What is not working when you set a dedicated output path? I suggest to always generate to an empty dedicated folder to avoid overwriting existing files in the data folder. Then create archive from there.
Yes, when I set a dedicated output path the LODs won't show up, of course I copied them over to the right folders. So yeah, I have to generate to the main game folder or it won't show up. Beta 9 maybe fixed that, but I have just used it without an output path. Have 3 different version installed allready. So not sure what version it was, but it wasn't beta 9.
Typically either the LOD meshes/textures work or they don't. If a problem is not 100% repeatable it most likely has an unrelated cause.
Sorry for not beeing completely clear with my spelling. It's 100% repeatable and I'm absolutely sure it's the LOD. As I've said it has been a very long bug hunt. I've deactivated everything, even reinstalled the whole game. Fresh game, new character to be sure it's not a savegame related error. I had only LODs. It crashed. But after I removed the terrain folders everything worked fine. No CTD whatever I do. I couldn't imagine the LODs to be the issue, so naturally it has been the last I've removed and even reinstalled the whole game, before doing it. I reapplied all my mods, loaded up the savegame. Everything fine, no CTD at all. I put back the LODs, and there it crashed again. I then regenerated a few times with various settings. Not fixed. The game does a quick save before it crashes. And that save can be loaded and it is not corrupted. I won't use them, but just saying. Sometimes it does not CTD directly, but 1 or 2 seconds after the loading screen, thats what I meant with allmost.
Especially, it should not matter from where or how the got to a location, either be it by walking, exiting an interior or fast traveling from afar.
And thats an other freaky point. It actually does. Porting into the commonwealth (worldspace) or any interior that's connected with the commonwealth will load up fine. I've tested that several times with different locations. Vanilla good neighbor with it's empty cells and 5 actors just won't. Diamond city and Goodneighbour are using the atlas and meshes from the commonwealth, but without having an own (unique) LOD. I can't get rid of the feeling that it has something to do with this child/parent setup.
It could be a resource problem for example - though that seems a unlikely with the 64 bit engine, maybe VRAM limits, not sure I have not spend much time with FO4 or modding it.
Very unlikely with my setup, either. I rarely have CTD anywhere, and I've allways try to max out the graphics of beth games as far as I can. I've been a bit impressed how much the engine has been improved in terms of stability. I can play it for hours and it won't crash at all. Even with maxed out ENB stuttering and FPS drops are very rare with fixed vis data & occlusion culling planes. In the 60 hours of my current playthrough with tons and tons of mods the game crashed 2 times. It can't be a resource issue. Vanilla Goodneighbour is really empty and leaves gigs of VRAM unused as it demands not much at all. But who knows, maybe there is something wrong with bethesdas code.
The LOD files you uploaded work fine in my game entering/exiting lots of different buildings in Goodneighbour.
Damn, and here I hoped it would be something that can be easily fixed more or the less. I will try with beta 10 and just hold my fingers crossed. If not, well maybe I can send you the log files than.
Anyways, I'd rather deactivate the esp within cities, than not using the amazing & very noticeable visual quality improvement LODGen comes with. Happy they show up now, and hopefully that other error will be fixed as well.
Edited by SpaceMad, 03 April 2018 - 07:50 PM.