[RELz/BETA] TES4LODGen

Post » Thu May 12, 2011 9:15 pm

Sneaky bump... Anyone?:)
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Sheila Esmailka
 
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Post » Thu May 12, 2011 5:07 pm

You very likely have some mod that's got a corrupt LOD mesh. Or, if you've been using RAEVWD for some time, you may still have an old one that was corrupted in an early version that has somehow not been updated.
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Peter lopez
 
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Post » Thu May 12, 2011 6:58 pm

Thanks for the reply,

No I never had RAEVWD installed, this is a pure clean install. The corrupt LOD mesh might be it. I'll have to enable each mod one by one to find it out but I'll do that just to make sure.

my load order just to make sure:

Active Mod Files:00  Oblivion.esm01  ScreenEffects.esm02  All Natural Base.esm  [Version 0.9.3]03  Francesco's Leveled Creatures-Items Mod.esm04  Francesco's Optional New Items Add-On.esm05  Cobl Main.esm  [Version 1.67]06  CyrodiilUpgradeResourcePack.esm07  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]08  Mart's Monster Mod.esm  [Version 3.7b1]09  TamrielTravellers.esm  [Version 1.39c]0A  FCOM_Convergence.esm  [Version 0.9.9a7]0B  Better Cities Resources.esm0C  Fort Akatosh.esm0D  Cobl Races.esp  [Version 1.52]0E  Unofficial Oblivion Patch.esp  [Version 3.2.0]0F  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]10  Oblivion Citadel Door Fix.esp11  DLCShiveringIsles.esp12  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]13  Francesco's Optional Chance of Stronger Bosses.esp14  Francesco's Optional Chance of Stronger Enemies.esp15  Francesco's Optional Chance of More Enemies.esp16  Francesco's Optional Leveled Guards.esp17  FCOM_Francescos.esp  [Version 0.9.9]18  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]19  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]1A  All Natural.esp  [Version 0.9.3]1B  All Natural - Real Lights.esp  [Version 0.9.2]1C  All Natural - Natural Weather.esp  [Version 0.9.2]1D  All Natural - Enhanced Seasons.esp  [Version 0.9.2]1E  MIS.esp1F  MIS New Sounds Optional Part.esp20  Distant Chapel Bells.esp21  Cities Alive At Night.esp22  diversegrasses.esp++  Item interchange - Extraction.esp  [Version 0.71]23  moDem's City Life - BP Compat.esp24  Cryos Ordinator Lite.esp25  Nicos  Scimitars Back.esp  [Version 1.61]26  Cobl Glue.esp  [Version 1.63]27  Cobl Si.esp  [Version 1.63]28  OOO 1.32-Cobl.esp  [Version 1.65]29  FCOM_Cobl.esp  [Version 0.9.9]2A  Bob's Armory Oblivion.esp2B  FCOM_BobsArmory.esp  [Version 0.9.9]2C  Oblivion WarCry EV.esp2D  FCOM_WarCry.esp  [Version 0.9.9]2E  Oscuro's_Oblivion_Overhaul.esp  [Version 1.33]2F  FCOM_Convergence.esp  [Version 0.9.9]30  FCOM_RealSwords.esp  [Version 0.9.9]31  CurseOfHircine.esp32  TamrielTravellers4OOO.esp  [Version 1.39c]33  ShiveringIsleTravellers.esp  [Version 1.39c]34  FCOM_TamrielTravelers.esp  [Version 0.9.9]35  TIE.esp36  ClocksOfCyrodiil.esp37  Ivellon.esp  [Version 1.8]38  GuardsofCyrodiil.esp39  kingdomofAlmar.esp3A  TheElderCouncil.esp3B  Knights.esp3C  Knights - Unofficial Patch.esp  [Version 1.0.9]3D  RTT.esp3E  Blood&Mud.esp3F  Origin of the Mages Guild.esp  [Version 5.1]40  TheNecromancer.esp41  FCOM_Blood&Mud.esp  [Version 0.9.9]42  FortAkatosh.esp43  xuldarkforest.esp44  xulStendarrValley.esp45  xulTheHeath.esp46  XulEntiusGorge.esp47  xulFallenleafEverglade.esp48  xulColovianHighlands_EV.esp49  xulChorrolHinterland.esp4A  xulBeachesOfCyrodiilLostCoast.esp4B  xulBravilBarrowfields.esp4C  xulLushWoodlands.esp4D  xulAncientYews.esp4E  xulAncientRedwoods.esp4F  xulCloudtopMountains.esp50  xulArriusCreek.esp51  xulPatch_AY_AC.esp  [Version 1.1]52  xulRollingHills_EV.esp53  xulPantherRiver.esp54  xulRiverEthe.esp55  xulBrenaRiverRavine.esp  [Version 1.0]56  xulImperialIsle.esp57  Weye.esp58  Elfenwacht.esp  [Version 2.1]59  Duke Patricks The Lady said NO.esp5A  AdenseEpicDungeon.esp5B  Kvatch Watch Tower.esp5C  Better Cities .esp5D  Better Cities Full - B&M Edition.esp5E  BCChorrol-ChorrolHinterland fix.esp5F  BCBravilB&M-Barrowfields patch.esp60  Better Cities - COBL.esp  [Version 0]61  Better Cities - Ruined Tail's Tale.esp62  CNRP Brumav02.esp  [Version 0.2]63  CNRP Chorrol.esp  [Version 1.1]64  FightersGuildContracts.esp65  ImpeREAL Empire - Unique Forts - Bouayard.esp66  Alternative Start by Robert Evrae.esp67  Duke Patricks - Nosferatu Class Vampires.esp68  bgBalancingEVCore.esp  [Version 10.0EV-D]69  FormID Finder.esp6A  RenGuardOverhaul.esp6B  RenGuardOverhaulShiveringIsles.esp6C  Oblivion XP.esp  [Version 3.0.1]6D  Oblivion XP - Knights.esp  [Version 1.0]6E  Francesco's Slower skills x1.5.esp6F  ACB_Yamigarasu.esp70  Arcelas Black Hand Armor.esp71  personality_idles4.esp72  Francesco's 7 days respawn time - 1-12 day lenght rescale.esp73  ScreenControls.esp74  Viconia.esp++  Item interchange - Placement for FCOM.esp  [Version 0.71]75  Better Imperial City.esp76  Raven Elves.esp77  Visual Enchantments v1.0.esp78  EnchantmentRestore.esp79  Head06 Replacer.esp7A  Bashed Patch, 0.esp7B  Streamline 3.1.esp


Kind regards, Quintus
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Dorian Cozens
 
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Post » Thu May 12, 2011 9:20 pm

I dont use mods like RAEWD, but i do use UL mods. Its been recommended that i use tes4lodgen. But ive had a bad experience with tes4lodgen before. It seemed that my computer went from 30+ fps to 1. I was told that it was because of bad far_ nifs. But on my new install i dont think i have these.

Should i check for far nifs in my data folder before using this?
Also will this conflict with those lod replacers in the toto guide?

Thanks
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Becky Palmer
 
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Post » Thu May 12, 2011 7:41 pm

@quintus: Hi, I had a similar problem. Have you rebuilt your bashed patch with wrye bash after using TES4LODGen? That solved my issue. Worth a try :). Good Luck!
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Sarah Evason
 
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Post » Thu May 12, 2011 6:35 pm

I've installed RAEVWD and clicked the tes4lodgen button so it generates the LOD files.


No I never had RAEVWD installed, this is a pure clean install.


This needs to be clarified one way or the other - do you or do you not have RAEVWD installed? Not the ESPs, but the meshes themselves? It sounds to me like your entire problem may be from a stray corrupt file that was in RAEVWD 1.4. Version 1.5 fixed all of those remaining problems.
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Susan
 
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Post » Thu May 12, 2011 4:25 pm

Hello, I don't fully understand all this .bsa and meshes you're all talking about, so this may have come up before, I just didn't recognize it.

I'm just using the TES4LoDGen by itself, and I've noticed that after using it, some of the text that appears when your crosshairs go over doors and portals changes. For example the front door: Instead of saying 'Metal Door to Frostcrag Spire', it says 'Metal Door to Bruma Test House' and one of the portals to the mages guild when moused over just says: 'Portal to Mages Guild', this only happens after I run the 'TES4LODGEN.exe'. I know it's not game breaking, it just really bugs me. Any help would be very much appreciated, thankyou in advance and sorry if this has been mentioned before.
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Quick Draw
 
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Post » Fri May 13, 2011 7:19 am

tes4lodgen has no affect on the contents of esp files, and in order to cause the problem you're describing, an esp file would need to have been changed. What you've probably got is another mod somewhere that changes the cells that Frostcrag Spire are built on in some way causing them to revert to their original state. Yeah, Bethesda recycled some cells for the DLC :) "Bruma Test House" is what the cells are named in stock Oblivion.

Finding the one doing this will likely mean a bit of a hunt through tes4edit to find what's conflicting with Frostcrag. Shouldn't be terribly difficult to do since Frostcrag has a small footprint on the world.
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Alessandra Botham
 
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Post » Fri May 13, 2011 12:32 am

tes4lodgen has no affect on the contents of esp files, and in order to cause the problem you're describing, an esp file would need to have been changed. What you've probably got is another mod somewhere that changes the cells that Frostcrag Spire are built on in some way causing them to revert to their original state. Yeah, Bethesda recycled some cells for the DLC :) "Bruma Test House" is what the cells are named in stock Oblivion.

Finding the one doing this will likely mean a bit of a hunt through tes4edit to find what's conflicting with Frostcrag. Shouldn't be terribly difficult to do since Frostcrag has a small footprint on the world.


ok then, thankyou very much :)
and I just notcied this 'Warn' bar under my username, what's that about?
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Nathan Barker
 
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Post » Thu May 12, 2011 6:58 pm

okay, well I'm having some LOD problems. I recently reinstalled oblivion, and now my LOD svcks. I installed REAVWD and used TES4LODGen, but I still can't see distant forts, ruins, etc...

I am also using Unique Landscapes, and (regarding LOD) the only one that appears to be working right is the Colovian Highlands mod. (I can see it from pretty much anywhere).

For example: Brena River Ravine used to work, but now everything pops-in when I'm about 100 feet away.

What did I forget to do/what am I doing wrong?
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Chantelle Walker
 
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Post » Thu May 12, 2011 7:25 pm

okay, well I'm having some LOD problems. I recently reinstalled oblivion, and now my LOD svcks. I installed REAVWD and used TES4LODGen, but I still can't see distant forts, ruins, etc...

I am also using Unique Landscapes, and (regarding LOD) the only one that appears to be working right is the Colovian Highlands mod. (I can see it from pretty much anywhere).

For example: Brena River Ravine used to work, but now everything pops-in when I'm about 100 feet away.

What did I forget to do/what am I doing wrong?


Make sure your load order is correct. I've had situations where my load order was wrong and TES4LODGen aborted the process complaining about that. Sometimes you don't notice that the process has been aborted and proceed to load the game thinking that the LOD Gen did its work.
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Laura Elizabeth
 
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Post » Fri May 13, 2011 8:09 am

Make sure your load order is correct. I've had situations where my load order was wrong and TES4LODGen aborted the process complaining about that. Sometimes you don't notice that the process has been aborted and proceed to load the game thinking that the LOD Gen did its work.

I used BOSS, so it should be in the right order.

Edit: Nevermind, fixed.
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casey macmillan
 
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Post » Thu May 12, 2011 11:54 pm

Why does LodGen load voices and sound .bsas from Oblivion and DLC? I'm curious because those few large files take up a significant portion of the "loading resources" time. The whole loading section takes less than a minute, so I'm not really complaining. I just wonder why load those files at all?

gothemasticator
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KU Fint
 
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Post » Fri May 13, 2011 9:39 am

Why does LodGen load voices and sound .bsas from Oblivion and DLC? I'm curious because those few large files take up a significant portion of the "loading resources" time. The whole loading section takes less than a minute, so I'm not really complaining. I just wonder why load those files at all?
It loads all .bsa files, without loading them it can't know for sure what's inside.
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Marina Leigh
 
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Post » Fri May 13, 2011 4:51 am

thanks,

gothemasticator
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naomi
 
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Post » Thu May 12, 2011 6:24 pm

Is there a way this can be fixed? http://www.gamesas.com/bgsforums/index.php?showtopic=1046060

Kvatch Rebuilt flickering lod, Any one know an easy fix?

Zenball:I used TES4lodgen with Kvatch Rebuilt and it seems that both the burnt walls and the new walls of the city are active at the same time, causing texture flicker. I'm about to disable kvatch rebuilt, regenerate the lod, then enable it again. Then I guess I could generate it again later. Hmm, I've answered my own question. But anyone know any better answers? [edit - actually this doesn't work because of the load order dependent nature of tes4lodgen distant lod. Disabling the esm messes up other lod].

Arthmoor: There's no fix for that unfortunately. Might be worth reporting in the tes4lodgen thread though since something like that indicates the utility isn't respecting the enable/disable state of objects and it really should. I just don't think anyone has considered it enough of a bother, myself included.

----

It's funny, because I'm sure I've used tes4lodgen before and this didn't happen. Currently using the latest version.
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Alyce Argabright
 
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Post » Fri May 13, 2011 6:42 am

Hi friends.

I'm curious if anyone might be able to help me out with a DistantLOD framerate problem.

I'm running a GTX 285, latest drivers, Windows 7 64, 4GB RAM, AMD quad 3.0ghz.

Everything maxed, all the Unique Landscapes, all the Better Cities, not using Qarl's. Framerate is 50+ consistently.

I installed RAEVWD, ran tes4lodgen, and now framerates drop to 4-5fps depending on what direction i'm looking. I thought it was the imperial city, but it's not. Anywhere on the map, looking north or east, 40+fps, if i look south, southwest, frames drop dramatically.


I deleted the distantLOD folder, and things went back to normal. excellent frames, excellent rates.

Uninstalled Better Cities, and Unique Landscapes. Reinstalled RAEVWD, ran tes4lodgen, same thing. looking south or west, 4-5fps. Even from the Anvil docks looking out into the ocean.

Strange.


Any ideas? Thanks!
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cheryl wright
 
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Post » Thu May 12, 2011 7:07 pm

The install readme for RAEVWD has some advice for situations like that. Did you read it?
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-__^
 
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Post » Thu May 12, 2011 7:39 pm

Of course I read it. Maybe I misunderstood, but it recommended against using either of it's included extra .esp files; instructions that I followed. I've not used "RAEVWD Cities.esp" or "RAEVWD Imperial City.esp"


I have my uGridDistantCount=20 and my uGridsToLoad=5



Thanks for the reply. Any other ideas? I'm considering blowing up my install and starting from scratch, but I'm not too thrilled about that idea.
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Janette Segura
 
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Post » Fri May 13, 2011 1:37 am

It only recommended against that if you're having FPS issues, and gave the further recommendation that if it wasn't enough, to try simply not installing the architecture meshes at all. I don't mean to come off as annoying or hostile, but I think it's pretty clear what the recommendations say and you only do yourself a disservice by skimming them rather than reading them more carefully.
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Svenja Hedrich
 
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Post » Fri May 13, 2011 9:01 am

No need to apologize. I understand that providing support for something you created for free is frequently frustrating. I honestly appreciate all the work you and the other modders put into continuing to make this a fantastic game. I did read the readme, I always do, and not just skim. I had tried several solutions on my own prior to posting, because I don't like to annoy creators of free material without trying my best first.


I've now tried uninstalling Better Cities, uninstalling Unique Landscapes, uninstalling RAEVWD and deleting my distantLOD folder. Game plays great, 40+fps everywhere.


I then reinstalled RAEVWD, forgoing the architecture meshes, just 00 Core (minus city architecture), 03 Wilderness Architecture, 04 Ayleid Ruins, 05 Imperial Forts, 06 Large Rocks, 07 Ships, and 08 Statues.


Ran tes4lodgen, and I still have the same problem. 4-5fps. I think I'll have to uninstall everything and start from scratch unless someone has another idea of my facing south/southwest from anywhere on the map only after RAEVWD+tes4lodgen is installed in killing my framerates.

Thanks for your help!
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..xX Vin Xx..
 
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Post » Thu May 12, 2011 11:40 pm

I get lots of these when trying to generate LOD for MERP:

[04:02] LOD Generator: <Error while processing [REFR:0107866A] (places ShrubBoxwood [TREE:00025070] in GRUP Cell Visible Distant Children of [CELL:0100428A] (in MiddleEarth "MiddleEarth" [WRLD:01000ED3] at -4,64)): Could not convert variant of type (Null) into type (Double)>


Any ideas what's wrong?
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Mashystar
 
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Post » Fri May 13, 2011 1:53 am

Without knowing anything about the Middle Earth mod, that looks like the result of something with corrupted coordinates.
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Marina Leigh
 
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Post » Fri May 13, 2011 7:15 am

OK, thanks, any idea how do I fix/resolve the problem?
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jason worrell
 
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Post » Fri May 13, 2011 2:30 am

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?
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Rebekah Rebekah Nicole
 
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