[RELz/BETA] TES4LODGen

Post » Thu May 12, 2011 8:33 pm

OK, thanks, any idea how do I fix/resolve the problem?


Take note of the formID it's complaining about, and check it with tes4edit. Look at the coodrinates for the reference. You'll probably find they're completely out of whack.

I can't seem to make TES4LODGEN see my current install of Oblivion. It insists on scanning a folder where I used to have the game installed. The registry refects the current install path, so where else could it be getting its information?


tes4lodgen looks for that in the registry, so apparently something isn't right with that. Knowing the Windows registry, that information isn't going to be found in a single key.
User avatar
+++CAZZY
 
Posts: 3403
Joined: Wed Sep 13, 2006 1:04 pm

Post » Thu May 12, 2011 10:49 pm

The report from tes4lodgen is too long to post, that is how many things have gone out of whack.

What would be the best way to get them in whack??
User avatar
latrina
 
Posts: 3440
Joined: Mon Aug 20, 2007 4:31 pm

Post » Thu May 12, 2011 9:22 pm

Take note of the formID it's complaining about, and check it with tes4edit. Look at the coodrinates for the reference. You'll probably find they're completely out of whack.



tes4lodgen looks for that in the registry, so apparently something isn't right with that. Knowing the Windows registry, that information isn't going to be found in a single key.


Buggerit, moved the whole game to where lodgen wanted it to be, working now.
User avatar
Jonathan Windmon
 
Posts: 3410
Joined: Wed Oct 10, 2007 12:23 pm

Post » Fri May 13, 2011 9:17 am

I've been wanted to asking this question, but somehow it slips off my memory(or my brain).

Does TES4LODGen recognize DistantLOD folders inside BSA?
User avatar
le GraiN
 
Posts: 3436
Joined: Thu Mar 22, 2007 6:48 pm

Post » Fri May 13, 2011 1:21 am

Does TES4LODGen recognize DistantLOD folders inside BSA?


No. It doesn't touch those, and anything you generate with it will override matching files in those BSAs.

The report from tes4lodgen is too long to post, that is how many things have gone out of whack.


All you need to do is go up from the error to the last ESP mentioned in the output. That will be the one that caused the problem. You don't need to read the entire report.
User avatar
Christine
 
Posts: 3442
Joined: Thu Dec 14, 2006 12:52 am

Post » Fri May 13, 2011 4:01 am

Is there any way to get it to recognize a separate install directory? A command line argument would be a really nice option. I don't have the luxury of being able to install Oblivion to where it thinks it is, because my drive space on the drive partition where I keep my clean install isn't large enough to accommodate any mods. I've read people asking this before and the answer being in the registry, but I'm surprised such a feature would be left out, as auto-detect with no custom options seems an ancient method.
User avatar
Jerry Jr. Ortiz
 
Posts: 3457
Joined: Fri Nov 23, 2007 12:39 pm

Post » Thu May 12, 2011 11:45 pm

Your setup is clearly non-standard, and tes4lodgen uses the established Windows standard. The registry is where the OS thinks you put the game, and if that's not where it actually is, then you moved it without doing a proper removal and reinstallation. There's nothing ancient about expecting the registry to contain accurate information.
User avatar
Anna Kyselova
 
Posts: 3431
Joined: Sun Apr 01, 2007 9:42 am

Post » Fri May 13, 2011 8:51 am

Any idea how to tweak that portion of the registry then? I don't have a problem with the approach, I'm just not used to making my modded install the default install and my backup vanilla install the copied install. The ancient comment was uncalled for, I've just not come across many programs that take this particular approach is all.

EDIT: Nevermind. Changed the install path. Works now.
User avatar
Donald Richards
 
Posts: 3378
Joined: Sat Jun 30, 2007 3:59 am

Post » Fri May 13, 2011 4:08 am

You've already fixed it obviously, but somewhere around here I recall having seen a link to a .reg file that contained all the necessary registry edits to handle changing where the OS thinks the game is.
User avatar
Kill Bill
 
Posts: 3355
Joined: Wed Aug 30, 2006 2:22 am

Post » Fri May 13, 2011 9:47 am

You've already fixed it obviously, but somewhere around here I recall having seen a link to a .reg file that contained all the necessary registry edits to handle changing where the OS thinks the game is.


A quick google search shows something http://www.techspot.com/vb/topic52317.html. I just used regedit though, since it didn't look like any of those other tools had install paths so they were probably relative to the default one.
User avatar
maddison
 
Posts: 3498
Joined: Sat Mar 10, 2007 9:22 pm

Post » Fri May 13, 2011 12:34 am

I need some help. I've run the program, but some textures become pure black. I've read this is because of not having HDR on, but I have HDR on. I tried rerunning the program multiple times, but the problem still persists. It usually is on Ayleid statues and buildings.

Thanks in advance,
Allstar :D
User avatar
Tina Tupou
 
Posts: 3487
Joined: Fri Mar 09, 2007 4:37 pm

Post » Fri May 13, 2011 6:14 am

I have a problem I hope someone can help me with. I have been using TES4LODGen.exe for the past several weeks during the process of testing out new mods for Oblivion. It worked flawlessly. About a week ago I ran it again for the umpteenth time and it could not find my Oblivion installation. Exception message follows:

*** Server started ***
Time: [12723332] 2/20/2010 3:28:07 PM
Exception: EOSError
Message: System Error. Code: 2.
The system cannot find the file specified
Filesize:5636403
Filedate:2/24/2009 6:13:32 PM
Computer:ASUSP6T
User:smbecket
ThreadID: 5052
ProcessID: 1128
Callstack:
[00415B00] nxmmItemManager.RaiseLastOSError
[00415A89] nxmmItemManager.RaiseLastOSError
[004CE40D] wbImplementation.wbFile (Line 11445, "wbImplementation.pas")
[004A7C78] wbImplementation.TwbFile.AddMaster (Line 1350, "wbImplementation.pas")
[004ACC5F] wbImplementation.TwbFile.Scan (Line 2494, "wbImplementation.pas")
[004A9FB1] wbImplementation.TwbFile.Create (Line 1775, "wbImplementation.pas")
[004CE40D] wbImplementation.wbFile (Line 11445, "wbImplementation.pas")
[004FE9F0] frmLODGenMain.TLoaderThread.Execute (Line 1038, "frmLODGenMain.pas")
[0042851C] nxmmItemManager.ThreadProc
[0040534C] System.ThreadWrapper
==============================================================

As background I have a computer using an intel i7 920 processor w/6 GB of RAM using Win 7 x64. The screen displayed the following (I abbreviated the load order):

Using Oblivion Data Path: D:\Giskard's Mods\Data\
Using ini: I:\Documents\My Games\Oblivion\Oblivion.ini
Using settings file: C:\Users\smbecket\AppData\Local\Oblivion\Plugins.tes4lodgensettings
Loading active plugin list: C:\Users\smbecket\AppData\Local\Oblivion\Plugins.txt
Error: Active plugin List contains nonexisting file "Cobl Silent Equip Misc.esp"
Error: Active plugin List contains nonexisting file "NRB4 Standard Road Record.esp"
--------------------
Error: Active plugin List contains nonexisting file "Oblivion.esm"
[33:56] Loader: starting...
[00:00] Loader: Warning:
[00:00] Loader: Warning:
[00:00] Loader: Warning:
[00:00] Loader: Warning:
[00:00] Loader: Warning:
[00:00] Loader: Warning:
[00:00] Loader: [D:\Giskard's Mods\Data\] Setting Resource Path.
[00:00] Loader: finished
[00:01] LOD Generator: starting (that is where it stops)

For some reason the program is searching for Oblivion.exe on the D: partition. That is a work partition where I place all my downloaded mods and turn them into OMODs. My Oblivion install is on J:\Oblivion. This has not changed since I installed Oblivion. I moved the Giskard's Mods folder to a different drive but it just latched on to a different folder. I am at a loss to understand why it worked perfectly one day and went haywire the next. The exception report seems to indicate an OS error. But what? A Windows update that changed something?? OBMM and Wryebash still work normally but I am not sure they have to find the actual mods as opposed to just a list of the mods. TES4Gecko also works. Another fact of interest is that a few days ago I downloaded TES4Edit and it does the same thing. Are they "related" as they have the same shortcut icon? In addition, I Googled "Windows 7, System Error code 2". The code indicates "the system cannot find the file specified". The explanation seemed to indicate that it was the program that could not find the correct file. Finally, tonight I went through the Registry and searched for Oblivion.exe. There were three listings in rather weird locations (Win 7 or x64?) but the two that listed keys had the correct install location: J:\Oblivion. The first was: Hkey Local Machine/Software/Microsoft/Windows/Current Version/GameUX/S-1-5-211205336580-2260773607-1451014733-1000/{1F206A83-294A-415C-B76B-B05BB4E1231A}.
If anyone can shed any light on this it would be greatly appreciated. As you know there is no way to enter the correct location; it either finds it or it doesn't!
User avatar
Tammie Flint
 
Posts: 3336
Joined: Mon Aug 14, 2006 12:12 am

Post » Fri May 13, 2011 3:26 am

First thing I would try is deleting or renaming this file:
C:\Users\smbecket\AppData\Local\Oblivion\Plugins.tes4lodgensettings

It seems like something has gone wonky, and with any luck it's just the TES4LODGen settings in that file. A new one should be created when you run it again after deleting/renaming that one.
User avatar
Yvonne
 
Posts: 3577
Joined: Sat Sep 23, 2006 3:05 am

Post » Thu May 12, 2011 11:53 pm

CardTrick:
Thanks for the fast response. There was no such file at the location you specified; just a few for TES4Gecko, TES4View, etc. It would be easy to make. What should be in it??
User avatar
Catharine Krupinski
 
Posts: 3377
Joined: Sun Aug 12, 2007 3:39 pm

Post » Fri May 13, 2011 10:23 am

Hey everyone, I'm getting some errors when I run this utility, should I be concerned about these? I copy/pasted the first several, but there are literally hundreds of them. I don't know how to interpret them either. Thanks for any help or clarification.

[01:19] LOD Generator: <Error while processing [REFR:4800F6E1] (places TreeSwampCypressForest [TREE:00022C55] in GRUP Cell Visible Distant Children of [CELL:00003CF6] (in Tamriel [WRLD:0000003C] at 52,-51)): Could not convert variant of type (Null) into type (Double)>[01:19] LOD Generator: <Error while processing [REFR:4800F782] (places TreeDeodar [TREE:00022C53] in GRUP Cell Visible Distant Children of [CELL:00003CD8] (in Tamriel [WRLD:0000003C] at 53,-50)): Could not convert variant of type (Null) into type (Double)>[01:19] LOD Generator: <Error while processing [REFR:4800F793] (places TreeWhitePineFree [TREE:0000087F] in GRUP Cell Visible Distant Children of [CELL:00003CAF] (in Tamriel [WRLD:0000003C] at 43,-49)): Could not convert variant of type (Null) into type (Double)>[01:19] LOD Generator: <Error while processing [REFR:4800F7BD] (places TreeDeodar [TREE:00022C53] in GRUP Cell Visible Distant Children of [CELL:00003CB5] (in Tamriel [WRLD:0000003C] at 49,-49)): Could not convert variant of type (Null) into type (Double)>[01:19] LOD Generator: <Error while processing [REFR:4800F7C7] (places TreeDeodar [TREE:00022C53] in GRUP Cell Visible Distant Children of [CELL:00003CB6] (in Tamriel [WRLD:0000003C] at 50,-49)): Could not convert variant of type (Null) into type (Double)>[01:19] LOD Generator: <Error while processing [REFR:4800F815] (places TreeSnowGumFree [TREE:00022C50] in GRUP Cell Visible Distant Children of [CELL:00003C90] (in Tamriel [WRLD:0000003C] at 43,-48)): Could not convert variant of type (Null) into type (Double)>[01:19] LOD Generator: <Error while processing [REFR:4800F835] (places TreeDeodar [TREE:00022C53] in GRUP Cell Visible Distant Children of [CELL:00003C95] (in Tamriel [WRLD:0000003C] at 48,-48)): Could not convert variant of type (Null) into type (Double)>[01:19] LOD Generator: <Error while processing [REFR:4800F850] (places TreeWhitePineFree [TREE:0000087F] in GRUP Cell Visible Distant Children of [CELL:00003C97] (in Tamriel [WRLD:0000003C] at 50,-48)): Could not convert variant of type (Null) into type (Double)>[01:19] LOD Generator: <Error while processing [REFR:4800F851] (places TreeSwampCypressForest [TREE:00022C55] in GRUP Cell Visible Distant Children of [CELL:00003C98] (in Tamriel [WRLD:0000003C] at 51,-48)): Could not convert variant of type (Null) into type (Double)>[01:19] LOD Generator: <Error while processing [REFR:4800F96E] (places TreeWhitePineFree [TREE:0000087F] in GRUP Cell Visible Distant Children of [CELL:00003C56] (in Tamriel [WRLD:0000003C] at 47,-46)): Could not convert variant of type (Null) into type (Double)>

User avatar
Anna Watts
 
Posts: 3476
Joined: Sat Jun 17, 2006 8:31 pm

Post » Fri May 13, 2011 2:01 pm

Anyone have any idea about the errors above?
User avatar
darnell waddington
 
Posts: 3448
Joined: Wed Oct 17, 2007 10:43 pm

Post » Fri May 13, 2011 5:35 am

Looks like a minor corruption of some kind. Have you tried loading it into the CS and saving it back out? Does it throw the same errors if you try and load it into TES4Edit?
User avatar
marina
 
Posts: 3401
Joined: Tue Mar 13, 2007 10:02 pm

Post » Fri May 13, 2011 3:54 pm

I got the same error messages (I think) when trying to generate LODs for MERP. May be related to being a different Worldspace?
User avatar
The Time Car
 
Posts: 3435
Joined: Sat Oct 27, 2007 7:13 pm

Post » Fri May 13, 2011 2:49 pm

Looks like a minor corruption of some kind. Have you tried loading it into the CS and saving it back out? Does it throw the same errors if you try and load it into TES4Edit?


What do you mean load it into the CS and saving it? I loaded all my mods into TES4Edit and didn't get any errors there, everything seemed to be working fine.

And I'm not running MERP, so it's not that. But maybe something similar with new worldspaces? Here's my mod list in case it helps....

Active Mod Files:00  Oblivion.esm01  TR_OoT_Main.esm02  All Natural Base.esm  [Version 0.9.8]03  Cobl Main.esm  [Version 1.72]04  Enhanced Daedric Invasion.esm05  CyrodiilUpgradeResourcePack.esm06  CURP_Controller.esm07  Progress.esm  [Version 2.2]08  Unofficial Oblivion Patch.esp  [Version 3.2.4]09  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]0A  Oblivion Citadel Door Fix.esp0B  DLCShiveringIsles.esp0C  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0D  Atmospheric Loading Screens - Random Quotes.esp0E  All Natural - Real Lights.esp  [Version 0.9.8]0F  All Natural.esp  [Version 0.9.8]10  All Natural - SI.esp  [Version 0.9.8]++  All Natural - EW + NW + AWS.esp  [Version 0.9.6]11  GuildOwnership1.2.esp12  Lock Bash Omega.esp  [Version 1.5]13  RAEVWD New Sheoth.esp  [Version 1.5]14  Reznod_Mannequin.esp15  Enhanced Economy.esp  [Version 3.3.3]16  Map Marker Overhaul.esp  [Version 3.3.1]17  Map Marker Overhaul - SI additions.esp  [Version 3.0.2]18  sr_super_hotkeys.esp19  DLCHorseArmor.esp1A  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]1B  DLCOrrery.esp1C  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]1D  DLCVileLair.esp1E  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]1F  DLCMehrunesRazor.esp20  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]21  PTArtifacts.esp22  DLCThievesDen.esp23  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]24  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]25  Slof's Oblivion Robe Trader.esp26  Cobl Si.esp  [Version 1.63]27  TIE.esp  [Version 1.31]28  Castle Ravenpride.esp  [Version 1.01]29  Asharnakibibi 1_2.esp2A  Bottomless Cavern.esp2B  CaveOfWishcraft 1_1.esp2C  Kragenir's Death Quest.esp2D  KDQ - Rural Line Additions.esp2E  KvatchRising.esp2F  Region Revive - Lake Rumare.esp30  Side's Sailing Ships.esp31  The Ayleid Steps.esp  [Version 3.2]32  TheElderCouncil.esp33  TheElderCouncil_TempleOfTheOne.esp34  TR_Stirk.esp35  Stirk_Compatibility_Patch.esp36  Zergonipilamat 1_2.esp37  DLCBattlehornCastle.esp38  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]39  DLCFrostcrag.esp3A  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]3B  Knights.esp3C  Knights - Unofficial Patch.esp  [Version 1.0.9]3D  SM Plugin Refurbish(Merged).esp  [Version 1.21]3E  RTT.esp3F  RTT-Weye Relocation Patch.esp  [Version 2.0]40  AFK_Weye.esp41  Rumare-AFK_Weye Patch.esp42  Blood&Mud.esp43  Blood&Mud - EE patch.esp  [Version 1.0]44  Origin of the Mages Guild.esp  [Version 6.5]45  TheNecromancer.esp46  LanternMonastery.esp47  Enhanced Daedric Invasion.esp48  Blackmarsh.esp49  Valenwood.esp4A  Summerset.esp4B  ElsweyrAnequina.esp4C  Reaper's Esmeralda's Desert Manor.esp4D  Valenwood_Anequina_Patch.esp4E  Feldscar.esp  [Version 1.0]4F  Vergayun.esp  [Version 1.0.3]50  Faregyl.esp  [Version 1.0.10]51  Faregyl+Anequina Patch.esp52  Castle_Seaview.esp53  bartholm.esp54  bartholm - EE patch.esp  [Version 1.0]55  CUO_Chorrol.esp56  CUO_Leyawiin.esp57  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]++  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]58  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]59  CUO_Dwemer.esp5A  CUO_FightersGuildContracts_SAFE.esp5B  DropLitTorchOBSE.esp  [Version 2.1]5C  P1DkeyChain.esp  [Version 5.00]5D  Toggleable Quantity Prompt.esp  [Version 3.1.1]5E  Enhanced Economy - House prices.esp  [Version 1.0]5F  StartChoices.esp60  RefScope.esp  [Version 1.3.0]61  MidasSpells.esp62  sr_spell_deletion.esp63  Smarter Mercantile Leveling - Multi.esp64  nGCD.esp65  ProgressMBSP.esp  [Version 2.0]66  ProgressArmorer.esp  [Version 1.0]67  bgBalancingEVCore.esp  [Version 10.5EV-D]68  bgMagicEV.esp  [Version 1.7EV]++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]++  bgMagicItemSigil.esp  [Version 1.68EV]++  bgMagicEVStartspells.esp  [Version 1.68EV]69  bgMagicBonus.esp  [Version 1.7EV]6A  bgMagicEVPaperChase.esp  [Version 1.68EV]6B  bgBalancingOptionalLessHealth.esp  [Version 10.0UV-U]++  bgBalancingEVOptionalMoreEyes.esp  [Version 10]6C  bgBalancingEVLAMEAddition.esp  [Version 10.51EV-D]6D  bgMagicLightningbolt.esp6E  Life Detected - Skeleton - Medium - 1.esp6F  Bashed Patch, 0.esp70  Castle_Wolfspike.esp71  CUO_Chorrol_Mining_Addon.esp72  MehrunesFel.esp73  300_Caldera Update.esp74  Halls of Fortitude.esp75  Shivering Isles Root System.esp

User avatar
james reed
 
Posts: 3371
Joined: Tue Sep 18, 2007 12:18 am

Post » Fri May 13, 2011 3:17 am

Just a little issue I figured out a solution to...

For those that get the error from TES4LODGen where it starts searching the wrong install path for your .esp and .bsa files.
What caused this to happen for me was when I unpacked .exe mod files into non-Oblivion installed path.

My Oblivion install resides in E:\Games\Oblivion

For example - unpacking Frans Creatures into a separate file path (E:\Data) in order to create an OMOD later.

Or, in my case... I downloaded and unpacked Kvatch Rising .exe to a non Oblivion install location.(E:\Data) to create an OMOD.

This made TES4LODGen think that Oblivion was now installed in E:\Data


To fix, just backup your Oblivion\Data folder and re-install a mod which is unpacked via .exe into your Oblivion folder.
Must be your Oblivion folder and not Oblivion\Data folder.


This fixed it for me. :)
User avatar
Jaylene Brower
 
Posts: 3347
Joined: Tue Aug 15, 2006 12:24 pm

Post » Fri May 13, 2011 8:59 am

farCry327: Thank you, thank you!! It worked just as you said, for both TES4LODGen and TES4Edit. I am back in business. And keep up the good work on your thread on Oblivion's physical memory usage. I follow that closely.
User avatar
Mel E
 
Posts: 3354
Joined: Mon Apr 09, 2007 11:23 pm

Post » Fri May 13, 2011 8:42 am

farCry327: Thank you, thank you!! It worked just as you said, for both TES4LODGen and TES4Edit. I am back in business. And keep up the good work on your thread on Oblivion's physical memory usage. I follow that closely.

heh heh... "farCry327" That's pretty cool. :) Never played the games, but probably should have. Glad that worked for you. Just so happened I had the exact same issue right as I posted that little fix. Thanks for the kind words :)
User avatar
Harinder Ghag
 
Posts: 3405
Joined: Wed Jan 17, 2007 11:26 am

Post » Fri May 13, 2011 8:25 am

far327: Sorry for the goof. Must have been a Freudian slip as I had been playing the game again a few weeks ago.
User avatar
LijLuva
 
Posts: 3347
Joined: Wed Sep 20, 2006 1:59 am

Post » Fri May 13, 2011 3:57 am

Some ATXT sub-records in LAND records appear to have 0 for their texture formID(for example the 2nd ATXT sub-record in LAND record for CELL 0x6061 in sub-block[0,0]).
I guess the authors of TES4LodGen encountered this problem, what is the expected behavior?
User avatar
Gemma Woods Illustration
 
Posts: 3356
Joined: Sun Jun 18, 2006 8:48 pm

Post » Fri May 13, 2011 3:54 am

I'm not sure what your question is. Since those records exist even in Oblivion.esm they shouldn't pose an issue.
User avatar
victoria gillis
 
Posts: 3329
Joined: Wed Jan 10, 2007 7:50 pm

PreviousNext

Return to IV - Oblivion