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Everything posted by Martimius
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Here's the papyrus log. https://www.dropbox.com/s/xwjennh6x8dndvi/Papyrus.0.log?dl=0 As for the error messages in it, there was nothing more than what was already known. "DynDOLOD.esp not found" "DynDOLOD can not find master data in DynDOLOD_Tamriel.json" I did find this strange however: "[06/20/2018 - 09:44:00PM] [sHESON_DynDOLOD_Quest <DynDOLOD_Quest (0E000911)>] Load DynDOLOD_Tamriel.json TRUE [06/20/2018 - 09:44:00PM] [sHESON_DynDOLOD_Quest <DynDOLOD_Quest (0E000911)>] Load DynDOLOD_Tamriel_Objects.json TRUE" It seemingly reports loading DynDOLOD_Tamriel.json as true, while another error message says otherwise. I'll generate using only 2.38 plus 2.37 Resources and papyrus scripts and report what happens.
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No errors here, but still the same problem. https://www.dropbox.com/s/3laeby01dduebma/DynDOLOD_SSE_log.txt?dl=0
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The errors were actually from the previous 2.37 beta 3 generation, which actually also resulted in an error too- no json stuff on new game, but there is a message that DynDOLOD.esp is missing. I do not have the logs of that previous generation, unfortunately. I mistakenly posted the same link to the SSEEdit error logs, thinking that I posted the DynDOLOD logs. I'm going to regenerate again via the new version (2.38) and post the log when its done.
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Something is wrong in the plugins actually. A whole lot of errors in SSEEdit: https://www.dropbox.com/s/j4h8tlkq8vaowm1/DynDOLOD%20Errors.txt?dl=0 Here's the log: https://www.dropbox.com/s/j4h8tlkq8vaowm1/DynDOLOD%20Errors.txt?dl=0 My load order isn't at or over 255 plugins so I don't know why that would be an issue.
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Anyway, I did that (manual install) and the issue still persisted. I also tried a new game and I was still greeted with the same error. https://imgur.com/a/xrPO9xT Both esps, along with their meshes/textures/skse are activated, and in the load order. https://modwat.ch/u/Martimius/plugins
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So I'll uninstall the mod via MO2 and install it manually via copying instead?
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Fresh DynDOLOD regen didn’t help either.
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Recently after the latest DynDOLOD 2.38 update, I started getting this error that either DynDOLOD could not find master data in none.json, or DynDOLOD.esp could not be found. Before this, I made sure to be in an interior with DynDOLOD deactivated via the MCM. EDIT: This only happened with this version; all the other 2.36 and 2.37 betas seemed to update fine. As for the actual none.json file itself, I could not find any in my Mod Organizer 2 mods files. I did verify the DynDOLOD_Tamriel.json and DynDOLOD_Worlds.json though via JSONLint and they seemed to be fine. EDIT #2: I did the clean save update procedure again, and the issue still persists.
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DROPPED Fore's New Idles in Skyrim -- Special Edition (by fore)
Martimius replied to GrantSP's topic in Skyrim SE Mods
True hahaha. The MO2 dev Discord has sort of become a part-time tech-support center. Though some are really bugs, a lot of MO2 problems really are just due to user error and not RTFM.- 20 replies
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DROPPED Fore's New Idles in Skyrim -- Special Edition (by fore)
Martimius replied to GrantSP's topic in Skyrim SE Mods
That’s weird. If I recall correctly, the latest patch notes for this current version of PCEA2 said that File Redirection was fixed and now compatible with the mod. Anyway, I don’t see any real reason to not use redirection, as that feature was made for MO2 comaptibility in mind; and that the devs said that outputting FNIS files to the “overwrite†folder is risky.- 20 replies
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DROPPED Fore's New Idles in Skyrim -- Special Edition (by fore)
Martimius replied to GrantSP's topic in Skyrim SE Mods
Any news?- 20 replies
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DROPPED Fore's New Idles in Skyrim -- Special Edition (by fore)
Martimius replied to GrantSP's topic in Skyrim SE Mods
PCEA2 is both active on the left pane and the load order.That’s also the exact process I use whenever I generate.- 20 replies
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DROPPED Fore's New Idles in Skyrim -- Special Edition (by fore)
Martimius replied to GrantSP's topic in Skyrim SE Mods
Hey there, Just wanted to ask if there was anybody who uses the FNIS with PCEA2 on Mod Organizer 2; who also use the "File Redirection" feature. I recently started using it after FNIS started crashing on me back when it was still outputting to the mod organizer "overwrite" folder. I had a talk with the MO2 devs @GrantSP and @AL12rs and they recommended to use the File Redirection feature, to which my problem was seemingly solved- no crashes, and successful FNIS generations. However, the PCEA2 mod stopped working, and none of the animations provided from it showed up in-game. I did a little snooping around my FNIS logs and it turns out animations from PCEA2 weren't being read anymore: "Number of animations for FNIS_PCEA2: 0" I then looked back to an old log I had before I used file redirection and before FNIS started crashing on me, and I saw this: "Number of animations for FNIS_PCEA2: 652" Keep in mind I didn't add/remove any animations from the PCEA2 folder the whole time. Do any of you use PCEA2 with File Redirection, and if there were problems what did you do to solve it?- 20 replies
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LOOT Not Showing Mods Through Mod Organizer
Martimius replied to ArchmageJzargo's question in Mod Organizer Support
Just to say something as well, I do occasionally run into this problem. I thought it was before due to my MO2 portable install being located in my Steam folder structure. I moved it out to the Desktop, and I still encountered the same issue. However, what does seem to work is either closing and restarting the program multiple times, or restarting my computer. I hope that more people would post issues like this, and this: https://forum.step-project.com/topic/12165-mod-organizer-2-no-tools-detect-mods/ so that the devs could verify that this might be an actual Mod Organizer bug.