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sheson

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Everything posted by sheson

  1. Moved to the appropriate thread for the error in the load order. See posts above. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. Click the link Click on this link for additional explanations and help for this message as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages to open https://dyndolod.info/Messages/Can-Not-Resolve-Cell: There is a problem with the mentioned cell record. Check the log message for related messages above about the cell or the mentioned plugin. As explained in the Generation Instructions, finalize the load order, install mods, sort and resolve conflicts. Clean and error check the load order with xEdit to find and fix errors before generating LOD. https://dyndolod.info/Generation-Instructions#Prerequisites Clean and error check the load order with xEdit. Clean every plugin that LOOT suggests to clean https://dyndolod.info Modding the game and using tools like DynDOLOD requires rudimentary computer and modding skills. Like the general knowledge of folders, file types, how the game stores mods and assets and how to use a mod manager and tools like xEdit, the ability to read technical documentation including clicking links, read hover hints and use external resources. Like using internet search, modding guides etc. for learning required basic knowledge, follow instructions. Users are expected to have build (or are interested in building) a stable and working load order.
  2. It should still work nonetheless.
  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. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. I uploaded a new test version that hopefully should run through.
  12. This applies to LOD model using LOD textures that end with *lod.dds For LOD models that define full textures, just copy/paste the shader and textures from the full model and leave as is. LODGen typically adjusts the shader flags in the BTOs to what the LOD shader supports. Glow shaders work as is, but windows should be separate glow_lod models so they can be done as dynamic LOD if the reference sets external emission XEMI records while the rest of the building is done as object LOD. Check existing glow_lod models. The glow windows are often moved to so they are a bit outside the walls so they do not z-fight with the LOD model. Shapes requiring cubemaps usually end up using rendered LOD textures that TexGen generates from special NIFs.
  13. Get the test version from https://mega.nz/folder/JdpU1KZB#cYTSPK6NW2CSbGrvQ-w_6A. If the issue persists, upload new logs and DynDOLOD.esm. A somewhat quicker test run with just Tamriel, object LOD, standard tree LOD and dynamic LOD would be enough.
  14. If the error message does not show anymore it means something changed in the load order or plugin. The logs from the last run with the error should have been already in the log folder. While the debug log is now replaced, the normal log should still contain the complete error message. Plugins loading fine is just a troubleshooting step. Checking all worldspace records and their immediate children would have been the next. Tools or game are not crashing or throwing does not mean there isn't/wasn't a problem. This error used to put xEdit into an infinite loop when accessing the records.
  15. That seems like too many references are having dynamic LOD, something seems off. As a random check, can you look up 0x00059D42 in xEdit to see if it is being overwritten by any other plugin? If not, just report that, otherwise name the plugin.
  16. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen log and debug log to upload when making posts. Use the Copy this message to clipboard link of the message to paste the entire message text as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text There is a problem between a worldspace record and its children records in the plugin the full error messages should mention. The issue might be obvious when checking things in xEdit (if it is able to load the plugin). If you need help with that, upload the plugin.
  17. The persistent cell 0x74 will have references as its children which you should also try to remove halfs until only one record remains. If your assumption is correct, it will not be possible to narrow it down the issue to a single or handful reference. A known limit would be number max number of 2^20 ref handles, which EngineFixes should warn about when loading the game. Make its settings about warning are on/default. https://dyndolod.info/FAQ#ILS-or-CTD Large load orders with many plugins might surpass the reference handle cap. SSE Engine Fixes prints a warning. Consider using the large reference bugs workarounds with the DynDOLOD DLL NG as it requires less references. Otherwise, try setting Temporary=1 in ..DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GameMode].ini may help in these situations, however converting large new land plugins to ESM is the preferred solution. You are already using DynDOLOD DLL NG, so setting Temporary=1 is not going to help much. Run the xEdit script https://gist.github.com/aers/953a50c61b3028bce7e5376e8590abed to count the number of persistent refs and see which plugin(s) might be worth converting to ESM with Persistentify Those Plugins.
  18. Can you also upload your version of Natural Waterfalls.esp?
  19. Avoiding the problem to happen by removing plugins means the issue is being worked around not and the actual cause not really investigated and addressed. These mods are known to work without issue since years nor has a similar issue with other mods/plugins been reported. if you have a repeatable CTD that is caused by a specific plugin, you can narrow it down to a specific record. Once it is known, we can try to determine and address the actual problem. 1) back up the plugin 2) remove half the records 3) if problem stops happening, restore back and remove the other half of records. 4) if problem still happen, repeat step 1) do this until only the problematic record remain.
  20. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen and DynDOLOD log and debug log to upload when making posts. You will have to delete the ..\DynDOLOD_Output\textures\ folder as it will create linear textures again if they already exist in the output or the data folder.
  21. https://dyndolod.info#Skyrim-Special-Edition-GOG-Skyrim-Anniversary-Edition-GOG -d:"c:\GOG Games\Skyrim Special Edition GOG\Data\" https://dyndolod.info/Mods/Skyrim-Special-Edition-GOG-Skyrim-Anniversary-Edition-GOG -d:"c:\GOG Games\Skyrim Special Edition GOG\Data\" https://dyndolod.info/Help/Command-Line-Argument -d:"[path to Data folder]" for example -d:"c:\GOG Games\Skyrim Special Edition GOG\Data\" Different arguments should be separated by space, while there should be no spaces between path arguments and the colon and the path. A path should always be enclosed between double quotes. Use copy and paste to avoid mistakes, like adding extraneous spaces between the command letter, colon and beginning double quotes. As already explained and shown in the linked explanations, the -d argument should end with ..\Data\ and should not have .\ at the end. As shown and explained, all paths should be enclosed in double quotes. If the game is installed into Z:\All\, then the -d argument should be -d:"Z:\ALL\Data\" Obviously the -d argument should always be the same for all tools and not be different between TexGen and DynDOLOD. https://dyndolod.info/Installation-Instructions Use 7-Zip to unpack the entire DynDOLOD Standalone archive into a new and empty 'DynDOLOD' directory that is outside of special OS folders like 'Programs Files' or 'Program Files (x86)', User, Documents, Desktop, Download and also not in SteamApps, game, Data or any mod manager folders. For example C:\Modding\DynDOLOD\. Ensure that the directory structure is preserved. See Updating how to update existing installation and save games. As explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages, click the link Click on this link for additional explanations and help for this message to open https://dyndolod.info/Messages/Path-Not-Allowed Do not install DynDOLOD into special OS folders like 'Programs Files' or 'Program Files (x86)', User, Documents, Desktop, Download and also not into SteamApps, game or any mod manager folders. If the game is installed to Z:\All\, do not install DynDOLOD into that same game folder or any subfolders of it. As explained, install DynDOLOD to Z:\Modding\DynDOLOD\ for example. Error: Required resource file not found scripts\source\sheson_dyndolod_alias.psc. Make sure to install the latest DynDOLOD Standalone with the latest matching DynDOLOD Resources SE archive. Make sure the archives downloaded and installed completely. The "OS" reports that the file Z:\tmp\overlay\game\Data\.\scripts\source\sheson_dyndolod_alias.psc does not exist. The problem is either that the path to the data folder has been set wrong by the user or with the OS accessing the file and wrongly reporting it to not be found. Error: Wrong papyrus scripts found for DynDOLOD.DLL Make sure to install the papyrus scripts for DynDOLOD.DLL and that they overwrite the scripts in DynDOLOD Resources SE. As already explained, DynDOLOD DLL NG and Scripts is not installed correctly. See https://dyndolod.info/Help/DynDOLOD-DLL#Installation. See https://dyndolod.info/Messages/TexGen-Output#No-TexGen-output-detected. Use MO2 to install mods and outputs properly and also to start the tools. Otherwise any tools and the game are not going to the see/use the same list of mods installed to the virtual data path. The mod manager, tools and game should all use the same "data" path.
  22. Moved to the appropriate thread for the last error message. See posts above. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire DynDOLOD log and debug log to upload when making posts. Provide the entire command line that is used to start to the tool. Use the Copy message to clipboard link to paste its text instead of posting a screenshot as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text https://dyndolod.info/Installation-Instructions Install the Core Files from either DynDOLOD Resources or DynDOLOD Resources SE depending on the used game version as any other mod. Install DynDOLOD DLL and Scripts for Skyrim or Enderal. Install DynDOLOD DLL NG and Scripts for Skyrim SE/AE, Skyrim VR, Enderal SE or Enderal VR. Overwrite DynDOLOD Resources. https://dyndolod.info/Help/DynDOLOD-DLL#Installation Install the contents of the archive(s) as any other mod with the mod manager. The DynDOLOD DLL and its papyrus scripts need to overwrite DynDOLOD Resources. Ignoring errors might cause issues or other error later. Install things properly as explained instead. Also see https://stepmodifications.org/forum/topic/18944-wrong-papyrus-scripts-found-for-dyndoloddll The message about missing DynDOLOD Core Files should contain a link Click on this link for additional explanations and help for this message as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages that should open https://dyndolod.info/Help/DynDOLOD-Resources. Scroll down to Troubleshooting. The xEdit command line argument -d should typically end in ..\Data\ - if you believe it needs to end in ..\Data\.\ for some reason, report that to the xEdit github or discord. See https://dyndolod.info/Help/Command-Line-Argument, https://dyndolod.info/Mods/Skyrim-Special-Edition-GOG-Skyrim-Anniversary-Edition-GOG, https://dyndolod.info#Skyrim-Special-Edition-GOG-Skyrim-Anniversary-Edition-GOG The Path Z:\tmp\overlay\game\ for Skyrim seems prone to issues. Use MO2 to install mods and start the tools.
  23. Upload DynDOLOD.esm and DynDOLODExtender.esp.
  24. No specfrici question what to help with was asked, so I assume help for the unreoslved FormID is desired. Moved to the appropriate thread for the posted error message. See posts above. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen and DynDOLOD log and debug log to upload when making posts. When uploading logs (for example like the one from SSEEdit.txt) keep the messages of the entire session from the first "starting session" to the last message when closing. Use the Copy message to clipboard to paste the text of error messages instead of posting a screenshot as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text Click the Click on this link for additional explanations and help for this message as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages to open https://dyndolod.info/Messages/Unresolved-Form-ID for explantions and hints how to troubleshoot and solve the error in your load order. The xEdit log also reports: REFR \ Linked References \ XLKR - Linked Reference \ Ref -> [1A402032] <Error: Could not be resolved> This error does not exist in the current version of the plugin since the reference xx402032 exists in it. You might be using an old version or it was edited. It is suggested to use the latest verison that does not have such an error. The Summary shows or links the explantions and help for each message. See https://dyndolod.info/Messages, https://dyndolod.info/Messages/File-Not-Found-Meshes, https://dyndolod.info/Mods/Beyond-Skyrim-Bruma, https://dyndolod.info/Messages/File-Not-Found-Textures, https://dyndolod.info/Messages/File-Not-Found-Scripts, https://dyndolod.info/Messages/Billboard-For-Model-Has-Different-CRC32, https://dyndolod.info/Messages/Potentially-Wild-Edit-Reference, https://dyndolod.info/Messages/Property-Not-Found-In-Scripts, https://dyndolod.info/Messages/Root-Block, https://dyndolod.info/Messages/Textures-Do-Not-Match
  25. https://dyndolod.info/Help/Mesh-Mask-Reference-Rules#VWD-Visible-When-Distant If checked, the rule is only applied if a LOD model is found and assigned for mesh mask rule. If no LOD model exists the rule is ignored. The mesh mask rule for man_azura\shrineofazura013xSize.nif sets the VWD flag while no LOD model exists, so the rule does not take effect. Uncheck the VWD flag. The mesh mask rule for the man_azura\shrineofazura01.nif sets LOD Level 16 and 32 to None. Set at least Level 32 to Full so LOD for it shows up on the map. If further clarification is needed, post a usefull screenshot of the full model with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots The Caranthir tower full and LOD model are dynamicly enabled/disabled and thus can not have a LOD representation on the map currently due to CTD because of the game engine. Something I hope to address some time in the future.
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