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sheson

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Everything posted by sheson

  1. Use the version from this post https://stepmodifications.org/forum/topic/15606-dyndolod-300-alpha-60/?do=findComment&comment=255908 Upcoming DynDOLOD 3 Alpha 61 includes that fix.
  2. https://stepmodifications.org/forum/topic/15660-help-with-dyndolod-selection-window/#comment-246746
  3. You are looking for the line that looks like this WarnModFileName=Open Cities Skyrim;Open-Cities-Skyrim
  4. Yes, it most likely will. You can also check the file date of the vanilla + DLC + AE CC game files in the real data folder to know when they updated last.
  5. Looks like I actually did fix the problem, which means now I really do understand the problem. What I still do not get is the cause of why it is happening now all of sudden and never cropped up in the years before.... whatever. Now, the error message you get is a "normal" error that actually exists in the load order. Unresolved FormID [0100314B] Update.esm might be the wrong version. Error in ccqdrsse002-firewood.esl ccQDRSSE002_CampfireFurn "Campfire" [FURN:FE00F804] Use the "Click on this link for additional explanations and help for this message" link to open dedicated help and explanations page https://dyndolod.info/Messages/Unresolved-Form-ID for this error in the load order. Double checking the CRC32 of Update.esm, it is not latest version (that came with 1.6.353) of the file (also does not seem to be the cleaned version). Same seems to be true for the DLCs. Update those files to the latest version, so the CC plugins and other mods relying on them do not have unresolved form id errors.
  6. Thanks. See what happens with this version and upload bugreport and debug log, please.
  7. Thanks. Still nothing obvious. Please run this version and upload the bugreport.txt and debug log.
  8. Could you please load the entire load order into xEdit 4.1.4, run the right click error check on all plugins, close it and then upload the SSEEdit log that should have all the messages from the background loader and the ones from the error check?
  9. Run with this version, upload bugreport.txt and debug log please.
  10. Check task manager and kill any dead/hidden DynDOLOD processes or reboot. If that is not it, temporarily try disabling antivir
  11. Try with this version. If it still happens, maybe it is being blocked.
  12. Those files seem to be from an older run they both show a date of 2022-01-09 and none of the additional debug message I added to the latest test version. Probably best to delete old bugreport.txt and remove the log folder, then run the test version.
  13. Run with this version and upload bugreport.txt and debug log please. In MO2 enable the Installation column in the left mods window. Sorting by the installation date check which mods with plugins you updated/installed recently.
  14. Check if this test version makes a difference. If not I will look at this more tomorrow.
  15. Replace it with this version of DynDOLODx64.exe. It should print a little bit more information to the log. Post/upload new bugreport.txt and new DynDOLOD_SSE_Debug_log.txt.
  16. As you can see the LOD model does not have the dormers. So their glow LOD windows which match the full model will seem to float in front of the LOD roof without the dormer. Also, as already mentioned, the glow LOD windows are moved forward a bit to be outside the walls, because of large LOD models and to eliminate z-fighting.
  17. Since you switched to DynDOLOD 3 alpha I moved the post the the DynDOLOD 3 alpha thread where all corresponding posts should be made. See the first post which log, debug log and bugreport files to upload. Also not the Copy this message to clipboard link to copy and paste the text of the message instead of making screenshot. If you check a couple posts above, you will see SlapDaddy has a very similar error. It is likely caused by a (new?) plugin. Once you upload the log etc. we might be able to spot similarities. The error will not be with a cell but with a worldspace record most likely. The explanations about the Bashed Patch are about redoing a broken Bash Patch, not about creating one if none didn't exist before.
  18. Neither screenshot shows a glow LOD windows model. See https://dyndolod.info/Help/Glow-LOD#Windows The glow LOD models are made directly from the vanilla full models. On occasion the windows are moved forward to be "outside" a larger LOD model. Their rotation is never changed.
  19. What version of the unofficial path do you have installed that it doesn't contain the cell? Can you do a similar screenshot of the Tamriel worldspace 0000003C Check the load order for errors with xEdit, maybe something comes up. This is a really odd error. I agree it will be something simple in a plugin (as in a rogue record) or something in the DynDOLOD code.
  20. Test if removing Perfect Terrain LOD.esm makes a difference. If that is not it, check load the cell with the form id 000095DA in xEdit, check which is the last ESM and overall last plugin to overwrite it. Either way, the Perfect Terrain LOD.esm plugin is an unnecessary copy of SSE-Terrain-Tamriel.esm and only useful for Terrain LOD generation. It should not really be loaded in the game. Instead of using pre-generated terrain LOD, generate terrain LOD for the load order with xLODGen. Otherwise unpack or rename the accompanying BSAs from that mod, or create an empty dummy ESM/ESL/ESP so they are still loaded after the unnecessary plugin has been removed.
  21. Change the OcclusionMaxThreadsObjectLOD=1 in the DynDOLOD_SSE.ini as explained in https://dyndolod.info/Help/Occlusion-Data#Out-of-Memory-while-Generating-Occlusion-Data or https://dyndolod.info/Help/Grass-LOD#Out-of-memory-while-generating-occlusion-data
  22. A folder called DynDOLOD in data\textures\ seem pretty obvious. But so is textures\lod\ or textures\dlc01\lod or textures\dlc02\lod
  23. TexGen creates a unique file at a specific path to the output folder together with all the other textures it generates. You install this output as a mod, so the file now exists in the game data folder. When TexGen is started again it asks the OS if this files exists in the data folder. If the OS says yes, TexGen prints this message. That means that TexGen output or parts of it are still installed in the data folder.
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