Thanks to juzu1234, PRieST47 and sheson for the latest screenshots and comments. This comment is pinned to make it clear that this mod, while achieving its goal, is not recommended because of massive performance impacts in general.
However, as stated by Sheson back in november 2020, the latest builds of xLODGen can now produce CORRECT occlusion data. I just tested it myself and I recommend you to generate a proper "Occlusion.esp" plugin based on your active mods, and load it last. Result: no more square holes in landscape AND proper occlusion data, meaning ALMOST NO PERFORMANCE IMPACT!!! Generating new occlusion for the Tamriel worldspace (only) at the highest detail (3) possible took about 12 minutes on my rig and works flawlessly.
Thanks to sheson and the xEdit/XLODGen team for their incredible amount of work. I don't think anything more could be achieved about the LOD topic...
Ever since I started using IFS, I've been having this weird glitch where these two water blocks are above Whiterun. It's really annoying, is there anyway I can fix this? I can give you my mod list if need be. https://imgur.com/eyqx8JC https://imgur.com/0igRbNC
Yes, but I don't recommend it: the performance impact may be HUGE on consoles. The proper way to achieve the exact same goal is to generate proper occlusion data with xLODGen, as described in the sticky post at the top of this thread.
Definitely use XLODGen, rename it to SSELODGen and generate Terrain LOD and Occlusion, and set Occlusion to Quality 3 like he said. For anyone else who tried it and it never panned out, with whatever mod organizer you are using, make sure Occlusion.esp is enabled! 😅
If you are using the Occlusion plugin generated by xLODGen/DynDOLOD then you have a 100% efficient, performance friendly and reliable fix for the culling data bug. You don't need any other thing...
I installed the mod on this page because after 3 times running Xlodgen and doing the occlusion plane thing, it did not work, I spent about 3 days going nuts and was about to uninstall the game and NEVER play again, then I stumbled across this contacted one of the guys who commented how it fixed his game ask him if it caused performance issues, he said no, so I installed this mod and as you can see it fixed issue.
I have seen no performance loss at all a good 50 game hours later, so Its up to you if you want to use this mod to fix missing water. But for me xLod gen ran and made a occlusion esp in my load order that I ticked but, still no water. (ps) SSELodGen has no occlusion generator only the Xlodgen in the sticky post above has that feature, but it did not work anyway.
So i just download this and set it as last possible load and can savely delete all the created dyndolod and xlodgen mods?
Yea i did the whole dyndolod and xlodgen but still no water, i even used the script but still not fixed it, so i'll just download this then and try coze i drive me nuts seeing no water where should be, and at same place as your problem.
Problem solved, thanks nico21000 and SpiderBob12, finaly can play again and wasted a whole afternoon getting this fixed lol, while all i needed was this mod.
It has been highly recommended not to use this mod, I have PM'ed Sheson to politely ask how Xlod gen fixes issue and also I have had a lot of confusion over people telling me SSElodgen and Xlodgen are the same program and have read that on the internet, I have asked about that in PM too, am a little confused by your original question as you said you used SSElodgen, but in later reply you used Xlodgen. I have wasted around 400 hours trying to fix this issue WITHOUT using culling data fix, but end up re ticking its esp in load order as each time I try Xlodgen it WILL NOT fix water.
I am hoping Sheson will get back to me and help me out as I don't want my game to degrade and have performance issues (even though I have not seen any) but the author of culling data glitch nico21000 has said,
This comment is pinned to make it clear that this mod, while achieving its goal, is not recommended because of massive performance impacts in general.
I will get back to you if Sheson gets back to me on the proper way to use Xlodgen to fix water issue.
Hello Sheson, I have solved the issue by removing the culprit tree mod, you are 100 percent correct, nothing to do with LOD, and I have learnt from this issue, thankyou.I have forwarded my findings to Fitharia.
2 years late I know. My bad. But I have the exact same issue. Same patch of water gone in the same exact place. But I don't have a water mod or the tree mod you had and I have disabled every tree mod I did have and nothing worked. installing this mod actually fixed my issue, but is it really bad for your game? everyone says it is recommended not to use it?
the esp (i use the le mod esp in sse) works fine for me! thanks for this. no more erratic culling behavior around winterhold and the college. s shame that bethesda was unable to fix this major visual glitch since 2011.
So... Occlusion needs to be generated with SSELODGen first, and then the rest with DynDOLOD? I am confused. I read through the comments in this discussion but I still don't get it, no one has actually posted clear steps on what to do when combining these two.
No. Wolf has it right. I think you are way over-complicating things. Note that xLODGEN doesn't reference SSELODGEN. It references xLODGEN beta on sheson's site (https://stepmodifications.org/forum/topic/13451-xlodgen-terrain-lod-beta-77-for-fnv-fo3-fo4-fo4vr-tes5-sse-tes5vr-enderal-enderalse/). It is the only version that can do terrain LOD and occlusion correctly..
I wish the TUCO Guide was still up -- here's a couple of very good videos that explain the steps though: https://youtu.be/tnDH7DT98Aw https://youtu.be/w8D-gz0_hgU
I call it SSELODGen because I'm using it for SSE, I know it's xLODGen originally, and yes, I'm using the appropriate beta. I integrated it with MO2 properly.
I wish that TUCO Guide was still available as well, apparently there is the information I actually need. Like, what's the difference between LOD4 and LOD32 for example, what texture and meshes values should I use in correspondence, what Default size of Diffuse and Normal should I use, do I need to check Bake normal maps... I have a pretty solid PC (gaming laptop - specs on my profile), and most of the texture mods I use in game are 2K, my FPS is 60 solid most of the time. I have Rudy ENB and Obsidian weathers, Enhanced Landscapes with EVT, Terrain LOD Redone, Majestic Mountains... I should be able to figure out these things for landscape LOD generation if I knew what is what exactly. With DynDOLOD, it's pretty straightforward and I definitely know how to use that.
Thank you, I did watch them, and I still have questions... And I think I've bothered sheson more than enough so I guess I'm just gonna take a wild guess about those settings.
No, he just showed his setup and said "I go with this one because it works for me, if you want details refer to the TUCO Guide", and showed the page with the Guide (that is now hidden). I assume all explanations are hidden behind that "spoiler" button above the pictures with examples. I'll continue reading sheson's guides until I figure it out... Hopefully I'll start actually playing Skyrim by the end of the month
- For Vortex or NMM, it's literally, unpack xLODGen - TexGen - DynDOLOD folder outside Program Files x86.
- Right click on the .exe files, normal or x64 versions, select send to desktop. - Right click each desktop shortcut, go to properties - shortcut - Inside destination section, where it looks like C:\wherever you put your folder.exe, at the end, type (space)-sse. - Then it will look like C:\wherever you put your folder.exe -sse - Right click and run it.
Thanks for all of you. This ALSO fix if there new Occulision mod you update mid-game(E-Fps / Skyrim Lightned). Just make Occlusion.esp below all of yours mod, works flawlessly.
Remember for Checking error on SSEDIT on ALL of your MODS. Specially Worldspaces one, if theres any dirty things, delete it or best leave it.
I am curious why DynDoLod 3.0 brings up a error message saying to disable this since it will do this mods job but now i am back to having huge square patches of ocean missing again without this mod and DynDoLod 3.0 otherwise working just fine.
138 comments
Thanks to juzu1234, PRieST47 and sheson for the latest screenshots and comments.
This comment is pinned to make it clear that this mod, while achieving its goal, is not recommended because of massive performance impacts in general.
However, as stated by Sheson back in november 2020, the latest builds of xLODGen can now produce CORRECT occlusion data. I just tested it myself and I recommend you to generate a proper "Occlusion.esp" plugin based on your active mods, and load it last.
Result: no more square holes in landscape AND proper occlusion data, meaning ALMOST NO PERFORMANCE IMPACT!!! Generating new occlusion for the Tamriel worldspace (only) at the highest detail (3) possible took about 12 minutes on my rig and works flawlessly.
Thanks to sheson and the xEdit/XLODGen team for their incredible amount of work. I don't think anything more could be achieved about the LOD topic...
https://imgur.com/eyqx8JC
https://imgur.com/0igRbNC
from that to this!!
Thanks!!
I have seen no performance loss at all a good 50 game hours later, so Its up to you if you want to use this mod to fix missing water. But for me xLod gen ran and made a occlusion esp in my load order that I ticked but, still no water. (ps) SSELodGen has no occlusion generator only the Xlodgen in the sticky post above has that feature, but it did not work anyway.
Yea i did the whole dyndolod and xlodgen but still no water, i even used the script but still not fixed it, so i'll just download this then and try coze i drive me nuts seeing no water where should be, and at same place as your problem.
Problem solved, thanks nico21000 and SpiderBob12, finaly can play again and wasted a whole afternoon getting this fixed lol, while all i needed was this mod.
I have wasted around 400 hours trying to fix this issue WITHOUT using culling data fix, but end up re ticking its esp in load order as each time I try Xlodgen it WILL NOT fix water.
I am hoping Sheson will get back to me and help me out as I don't want my game to degrade and have performance issues (even though I have not seen any) but the author of culling data glitch nico21000 has said,
This comment is pinned to make it clear that this mod, while achieving its goal, is not recommended because of massive performance impacts in general.
I will get back to you if Sheson gets back to me on the proper way to use Xlodgen to fix water issue.
Kind regards, SpiderBob12
A plugin changes the water level and/or water definition for that CELL record.
Kind Regards,
SpiderBob12
2. Run Texgen
3. Run Dyndolod
4. Run xLodgen for occlusion only
I'll try posting in the aforementioned thread for details.
https://youtu.be/tnDH7DT98Aw
https://youtu.be/w8D-gz0_hgU
I wish that TUCO Guide was still available as well, apparently there is the information I actually need. Like, what's the difference between LOD4 and LOD32 for example, what texture and meshes values should I use in correspondence, what Default size of Diffuse and Normal should I use, do I need to check Bake normal maps... I have a pretty solid PC (gaming laptop - specs on my profile), and most of the texture mods I use in game are 2K, my FPS is 60 solid most of the time. I have Rudy ENB and Obsidian weathers, Enhanced Landscapes with EVT, Terrain LOD Redone, Majestic Mountains... I should be able to figure out these things for landscape LOD generation if I knew what is what exactly. With DynDOLOD, it's pretty straightforward and I definitely know how to use that.
- Right click on the .exe files, normal or x64 versions, select send to desktop.
- Right click each desktop shortcut, go to properties - shortcut
- Inside destination section, where it looks like C:\wherever you put your folder.exe, at the end, type (space)-sse.
- Then it will look like C:\wherever you put your folder.exe -sse
- Right click and run it.
Done!
Remember for Checking error on SSEDIT on ALL of your MODS. Specially Worldspaces one, if theres any dirty things, delete it or best leave it.
Thanks a bunch guys.
I suggest to ask questions about DynDOLOD - especially when participating in the DynDOLOD alpha test - on the official DynDOLOD support forum.