the problematic BSA too obviously.
  4. @Objir please post to pastebin or zip and upload to a file service both the FO4Edit_log.txt and export file Edit Scripts\LODGen.txt. Best to delete both files first and then generate LOD for a single worldspace, doesn't matter which as long as the error happens.
  5. @drmabuse1981 Looks great, I love it when things fix themselves. In case anyone runs into game crashes with generated LOD in the future, see if temporarily hiding the generated *.BTO files changes anything and if that is the case see if you can narrow it down to a single/fhandul BTO (area of the mod changes) and then provide them for troubleshooting. @SimonPDX I don't use MO2 with FO4. Instead of renaming to FO4LODGen, start normal as FO4Edit.exe and right clicking on master plugin, Other, Generate LOD should work I suppose.
  6. The game still relies on the file extension alone regarding the large reference bugs, flags do not matter. Large reference data from world record is only used when the file extension is esm or esl and ignored for esp for example.
  7. fixed in latest LODGen.exe 1.8.5
  8. Updated first post for FO4LODGen now properly included into xEdit.exe
  9. Wow, the memories... However, PAE has been around since over two decades. https://en.wikipedia.org/wiki/Physical_Address_Extension But GPUs do their own addressing anyhow. And then there is "Video Memory", which is a combination of VRAM and RAM offered by DirectX/OS. In any case, 32/64 bit refers to CPUs main registers and not memory address width.
  10. Well they did generate object LOD for Skyrim SE. Terrain LOD meshes maybe just converted as far I can tell. Terrain LOD textures are for sure not generated with the SE update.esm. They somewhat successfully generated LOD for Fallout4+DLC. So it must work to a degree. Those LOD systems have their basis on 90s technology/papers. It is holding together with band-aids by now. But technically really not that hard If something doesn't happen, it typically is about a bottom line somewhere one way or another. Based on the fact that most other stuff actually works, we can assume they have capable programmers at their disposal.
  11. @alt3rn1ty, thanks for letting me know anyways. Yeah consoles are a double edged sword for me too. They seem a rather pointless platform to mod these games, but they undeniable have large sale numbers/users. I would have hoped the users would make a larger ruckus about bugs. But I suppose players (including PC) don't scrutinize things as much as us programmers/mod authors who deal with this stuff more regularly while simply testing things. @Leonardo Mods for Nintendo Switch aren't confirmed? I guess we will only know for sure once it is out. Well at least we know the two new platforms Switch and the planed update for Xbox 2/Project Scorpio I read about mean Bethesda must be working on some engine stuff.
  12. @alt3rn1ty, by now I also had this problem with LOD sticking around after faster travel to Whiterun. This never happened in Skyrim. I have had no time to test anything about it though. Have you ever seen reports of this happening on any of the consoles? There is no denying that the reported visual and game breaking bugs happen in vanilla Skyrim SE for everyone, they only get worse with mods. I find it surprising that Bethesda doesn't seem to think it would be prudent to fix those bugs that exist on all platforms. Together with some of the LOD generation functions broken in the CK, I can not help but find that it is basically a fuck you from Bethesda to mod authors and mod users. It would be much easier to make a switch even without an SKSE64 if those bugs were addressed. I have a hunch the situation has to do with the PS4 platform not allowing assets. I believe that was a big blow to Bethesda future modding plans as well. It seems a bit silly if not just not inconvenient that we need to use INI settings to disable some of the graphical "improvements" as workarounds, so that the game doesn't look like the incoherent garbage that it is with default settings. I can live with that, since wanting non broken tree LOD reflection and "improved" snow blending with surroundings may be a personal preference. Regarding the large references, for myself I am also fine with removing all the data from all vanilla esm and then create a load order patch that eliminates all those issues. However, in the grand scheme of things, these workarounds only work on PC, which leaves the currently 3.9m or so console users whom actually paid money for the game with a broken game yet again. If Bethesda wants to establish Skyrim SE and Bethesda.NET as *the* modding platform for the years to come in preparation for the next titles with hopefully some sensical paid modding option, they should continuously support it. IMHO that support includes fixing game engine bugs and fixing mod creation bugs with CK in addition to the few modding platform related updates they did.
  13. LOD is generated for worldspaces, not plugins.
  14. If you didn't change the base record for the farmhouse, then the easiest way to generate vanilla like object LOD, is to use TES5LODGen.exe and follow its instruction to generate static object LOD. If you get a recent xEdit and rename it to TES5LODGen.exe you can limit generation to specific LOD levels and areas. However, enthusiast mod users hopefully generate the LOD for their entire load order anyways. Hopefully with DynDOLOD
  15. What game? Did you create a new 3D model or used a vanilla model that already has a LOD model?

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