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Everything posted by fractalbase
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Hi sheson, I have a request. I understand that plugins that dyndolod finds problems with shouldn't be used period. however, finding those mods does take a long time, as DynDOLOD stops at the first found problematic plugin. removing that mod and restarting DynDOLOD takes time. my request: am xEdit script that processes an entire load order without stopping at each problematic plugin, so that a list of all problematic plugins can be acquired quickly and simply for the purpose of reporting such errors to mod authors, etc.
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my apologies, I didn't mean to imply that the fault was with DynDOLOD. Yes, this is repeatable. I will uninstall the referenced program TagTuner and try dyndolod generation again after carefully reviewing the links you provided.
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> Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to enable real time logs will do. > and to check the windows event log in case the program is being terminated by the OS before it can write its logs. found a weird windows app log error: Faulting application name: DynDOLODx64.exe, version: 3.0.0.156, time stamp: 0x654bc75a Faulting module name: TAGTUN~2.DLL, version: 1.0.61187.35881, time stamp: 0x4ed3cb33 Exception code: 0xc0000005 Fault offset: 0x000000000000ff58 Faulting process id: 0x0x12CAC Faulting application start time: 0x0x1DA145B5B161450 Faulting application path: D:\Tools\DynDOLOD\DynDOLODx64.exe Faulting module path: C:\PROGRA~2\TagTuner\TAGTUN~2.DLL Report Id: e12fb842-5744-43ad-8517-63016529a1c1 Faulting package full name: Faulting package-relative application ID: unfortunately I have no idea why dyndolod exe would somehow interact with a dll for a mp3 tag editing utility. I have Dyndolod located on my D:\Tools drive/folder, and tag tuner 2 is located in C:\Program Files (x86)\ --> any suggestions from that info?
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Hi, I recently tried generating DynDOLOD, and DynDOLOD seems to crash without a bug report before prompting that generation is complete and should the 3 plugins be generated. Looking at the output folder, all the loose files appear to be there. The logs that I happen to have (https://drive.google.com/drive/folders/18Hw-2mZiFWUgP4rL76fVupr-6SWAAqJe?usp=sharing) are from the previous run of DynDOLOD where future progress was halted because DynDOLOD detected an enabled plugin with a certain error that should be fixed. Log files like bugreport.txt weren't generated. Any ideas?
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the following file in dyndolod 3 alpha resource might be corrupt: Error accessing D:\Games\Steam\steamapps\common\Skyrim Special Edition\Data\meshes\lod\imperial\impexttowershelltop01_lod_3.nif Unable to read beyond the end of the stream. D:\Vortex Mods\skyrimse>dir impexttowershelltop01_lod_3.nif /s Volume in drive D is Games NVMe SSD Volume Serial Number is 504F-77C0 Directory of D:\Vortex Mods\skyrimse\DynDOLOD Resources SE 3.00-52897-Alpha-38-1691175144\Meshes\lod\imperial 07/23/2021 08:00 PM 5,751 impexttowershelltop01_lod_3.nif 1 File(s) 5,751 bytes Total Files Listed: 1 File(s) 5,751 bytes 0 Dir(s) 1,002,555,133,952 bytes free The big error I got from running dyndolod: LODGen Failed To Generate Object LOD In case LODGen failed to generate object LOD for one or more worlds, check the log messages for the filenames of LODGen logs to check for further details: Check ..DynDOLOD\Logs\LODGen_[GAME MODE]_[WORLDSPACE]_log.txt See LODGen for further explanations and hints and possible solutions for certain error codes. See Expert Mode how to execute LODGen again for a worldspace to complete object LOD generation. Error: LODGenx64Win.exe failed to generate object LOD for arnimaDUPLICATE003. LODGenx64Win.exe returned 25B. Check D:\Tools\DynDOLOD\Logs\LODGen_SSE_arnimaDUPLICATE003_log.txt Error: LODGenx64Win.exe failed to generate object LOD for DLC2SolstheimWorld AUT. LODGenx64Win.exe returned 25B. Check D:\Tools\DynDOLOD\Logs\LODGen_SSE_DLC2SolstheimWorld_AUT_log.txt Error: LODGenx64Win.exe failed to generate object LOD for DLC2SolstheimWorld SPR. LODGenx64Win.exe returned 25B. Check D:\Tools\DynDOLOD\Logs\LODGen_SSE_DLC2SolstheimWorld_SPR_log.txt Error: LODGenx64Win.exe failed to generate object LOD for DLC2SolstheimWorld SUM. LODGenx64Win.exe returned 25B. Check D:\Tools\DynDOLOD\Logs\LODGen_SSE_DLC2SolstheimWorld_SUM_log.txt Error: LODGenx64Win.exe failed to generate object LOD for DLC2SolstheimWorld WIN. LODGenx64Win.exe returned 25B. Check D:\Tools\DynDOLOD\Logs\LODGen_SSE_DLC2SolstheimWorld_WIN_log.txt Error: LODGenx64Win.exe failed to generate object LOD for DLC2SolstheimWorld. LODGenx64Win.exe returned 25B. Check D:\Tools\DynDOLOD\Logs\LODGen_SSE_DLC2SolstheimWorld_log.txt Error: LODGenx64Win.exe failed to generate object LOD for Falskaar. LODGenx64Win.exe returned 25B. Check D:\Tools\DynDOLOD\Logs\LODGen_SSE_Falskaar_log.txt Error: LODGenx64Win.exe failed to generate object LOD for one or more worlds. Check for error messages in the listed LODGen log(s) Error: LODGenx64Win.exe failed to generate object LOD for Tamriel AUT. LODGenx64Win.exe returned 25B. Check D:\Tools\DynDOLOD\Logs\LODGen_SSE_Tamriel_AUT_log.txt Error: LODGenx64Win.exe failed to generate object LOD for Tamriel SPR. LODGenx64Win.exe returned 25B. Check D:\Tools\DynDOLOD\Logs\LODGen_SSE_Tamriel_SPR_log.txt Error: LODGenx64Win.exe failed to generate object LOD for Tamriel SUM. LODGenx64Win.exe returned 25B. Check D:\Tools\DynDOLOD\Logs\LODGen_SSE_Tamriel_SUM_log.txt Error: LODGenx64Win.exe failed to generate object LOD for Tamriel WIN. LODGenx64Win.exe returned 25B. Check D:\Tools\DynDOLOD\Logs\LODGen_SSE_Tamriel_WIN_log.txt Error: LODGenx64Win.exe failed to generate object LOD for Tamriel. LODGenx64Win.exe returned 25B. Check D:\Tools\DynDOLOD\Logs\LODGen_SSE_Tamriel_log.txt Error: LODGenx64Win.exe failed to generate object LOD for WyrmstoothWorld AUT. LODGenx64Win.exe returned 25B. Check D:\Tools\DynDOLOD\Logs\LODGen_SSE_WyrmstoothWorld_AUT_log.txt Error: LODGenx64Win.exe failed to generate object LOD for WyrmstoothWorld SPR. LODGenx64Win.exe returned 25B. Check D:\Tools\DynDOLOD\Logs\LODGen_SSE_WyrmstoothWorld_SPR_log.txt Error: LODGenx64Win.exe failed to generate object LOD for WyrmstoothWorld SUM. LODGenx64Win.exe returned 25B. Check D:\Tools\DynDOLOD\Logs\LODGen_SSE_WyrmstoothWorld_SUM_log.txt Error: LODGenx64Win.exe failed to generate object LOD for WyrmstoothWorld WIN. LODGenx64Win.exe returned 25B. Check D:\Tools\DynDOLOD\Logs\LODGen_SSE_WyrmstoothWorld_WIN_log.txt Error: LODGenx64Win.exe failed to generate object LOD for WyrmstoothWorld. LODGenx64Win.exe returned 25B. Check D:\Tools\DynDOLOD\Logs\LODGen_SSE_WyrmstoothWorld_log.txt all the listed logs reference the mentioned nif. I ran Cathedral Asset Optimizer on the "DynDOLOD Resources SE 3.00-52897-Alpha-38-1691175144" mod folder and redeployed mods and will run DynDOLOD again and hopefully the issue is fixed.
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Not trying to work around errors in plugins that DynDOLOD finds, but DynDOLOD seems to DynDOLOD_SSE_log.txtDynDOLOD_SSE_Dynamic_LOD.txtDynDOLOD_SSE_Object_LOD.txtbe processing plugins that are disabled. Is that intended?
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Hi Sheson, Many including me have run into the issue where a plugin in a load order has at least one unacceptable error according to DynDOLOD, where DynDOLOD only gives you the option to exit. If you get rid of the mod and try generating DynDOLOD again, DynDOLOD might run into yet another plugin with at least one unacceptable error, and the process continues. Finding these errors with DynDOLOD is a pain because the user is notified of only the first such error, and that all involves the DynDOLOD LOD generation process. I'm wondering if it is possible to write an xEdit script that looks for all such errors in a person's load order without the LOD generation overhead and allowing processing of all plugins so if there are multiple plugins with unacceptable errors, those all can be displayed from one running of the script?
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thank you. I hadn't exited DynDOLOD yet which is probably why I didn't find those two particular log files initially.
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I downloaded latest DynDOLOD and extracted to a new folder. TexGen ran successfully. I ran DynDOLOD and ran into an exception: "LODGenx64Win.exe failed to generate object LOD for one or more worlds." logs: https://drive.google.com/drive/folders/1JNr5YFDXWJdw8BglcvptNWqr0t6Y8Lle?usp=share_link
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I get a "Range Check Error" exception with TexGen. logs: https://drive.google.com/drive/folders/18jUb4MPFhPKAO3SvEwKO7Eb4SkYLvoyl?usp=share_link
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'twas the settings in ACMoS that was causing the issue. Trees and buildings are now visible! Thank you.
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I actually have ACMoS installed. Will edit the ini to remove the mentioned parameter. Requested files have been added to the file share.
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Re-ran dyndolod with same texgen files, this time with "Level32=0" in DynDOLOD_SSE.ini (and Ultra setting). Ran game without "uLockedObjectMapLOD" parameter in Skyrim.ini; no trees on map. Any ideas why trees wouldn't be visible? logs
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Performed the following steps: disabled mods that contained LOD or Billboard updated to latest DynDOLOD 3 alpha resources, had overwrite every conflict reinstalled Majestic Mountain DynDOLOD resources, had overwrite every conflict (including previous) set "Level32=1" setting in DynDOLOD_SSE.ini set "uLockedObjectMapLOD=32" in Skyrim.ini re-ran TexGen installed, enabled, and deployed TexGen re-ran DynDOLOD (with Ultra tree setting) installed, enabled, and deployed DynDOLOD world map appears to be sound, there are a few trees around whiterun (expected more), there are many trees around riften (expected), there are no trees around falkreath (unexpected) here are my logs any additional suggestions?
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Requested files are shared.
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I've generated DynDOLOD a number of times with my mod order, but in every attempt, trees on the world map are no longer generated, and there doesn't seem to be a grass cache for generating trees. I've tried reading the documentation, but am fairly lost. I'm probably not including requested information for a support post, but will provide any necessary information. Thank you for your attention.
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included is the debug log; there was no bugreport.txt. attempting to open the particular file in paint.net revealed that the file is corrupt. TexGen_SSE_Debug_log.7z
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hi, getting the same error everytime I run texgen: [Window Title] TexGen [Main Instruction] Texconv error 80070026. [Content] textures\architecture\whiterun\WRPlasterDecals.dds "D:\Tools\DynDOLOD\Edit Scripts\Texconvx64.exe" -nologo -y -aw 256 -f R8G8B8A8_UNORM -o "C:\Users\crich\AppData\Local\Temp\TexGen_SSE" "C:\Users\crich\AppData\Local\Temp\TexGen_SSE\8F62B2D7BEF24ACFB52500424C11AD7E.dds" Click on this link for additional explanations and help for this message [Exit TexGen] [Footer] Online Help | Support Forum | Copy message to clipboard I tried looking up the error code, but did not find that specific error code in the dyndolod/texgen documentation (currently running latest). Windows has that specific error code, and I tried deleting temp folder, disabling antivirus, running sfc, and rebooting, with no luck. Ideas/suggestions? TexGen_SSE_log.txt
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I'm still figuring out how to install OCS. I have JKs Skyrim and Dawn of Skyrim, and I included the JK Skyrim OCS patch, the DoS OCS patch, and the JKs DoS OCS patch. I think I just need the JKS DoS OCS patch. Anyways, I tried to finish generating Dyndolod with only the combined patch, and it completed successfully. (I thought I read somewhere that I needed all three.)
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Hi, I got the "Duplicates Not Allowed" exception while attempting to generate the Dynamic LOD for a load order with Open Cities. Here are my logs: https://drive.google.com/drive/folders/1UhbPY30Ka662SKbuoLIQQuAZm1Pew6MN?usp=sharing I've been following the Dyndolod instructions for generating with Open Cities (the 2 parts). This error occurred during the second part, with the OCS plugins enabled. I understand that this is probably due to a plugin with duplicate form ids, and that loading the plugin in CK and saving will fix the issue; however, my situation is that the popup window didn't say which plugin had the duplicate, and I don't seem to be able to find which plugin had the duplicate from the dyndolod logs. (FYI the exception link from the popup opened the unknown exception help document.) I might try loading each OCS plugin in CK just in case, however knowing the particular plugin would simplify things. If you can identify the plugin for me from the logs, or at least tell me how to find it in the logs? I've seen the error in the log, it just doesn't say anything about a particular plugin.
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Please Help, I've adjusted my mods and trees are disappearing
fractalbase replied to fractalbase's question in DynDOLOD & xLODGen Support
The problem must have been with and due to Simply Bigger Trees. I swapped that mod out and replaced it with 3D Trees and Plants and the trees were back. -
Please Help, I've adjusted my mods and trees are disappearing
fractalbase replied to fractalbase's question in DynDOLOD & xLODGen Support
Okay, how about I describe the issue differently then... I have Simply Bigger Trees installed for a long time and never had a problem with trees. I recently added some mods, and in the process, uninstalled and then reinstalled SBT and added a tree texture. Then trees in active cells were missing. It wasn't until I first successfully ran an older version of SSELODGen (from Nexus) that the trees came back. Then I changed up my mods slightly again, and the trees in active cells went missing again. I tried the xLODGen beta that you recommended, and the DynDOLOD that you recommended, but the trees in active cells are still not back. Trees in the distance have always been fine. I don't have any mods I can think of that affect trees except SBT. It occurred to me that, while I use loot to sort mods, I might have to specify the load order for DynDOLOD.esm (after other esm's and USSEP.esp) and for DynDOLOD.esp (after all other esp's). But I've tried reddit and found no help there, this seems to be the best place to find help, as I can't post to the SBT forum on Nexus for some reason, and somehow my first run of SSELODGen returned the missing trees. Any help about the missing trees in the active cells would be greatly appreciated. -
Please Help, I've adjusted my mods and trees are disappearing
fractalbase replied to fractalbase's question in DynDOLOD & xLODGen Support
Hi. The trees worked again, but then disappeared in the active cell again. This time I tried, per your suggestion, the xLODGen terrain beta as well as DynDOLOD and followed the instructions from the step project exactly as far as I can tell. This includes the previous step of making sure there were at least several active plugin slots open for SSE-Terrain-Tamriel.esm, DynDOLOD.esm, and DynDOLOD.esp. After running DynDOLOD I compressed the output folder per the manual instructions and installed using my mod manager Vortex. The files are in my SSE Data folder. Yet when I load a save, still no trees in the active cell. There are trees in the distance, but they disappear when I approach them. I'm befuddled as to what the problem is, and I'm totally new to LOD so I must ask again for help. I will answer any questions you ask. -
Please Help, I've adjusted my mods and trees are disappearing
fractalbase replied to fractalbase's question in DynDOLOD & xLODGen Support
Running SSELODGen fixed the problem... -
Please Help, I've adjusted my mods and trees are disappearing
fractalbase replied to fractalbase's question in DynDOLOD & xLODGen Support
So you're saying that a LOD mod like Simply Bigger Trees won't affect the full tree models in active cells, just the LOD area beyond active cells? Because I see trees in the distance, it's just that tree models local to my player (I assume that's the same as active cells) are just gone, and when I get closer to visible trees in the distance, they disappear. I read in the SBT description that it comes with it's own LOD pre-built; I've never had this problem before, and my load order has changed previously. I've never generated LOD before, so I wonder why I'd have to do that now. So does that mean something else is somehow deleting tree models in the active cell? I've tried with SBT enabled, disabled, uninstalled, re-installed and re-enabled, and no difference. And I tried SSELODGen, it puts a max cap on *all* plugins to 254, so while I only have 254 active plugins, I get an error that it won't load my plugins because I have more than 254 plugins total.