It's not working, while generating it says that a bunch of textures could not be found. In game it makes the lod for everything worse. Any ideas? I've tried installing different types of tree billboards
Mod Organizer tells me there are USLEEP and Hearthfires files overwritten. What should I do? Should I let the newly generated lod overwrite USLEEP or not?
Why is Tamriel Worldspace not showing up? I use Vortex, I'm trying to fix SFO tree lods and in the screenshot, they have Tamriel world space but that's not showing up for me.
Nvm I figured it out. I had to go to a DynDOLOD tutorial video to find out you have to go to the .ini file and add sResourceArchiveList=Skyrim - Misc.bsa, Skyrim - Shaders.bsa, Skyrim - Textures.bsa, Skyrim - Interface.bsa, Skyrim - Animations.bsa, Skyrim - Meshes.bsa, Skyrim - Sounds.bsa under the archive section. This was a witch hunt to find this solution Dx
You carefully cropped the screenshot to remove this hint:
Only worldspaces that have existing lodsettings file "LODSettings\<Worldspace>.lod" (.dlodsettings for Fallout3 and New Vegas) are shown either in the Data folder, or in BSA/BA2 archives. Archives are loaded similar to the game itself - the ones specified in the game ini file and those that match loaded plugins names.
The vanilla Skyrim.ini contains the correct archive list by default.
Have AE version followed the Mod Organizer instructions, and get
"Fatal: Could not open registry key: \SOFTWARE\Bethesda Softwork\Skyrim\ this can happen after steam updates, run game's launcher to restore registry setting"
Hola estoy intentando instalar el TES5LODGen y me sale este error
Fatal: Could not open registry key: \SOFTWARE\Bethesda Softwork\Skyrim\ this can happen after steam updates, run game's launcher to restore registry setting
That does literally nothing to fix it. Adding to NMM fixed it, but I still have errors because it only allows 254 plugins. Which is FAR too few allowed.
Since Skyrim/Skyrim LE has a maximum plugin limit of 255 so do TES5Edit/TES5LODGen. While the game may happily load more plugins and then have errors and issues, properly made tools like xEdit will warn and protect users from themselves.
I do not understand how to install this mod, I use Mod Organizer so I was trying to follow the direction but as someone who is new to modding there are a lot I do not understand (Let alone computer lingo) and I hope someone can clear up on some things ( I use Skyrim VR ). When you say directories do you mean folders?( I'm going to assume you mean folders )
And by adding TES5LODGen.exe to be a MO executable do I need to rename it as TES5VRLODGen.exe instead or do I name the directory? And when I named it with .exe and make it as an executable another .exe came with it so do I just name it as TES5VRLODGen and select that as a exe?
What is a "dedicated output directory"? I do not understand what -o:"C:\TES5LODGenOutput" does nor the argument field, do I need to make a directory for that too or will it make one called -o:"C:\TES5LODGenOutput"? Now that I think about it do I need to name it -o:"C:\TES5VRLODGenOutput"? Also how do I use "Start in" I'm not understanding that one.
Sorry if these are stupid questions I just don't understand this mod at all, it'd not like the other ones I've downloaded
Same. I've read, reread, rereread all the instructions, and no matter what I do, get the same result. Every. FKn.TIme.
Does it matter where I copy this folder? (it's NOT in program files) Do I need the -o: before the output folder? (Can't tell if that is a required switch or not) I have it running in MOD2 but still above message. I'm trying to run it in VR.
This is what I currently have. It generated the files in "C:\TES5LODGenOutput", but im not sure how to make them work for the mod. I compressed these files and tried to add it as a mod using MO2 but I don't notice any difference in game.
Is the screenshot of a mod manager configuration supposed to shows us anything other than that you like to install and run programs inside the downloads folder?
What mod are you talking about and what kind of differences do you expect to notice in the game?
SSELODGen is a CK replacement LOD generator to generate vanilla style LODs for the current load order.
Same here lol. I feel dumber than a mudcrab 'cause I run LE and have readed the whole page, yet I still have no clue where to begin with. Does anybody know a tutorial made with crayons for the big moron I am? ; w;
How do I generate LOD for a specific cell? I have issues with trees that use the general Tamriel cell and I can't seem to find a fix for it. When I open TES5LODGen it just shows some random cells but not the ones that I have issues with.
Tamriel is a worldspace consisting of thousands of cells. Worldspaces can be selected in the left check list box under the heading "Select worldspace(s) to generate LOD for". There is no LOD for a specific cell only. LOD files at least cover 4x4 cells. Tree LOD needs to be generated for an entire worldspace so the data files in "meshes" and the atlas texture are in sync.
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Why is Tamriel Worldspace not showing up? I use Vortex, I'm trying to fix SFO tree lods and in the screenshot, they have Tamriel world space but that's not showing up for me.
under the archive section. This was a witch hunt to find this solution Dx
Only worldspaces that have existing lodsettings file "LODSettings\<Worldspace>.lod" (.dlodsettings for Fallout3 and New Vegas) are shown either in the Data folder, or in BSA/BA2 archives. Archives are loaded similar to the game itself - the ones specified in the game ini file and those that match loaded plugins names.
The vanilla Skyrim.ini contains the correct archive list by default.
followed the Mod Organizer instructions, and get
"Fatal: Could not open registry key: \SOFTWARE\Bethesda Softwork\Skyrim\
this can happen after steam updates, run game's launcher to restore registry setting"
i re ran the game launcher to no avail
Fatal: Could not open registry key: \SOFTWARE\Bethesda Softwork\Skyrim\
this can happen after steam updates, run game's launcher to restore registry setting
alguien me puede ayudar
Run the game's launcher to restore the registry settings.
And by adding TES5LODGen.exe to be a MO executable do I need to rename it as TES5VRLODGen.exe instead or do I name the directory? And when I named it with .exe and make it as an executable another .exe came with it so do I just name it as TES5VRLODGen and select that as a exe?
What is a "dedicated output directory"? I do not understand what -o:"C:\TES5LODGenOutput" does nor the argument field, do I need to make a directory for that too or will it make one called -o:"C:\TES5LODGenOutput"? Now that I think about it do I need to name it -o:"C:\TES5VRLODGenOutput"? Also how do I use "Start in" I'm not understanding that one.
Sorry if these are stupid questions I just don't understand this mod at all, it'd not like the other ones I've downloaded
Does it matter where I copy this folder? (it's NOT in program files)
Do I need the -o: before the output folder? (Can't tell if that is a required switch or not)
I have it running in MOD2 but still above message. I'm trying to run it in VR.
This is what I currently have. It generated the files in "C:\TES5LODGenOutput", but im not sure how to make them work for the mod. I compressed these files and tried to add it as a mod using MO2 but I don't notice any difference in game.
What mod are you talking about and what kind of differences do you expect to notice in the game?
SSELODGen is a CK replacement LOD generator to generate vanilla style LODs for the current load order.
The vanilla Dawnguard BSA is missing the required LOD texture DLC01_CastleExtLod01.dds.
Either uncheck build atlas, install the HiRes DLC (or at least the missing texture) or use DynDOLOD.
You need to make sure the required LOD assets exist in the load order as already explained.
Worldspaces can be selected in the left check list box under the heading "Select worldspace(s) to generate LOD for".
There is no LOD for a specific cell only. LOD files at least cover 4x4 cells.
Tree LOD needs to be generated for an entire worldspace so the data files in "meshes" and the atlas texture are in sync.