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  3. Try again with the test version https://dyndolod.info/Downloads/Test-Versions Upload new logs if problem persists. Consider installing/using DynDOLOD DLL NG and Scripts.
  4. If issue persists, try again with the test version https://dyndolod.info/Downloads/Test-Versions. Report results and upload new logs in case there is still something not working.
  5. Thanks. We'll look into this, but these errors are only FYI in case there is an issue you notice with the LOD in the game. They can often be ignored. The conflicting MM LOD nifs use a different texture than vanilla, so that's probably why you are seeing the texture match warnings.
  6. Thank you very much for your patience. I was wrong. I put DynDOLOD into Skyrim folder (Z:\Games) and DDL failed to start. Also, becuase I'm using GOG I have to specify -p -m flags as long as -d flag. Correct path and flags are: Z:\DynDOLOD\TexGenx64.exe -sse -m:"c:\Users\USER\Documents\My Games\Skyrim Special Edition GOG\" -p:"c:\Users\USER\AppData\Local\Skyrim Special Edition GOG\plugins.txt" -d:"z:\ALL\Data\"
  7. I've found that Skyrim Crash Decoder is an excellent tool that vkukko123 has made. Go to the website, paste the crashlog into it so it can generate a report that is much easier to read and understand. I couldn't decipher the crash report I got tonight while going through Helgen but this tool helped a lot.
  8. Ah I seem to have my slashes back to front. So I copy pasted the corrected path above in the MO2 Dyndolod exe but I still seem to be getting the same problem/error. Unless I'm misunderstanding what you meant. https://www.dropbox.com/scl/fi/zv08di5knibu9v7j0v65l/Logs.zip?rlkey=u5kkfv327etkxalt4smbky2lj&st=nvy13q6e&dl=0
  9. Minor(?) typo, I think... Should the mod name in the Game-Launch Smoke Test step 2 substep 4 be 'SKSE64 Output' instead of 'SKSE Output', as set in step 3 of the Data Files Installation section in 02-Extenders? Being my first time back to the project in a while it threw me for a small loop.
  10. Sorry! a Lot has happened in these last few weeks. here's the files you requested. will try and generate new LODs asap
  11. Windows uses \ as path separator. Fix the command line arguments to -sse -d:"C:\Modlists\Duul\Stock Game\Data\" -o:"C:\Modlists\Duul\tools\Dyndolod\LODS\Output\" See https://dyndolod.info/Help/Command-Line-Argument Upload new logs if there is still a problem.
  12. No worries - sorry here's all logs zipped up: https://www.dropbox.com/scl/fi/k4yzhqxusyi618jv3giqi/Dyndolod-Logs.zip?rlkey=asnmugpfj2y0wvizsow4k45wl&st=nerg82ec&dl=0
  13. Last week
  14. Thanks. Third time then. I should not be doing this at 3am.
  15. The DynDOLOD log shows these log lines: [45:25] DynDOLOD plugins generated successfully [45:25] Occlusion.esp completed successfully However, at the prompt where it asks "Save DynDOLOD plugins, save plugins and zip output, exit DynDOLOD without saving, check the log? If 'Check log' is selected, the DynDOLOD plugins will be saved and the log can be checked." you selected to exit without saving the plugins according to the debug log. Make sure to either save or save & zip or to check log the messages, which also saves the plugins.
  16. Having finally gotten around to running DynDOLOD 3 with that load order I did end up with a so many mismatched texture warnings that I was confused. (Though to be fair I'm usually confused). Here is an example but there were a lot and it was showing up everywhere from MajesticMountains.esp to Skyrim Extended Cut - Saints and Seducers.esp With that and several other types of warnings I got some help from sheson on the DynDOLOD 3.00 Alpha 196 forum discussion so I disabled Additional DynDOLOD Resources (by Phlunder) and ran DynDOLOD again to find all of those warnings no longer appear. I haven't checked in game one way or the other (mostly because I screwed up and deleted the files from the first time running DynDOLOD and the second time did not generate plugins). Have to see about fixing that now to get DynDOLOD.esm and DynDOLOD.esp
  17. DynDOLOD log and DynDOLOD Debug log in 7z I installed DynDOLOD TexGen Fixes to help fix some of the warnings with the Extended Cut Saints and Seducers mod and I disabled Additional DynDOLOD Resources then I redid the LODGen, TexGen and DynDOLOD. I can confirm most of the https://dyndolod.info/Messages/Textures-Do-Not-Match warnings are related to that (with a few concerning dwemer roads that with some looking into after learning from what you've directed me to I believe can be attributed to Far Object LOD Improvement Project SSE) Unfortunately I might have done something wrong here because I'm just as confused as I was last time. I deleted the files I had moved into the MO2 Mod folders before moving them from the xLODGen_Output, TexGen_Output and DynDOLOD_Output folders but this time DynDOLOD did not create the esm and esp plugins. Do the esm and esp plugins not get generated each time DynDOLOD is run?
  18. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to zip and use a file service for large log files like the debug log.
  19. Hi there, Seem to be having access violation error with this version. It gets through about 3GB of meshes and textures but throws an error and no esp is produced. Logs attached - I'm trying to attach my DynDOLOD_SSE_Debug_log.txt but it's 94mb (!). Not sure what that's all about. Cheers DynDOLOD_SSE_log.txt bugreport.txt
  20. That makes sense now. I'm using Additional DynDOLOD Resources since STEP is going to be replacing Gacier LOD Meshes with it in the next update of the Guide. I had gone through this with STEP to sort out the load order in a forum post Replacing Glacier LOD with AdditionalDynDOLOD Resources & Icy Mesh Remaster - Ice Glaciers - LOD but it isn't a verified mod in the guide. I'll disable Additional DynDOLOD Resources and run it again to check and I'll update the post about it for STEP to know about testing that mod. Also I have had an idea for the DynDOLOD log and debug log. Instead of truncating them, since I'm just using notepad and it takes too long, I'm going to move that text out of the logs folder and after I run DynDOLOD I'll copy that and attach it to the bottom of the master log. Then I'll rename and move that individual log outside the logs folder.
  21. In that case (most of) the textures not matching errors are because of Additional DynDOLOD Resources was not specifically made to be compatible with Majestic Mountains. DynDOLOD typically is able to substitute the textures on the fly, so it often works out anyways. The message is for easier troubleshooting you end up with visual texture discrepancies between full and LOD model in the game. If you follow a third party modding guide like STEP, they typically verified the selected mods work OK together when following their instructions accordingly.
  22. Thankyou for helping and making it clear Sheson I really appreciate that. I forgot all about the debug log, I've been working to truncate it to just the last entry but that's been me holding the right mouse button in notepad for more than half hour and pressing delete and I'm not done yet. Also too large to put on pastee so I'll zip it and put it up when I've finished truncating and returned from dinner. It was going through the instructions trying to find out how to get things sorted and finding these answers in many places that are what I think got me started to become so confused. That and staying up till 3am trying to work it out until I posted the message here on the forum. https://dyndolod.info/Messages/Property-Not-Found-In-Scripts There are no conflicts with the mods in MO2. I'll try to remember to check on them in the game and I've made a note to test them. https://dyndolod.info/Messages/Duplicate-Reference and https://dyndolod.info/Messages/Reference-Attached-to-Wrong-Cell Thankyou for the clarification here. I might attempt it if the fix is a script in xEdit but I do feel nervous about doing anything to a mod like Worldspace Transition Tweaks I'll have to see how I feel when I get back from dinner. https://dyndolod.info/Messages/Potentially-Wild-Edit-Reference That is good to know, thankyou. https://dyndolod.info/Messages/Textures-Do-Not-Match I am not using ERM, I didn't know what ERM was until I looked at the link you provided to ERM - Enhanced Rocks and Mountains - DynDOLOD Add-On and then I found that ERM is hidden on Nexus. I've been following the Step Guide and using Majestic Mountains and reading the top sticky that's the one mod that is not fully compatible with that DynDOLOD Add-On. So I'm not sure what is happening. Thankyou for pointing out If and only if there are obvious differences of the textures between full models and LOD models, the log messages can aid in quickly finding the reason. I haven't checked in game yet so I'll have to look and see I'm jumping ahead here.
  23. Sorry for the late reply! I'm back now and followed your advice! It worked. With how messy they both were I got rid of the Ninirim and Paraglider mods entirely. I was able to completely clean Jk's Riverfall Cottage Tweaks.esp completely and got through generated object LOD no problem! Thank you so much for your help.
  24. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire DynDOLOD log and debug log to upload when making posts. Use search to find existing posts/threads for a message as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search https://dyndolod.info/Generation-Instructions Disabling plugins, mods, meshes or textures is a troubleshooting step and not a fix. Whenever you read someone suggesting to disable temporarily something is a fix, ignore them as that does not actually fix anything. https://dyndolod.info/Messages/Property-Not-Found-In-Scripts A property (variable) is defined in the reported plugin and record for a papyrus script, but its definition does not exist in the script. A plugin is setting a variable that does not exist in a script. Whatever the plugin sets is not relevant and can be removed if the script/mod/plugin works as intended. This can happen in case scripts are updated or being overwritten. It can be a sign of load order conflicts of two mods requiring different versions of a script or of a mod author not properly error checking and cleaning up after making changes. With MO2 you can quickly check if a script file has conflicts with other mods. Otherwise, the property names (caelia, caeliadress, caeliashoes for example) might help with testing if that part of the mod works as desired or come back to the messages for troubleshooting if you run into a problem with the mod and script related actions. Missing properties are also reported in the papyrus logs as "X does not have a property named Y, property skipped." In case the script property does not exist in the script anymore intentionally, remove the no longer needed entry from the script properties on the mentioned record with xEdit. Usually that would be the mod authors job, but some do not care about their mods filling papyrus logs etc. with error messages they already know not to be relevant. See https://stepmodifications.org/forum/topic/20485-property-not-found-in-scripts https://dyndolod.info/Messages/Duplicate-Reference Showing the same model twice with exactly the same properties is just wasting resources, in case of animated objects or trees it might even be visually noticeable. If you want to fix that is your choice. The page explains how. Using xEdit that way often becomes second nature when modding for a while. You can always restore a plugin from back up or the download archive. https://dyndolod.info/Messages/Reference-Attached-to-Wrong-Cell That would be good to fix to address visual issues, especially if you notice issue with the reported references in the game. While running the xEdit script on plugins to fix it is trivial, it would be best if the mod author addresses it. https://dyndolod.info/Messages/Potentially-Wild-Edit-Reference In case the reported reference is not a wild edit but its position is intentional, make a post about it on the official DynDOLOD support forum. Thanks for reporting. The references in NightmarePlane.esp are not wild edits and the next alpha version will not report them anymore. Do not disable the plugin when generating LODs, since it is obviously wrong to disable a plugin just to avoid seeing a warning message about something being potentially a wild edit. It would also be wrong in case they were wild edits as disabling a plugin does not remove the wild edits either as explained. https://dyndolod.info/Messages/Textures-Do-Not-Match If and only if there are obvious differences of the textures between full models and LOD models, the log messages can aid in quickly finding the reason. It seems likely you are using ERM which changes a lot of those full models to use different textures. Use https://www.nexusmods.com/skyrimspecialedition/mods/88754. See https://stepmodifications.org/forum/topic/20475-textures-do-not-match. If mountain LODs for LOD level 4 look fine in game, nothing needs to be done. https://dyndolod.info/Messages/Filename-Does-Not-Adhere-To-File-Naming-Conventions Typically the filename of normal map textures ends in *_n.dds. You have RW2 installed that replaces the reported NIF files. Checking the mentioned texture RWTCalmWater.dds in an image viewer shows us that is it is a normal map texture. Either the mod author made a typo when naming the file or does not care about file naming conventions. You could rename the texture and edit the couple NIFs with NifSkope if you do want to see the warning.
  25. DynDOLOD_SSE_log I have no idea what is wrong. There are many, many warnings when I ran DynDOLOD 3. I've spent the last several hours trying to look over things and I am more confused now than I was when I started. I've tried to follow the instructions on this thread where I've read https://dyndolod.info/ and searched through this discussion. I've gone over my mod list and load order to check everything is set and that Majestic Mountains has the correct DynDoLod V 3.0 Lod pack. I've also gone searching through the mod's pages on Nexus and it's just left my head hurting. One of the instructions is not to ignore DynDOLOD warnings. Four of the warnings are "Property Not Found * In Scripts", 3 of them reference 000FCBathOutfitTrigger in ForgottenCity.esp and one of them references secondsetofrocks in Ascend - Hidden Peaks of Skyrim.esp. I've no idea about scripting, there is nothing to find out about the Forgotten City but it is mentioned in the 'bug reports' of the Ascend - Hidden Peaks of Skyrim mod where it has been labeled 'not a bug' and the mod author jayserpa instructs that not all properties in a script need to be filled so ignore DynDOLOD. So I'm confused. Do I ignore it? Some of the warnings were "Duplicate Reference" which the LOD will not duplicate and some were "Reference Attached to Wrong Cell" like the one I found referencing Environs - Tundra Farmhouse.esp that was mentioned in the mod's 'bug report'. Are these essential to fix or just something at would be good to fix for a cleaner game? I'd rather not try to clean it myself as I've spent three weeks and I'm too confused to try these things just to tidy up some when it can be reported to the mod's authors for a patch. There are also fourteen "Potentially Wild Edit Reference" warnings all of them in the Sleepwalking Into A Nightmare - New Daedric Prince Quest and mentioned on their 'bugs reports' again where it is instructed to disable the mod when running DynDOLOD. Again something I would rather not have to fix myself if it's just some trees floating in hell. I am mostly confused by the many, many "Textures Do Not Match" warnings because I'm using DynDOLOD Resources SE 3 Additional DynDOLOD Resources and DynDoLod V 3.0 Lod pack (all versions) so I've no idea what is going wrong? Also for 'Filename * Does Not Adhere To File Naming Conventions' most of them are in Skyrim.esm or Dawnguard.esm. Should I ignore these warnings? It's possible but at this stage I'm just too confused to know anything for sure anymore. There is a lot that is wrong here and it's so much I'm not sure why or what to fix, what to ignore or what to remove. I really need some help even to know where to start from.
  26. Worked like a charm, thanks again!!
  27. It seems that mod (and probably others as well) are just setting the initially disabled flag for things they most likely meant to disable permanently. Well, at least that explains the higher number of dynamic LOD references in that area than usual. The point is, it is not setting or rule accidently causing this. Probably could save quite a few persistent dynamic LOD references (and less work generating and for the DLL in game) if those plugins would use the decade old UDR standards (z=-30000, enable parent opposite player) but fixing that would be more work than converting a couple large ESP plugins to ESM. So if thinks work fine now don't worry about it for now.
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