Hii, thank you for this amazing mod and your guides really make a newbie like me be brave enough to try it as it walks me through step by step. Just two questions tho, I choose the third option the one you said is the best in the ACMOS page.
□ MipMap □ Raise steepness <<< when you say this it means I should tick? Or I keep it blank? Sorry for misunderstanding
And the other question is you recommend using beta LODGen from the discord or the sselodgen from the nexus page?
Hi, sorry I'm very noob. Where can I find xLodgen? is it the texgen from dyndolod 3? if not, where can I download it. I cant find it on search bar here in nexus....
I probablly did complete overkill, but I wanted the nicest map, so i threw the xLODGen settings up through the roof. Here are my settings: Meshes: Quality: 0, Vertexes: 32767, Optimize Unseen: 550 Diffuse: Size 16384 , Format: BC7 Quick, MipMap Brightness: 0, Contract: 0, Gamma 1 Normal: Size: 16384, Format: BC7 Quick, MipMap, Raise Steepness Bake-normal: Vertex Color: 1, Default size Diffuse: 4, Normal: 4
However, even though that took forever to generate, it did, created multiple 341MB dds files in each terrain folder and now ACMOS basically sits and loops repeatedly over the same files. I tried roads and paths settings.
"... own worldspace mod. You can now simply add your own textures ... " Is there an instruction somewhere how to do this? I'm not familar with any texture creation stuff
You would take your terrain LOD textures, make a separate layer for your roads, and hand paint the roads over top on the layer. Then export that layer as a png like the ones already provided, using the same naming scheme as the lod textures.
There are many tutorials for how to work with layers using popular image editing tools such as Gimp, Paint.NET, or Photoshop. I suggest you learn how to use one or more of these programs effectively before attempting to hand paint roads on terrain LOD, which will be a grueling and difficult task. It takes years of experience to work with these tools at an adept level. It took me months to hand paint these roads.
thanks, "It takes years of experience to work with these tools" is that what is what I feared, because everything with graphics is unknown to me (apart from small things). So my idea to make streets is a thing of 2029 or later.
Using Seasons of Skyrim. Got an error "no default LOD exists for tamriel at -32.-32." Tried redoing xlodgen at 32.-32.-32, xlodgen skipped and said that the default, spr, sum, aut, and win files already existed. I'm using the settings you have on this mod's front page, except I have texture normal and diffuse sizes bigger than 4.
Is this an issue with my modlist? Where is 32.-32.-32, so I can look what mods I may have there that may be messing with xlodgen?
EDIT: Ok nvm, really confused but I figured it out. For some reason some select files were outputted to my data folder rather than to the output folder I set in xlodgen.
It keeps telling me that the path to LOD is invalid, when I am selecting the DynDOLOD output folder. I'm going to need more details on how exactly I am supposed to select the LOD folder. All other features of ACMOS work fine with the LOD I generated.
Generate xLODGen into a folder not controlled by Mod Organizer or UAC. Failing to do so will result in incorrect or incomplete generation. ACMOS Road Generator reports missing textures that must exist for it to work.
102 comments
□ MipMap □ Raise steepness <<< when you say this it means I should tick? Or I keep it blank? Sorry for misunderstanding
And the other question is you recommend using beta LODGen from the discord or the sselodgen from the nexus page?
For xLODGen, you need to download the version from the step forum here
Here are my settings:
Meshes: Quality: 0, Vertexes: 32767, Optimize Unseen: 550
Diffuse: Size 16384 , Format: BC7 Quick, MipMap
Brightness: 0, Contract: 0, Gamma 1
Normal: Size: 16384, Format: BC7 Quick, MipMap, Raise Steepness
Bake-normal: Vertex Color: 1, Default size Diffuse: 4, Normal: 4
However, even though that took forever to generate, it did, created multiple 341MB dds files in each terrain folder and now ACMOS basically sits and loops repeatedly over the same files. I tried roads and paths settings.
Thoughts?
Thanks!
Is this an issue with my modlist? Where is 32.-32.-32, so I can look what mods I may have there that may be messing with xlodgen?
EDIT: Ok nvm, really confused but I figured it out. For some reason some select files were outputted to my data folder rather than to the output folder I set in xlodgen.
I have DynDOLOD setup in A:/mod tools/ , completely unconnected to Vortex, Mod Organier, or anything. No UAC. Getting the same error
DO NOT DOWNLOAD "LAZY ROADS" FILES FROM ACMOS
Also come download the file from this mod page and not ACMOS, this one is updated.