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sheson

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Everything posted by sheson

  1. Let me know the versions and install options of all mods/plugins affecting the statue one way or another. As far as I can tell it is Azura's Statue Improved MultiLayer Parallax and ENB Particle Lights, MultiLayer Parallax Soulgems Azura's star realm and holders HD SE, Better Dynamic Snow. Which mod is the last to overwrite meshes\clutter\statues\shrineofazura01.nif Which plugins (before DynDOLOD plugins) are the last to overwrite the reference form ID 00033DCB and the base record form ID 00033DCA Doublecheck the full model statue still uses those reference and base record form IDs. Also upload ..DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt
  2. If the plugin is not a master in any of the generated plugins and the plugin filename is not mentioned in any of the DynDOLOD output ..SKSE\Plugins\DynDOLOD_Data\DynDOLOD_[worldspace name]_Objects.txt files then you do not have to generated LOD scratch.
  3. ERROR_PATH_NOT_FOUND - The system cannot find the path specified. See https://dyndolod.info/Official-DynDOLOD-Support-Forum, in particular Read Log and Error Messages and Post Logs Also see https://dyndolod.info/Help/Texconv 80070003 - There is a problem with the mentioned path(s)/filename(s). Could be a problem with special characters, too long path etc. or the OS, UAC, antivir etc. denying access
  4. Read the first post. Read https://dyndolod.info/Generation-Instructions and https://dyndolod.info/Mods The only mod that ever needs disabling for the first pass is Open Cities Skyrim. It only should be enabled for the second pass. https://dyndolod.info/Mods/Open-Cities-Skyrim
  5. There is always the possibility of something not working as it should, especially while we are Alpha testing. Check the "Dynamic - For dynamic LOD" flag in addition to the VWD flag if you set LOD Level 32 to anything but None for the map. Let me know if that works.
  6. Let me know what happens when the record is removed from the original DynDOLOD.esp. Also, if you could test if disabling Seasons switching has any affect on the crash. Edit po3_SeasonsOfSkyrim.ini and set Season Type = 0 and in case that makes a difference, test every season specific seasonb 1 through 4 to see which one crashes.
  7. xEdit, its tool mode LODGen and consequently TexGen/DynDLOD try to load all the BSA files that are listed in the Skyrim.INI. That includes Skyrim - Patch.bsa but in your case it does not exist in the data folder, which is normal for Skyrim Special/Anniversary Edition 1.6.x
  8. Upload the log and debug log as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum Check rules above yours if they match the statue and take precedence. Remember that pressing Low, Medium or High buttons will replace custom rules.
  9. https://dyndolod.info/Mods/Replaced-Full-Model-Example-Azura-Statue Use the second example.
  10. Have you generated LOD for the exact load order of the plugins or did the order of plugins or their content change afterwards? Finalize the load order before generating LOD, including sorting plugins and generating the BDS patches. If you did that, it might have to be the other way around, finalize the load order, generate LOD and then run the BDS patcher afterwards. Sort its plugin to load after DynDOLOD.esp.
  11. You did not say what the model(s) are you want to add LOD for. The light most likely does not work in object LOD, so the rule needs to set dynamic LOD only.
  12. You removed all other worldspaces but the WindhelmWorld and all other references from 0001691F Cell Persistent and the game still crashed? The game does not crash if the reference is removed and the Cell is empty? There is no such thing as a bad cell. This probably means a dynamic LOD reference insside the Far Grid area (21 x 21 cells by default) around this cell might be using a problematic assets.
  13. Just continue removing thins, while keep the version of the plugin that still crashes. Make a backup, then remove Windhelmworld. I expect it to still crash with only Tamriel. Other load the back and remove Tamriel and keep Windhelmworld. Once you have only one worldspace left left, start continue by removing the persistent cell. Otherwise the blocks and so one as explained above.
  14. OK, then lets troubleshoot by doing a binary search for the problematic record: The goal is to remove as many worldspaces, cells and references as possible from DynDOLOD.esp while still keeping the problematic record that causes the game to crash. Make a backup of DynDOLOD.esp Load DynDOLOD.esp into xEdit and unfold DynDOLOD.esp in the left tree view and then unfold "Worldspace" You can mark worldspace records with left Shift key and mouse button like usual in Windows. Mark everything but Tamriel and Windhelmworld and right click remove. Save. Test in game. We expect it still to crash. Make a backup of this plugin. Load it in xEdit and now remove Windhelmworld. Save.Test in game. If it still crashes make a backup and continue below, if not load the back from before than contains Tamriel and Windhelmworld, then remove Tamriel instead. Save. Test. You now have either a plugin that should have only Tamriel or Windhelmworld remaining. It really should be Tamriel... Make a backup. Load plugin in xEdit Unfold Worldspace, then unfold Tamriel. Remove 00000D74 Cell, while keeping the Blocks. Save.Test. If it doesn't crash, load the backup and remove all the Blocks instead to only keep 00000D74 Cell. Otherwise, make backup, remove half the blocks, save, test. If it crashes rinse and repeat, other load backup and remove the other half. Once you are down to a single Block, do the asme with the subblocks, then with the cells. Always remove half, test, if it doesn't crash load backup and remove the other half, until you only one cell left. Now you either have a plugin with 00000D74 persistent Cell or a Block/subblock, temporary cell. In that case let me know which temporary cell is left. They typically only contains one or a couple references. If the crash happen with the 00000D74 persistent cell, make backup, load in xEdit, unfold the persistent cell and remove all the overwrites at the top. The records with red/yellow background. If crash does not happen, load back up and remove all the other records, then do the cycle to remove half overwrites until you only have one overwrite left causing the problem. Otherwise, do the cycle removing half of the references that do have an EditorID Tamriel_Firstborn* or Tamriel_Minion. Best to sort by the EditorID column for that. It sounds like a lot of work but once you get the hang of it but by removing half, test remove other half if necessary it goes typically pretty quick to find at least one record causing the problem. Let me know what you find or ask for clarification if something didn't make sense.
  15. Make a backup of DynDOLOD.esp somewhere outside the MO2 mods folders. Load DynDOLOD.esp in xEdit like you did when error checking it. It should have load order id 5B. It is the number in front of the plugin file name in the left tree view of xEdit. If it changed adjust the first two digits 5B of the reference form ID 5B1371FE accordingly. Enter the reference form id 5B1371FE into the FormID top left of xEdit and hit enter key. You can now right click the highlight record in the tree view in the left window or the top row that says [5B] DynDOLOD.esp in the right window and select "remove". Confirm any messages, then close xEdit. It should prompt you to save the plugin. In case there is a problem renaming the plugin, you will find the saved plugin with a file-stamp in the filename in MO2 overwrite folder. Right click to "Rename" to DynDOLOD.esp. Then test if problem still happens.
  16. Check if removing the reference from the DynDOLOD.esp changes anything. Let me know if you need additional information how to do that. Error checking latest Cuttingroomfloor.esp version from AFK mods shows the same error for me. You too?
  17. Upload the log and debug log when making posts as explained in the first post. It "works" just fine:
  18. I will change the text to say ~0.4 and ~0.5 ...
  19. Can you check DynDOLOD.esp for errors with xEdit to see if anything is being reported?
  20. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log and debug log to upload when making posts. This is a message from the xEdit loader. Lookup 01000806 in Update.esm with xEdit. You should see it being overwritten by "some" plugin.
  21. If you do ultra LOD, LOD for trees is done in object LOD. Meaning trees and objects are either both stuck or not. Set uLockedObjectMapLOD=16 in A Clear Map of Skyrim.ini to see if the problem goes away. If it does, double check that lots of object LOD Level 32 files have indeed been generated to the DynDOLOD output. Meshes\Terrain\Tamriel\Objects\Tamriel.32.*.*.nif
  22. Yes this will most likely be related to A Clear Map of Skyrim. Make sure to read/follow its instructions.
  23. Read the first post which log and debug log to upload when making posts. This looks like parallax textures are missing or wrong snow shader for them. For example https://www.nexusmods.com/skyrimspecialedition/mods/52111
  24. Upload the DynDOLOD.esp and DynDOLOD.esm to a file service. In the meantime, run an xEdit error check before generating LOD and fix errors as much as possible, especially if they are about navmeshes. Also fix unresolved form ids, especially the ones related to CELL records that are also reported in the DynDOLOD log and summary. Make sure to use the right version of patches.
  25. I moved the post to the DynDOLOD 3 Alpha thread. Read the first post which log, debug log and bugreport.txt (if it exists) to upload when making posts. Use the "Copy message to clipboard" and paste the text instead of making screenshots as explained in the first post. Use the "Click on this link for additional explanations and help for this message", though I suppose it will just end up pointing you to make a post on the official support forum.
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