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sheson

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Everything posted by sheson

  1. Do not install anything from DynDOLOD DLL if you do not want to use it. I suggest to read the included manuals. They explain what is required and how to install things. From DynDOLOD_Manual_TES5VR.html: Requirements DynDOLOD DLL or PapyrusUtil VR for the used game version. Installation Skyrim VR Either install DynDOLOD DLL (overwrite papyrus scripts of DynDOLOD Resources SE) or PapyrusUtil VR according to their documentations. From DynDOLOD_DLL.html: InstallationInstall the contents of the archive(s) into the game data folder. The DynDOLOD DLL papyrus scripts need to overwrite the papyrus scripts from DynDOLOD Resources which are for PapyrusUtil.
  2. You best ask questions about third party programs in their appropriate support forum. You could install MO2 into a separate folder in portable mode, copy the profiles folder from MO1 and point its "Mods" path to the MO1 installation. Then you can use either.
  3. Try the x64 version. Post bugreport/log from that if it also has issues. Use a legal version of the game.
  4. FAQ: Game: DynDOLOD requires DynDOLOD.DLL A: If the intention is to use PapyrusUtil, make sure the papyrus scripts from DynDOLOD Resources are not overwritten by the papyrus scripts from DynDOLOD DLL. A: The DynDOLOD.DLL is not installed into the correct games ..\Data\SKSE\Plugins folder, outdated or not running at all. A: Make sure you have the correct DynDOLOD.DLL version for the current Skyrim and SKSE versions that is used and none of its file are overwritten by other mods. A: Check the c:\Users\[username]\Documents\My Games\[skyrim|Skyrim Special Edition|Skyrim VR]\SKSE\[skse|skse64|sksevr].log that the DynDOLOD.DLL was loaded correctly.
  5. Truncate it to the last generation with the error. Use pastebin or a file service.
  6. As you already noted, xEdit error check does not detect this problem. There may be others. I suggest to delete corrupt plugins. Best to report and discuss the issue with the Wrye Bash devs.
  7. You can even see the same form id being listed twice, once correctly as a child of the worldspace 0000003C and once as a temporary cell in the temporary Blocks.
  8. xEdit checks for errors. Wrye Bash gets data assignments wrong. E.g. A while back it flipped x/y values and that time adds the permanent cell into the temporary group. You did read this thread, https://forum.step-project.com/topic/14127-can-not-copy-refr0c16904c-places-spatiowall01-stat00057a17-in-grup-cell-persistent-children-of-cell00000d74 Check if 00000D74 in the Bashed Patch is a direct child of the Worldspace 0000003C. It should not be inside Block 0,0 / Sub-Block 0,0 for temporary cells.
  9. Disabling a plugin is not a fix, but a troubleshooting step to determine the cause of a problem. xEdit/xLODGen/DynDOLOD like plugins that are not corrupt. You used version 307.201905311918 from the dropbox?
  10. Check log lines above the exception for additional hints. Check the FAQ and search official forum FAQ: DynDOLOD.exe: Can not copy xxxx from xxxx.esp into xxx.esp A: Often caused by a broken bashed patch. Use a newer Wrye Bash version to create the patch or do not use the merge patches option. A: There is a plugin in the load order with errors. Check the load order for errors with xEdit.exe before generating LOD. Fix all errors. See this video for help. https://forum.step-project.com/topic/14127-can-not-copy-refr0c16904c-places-spatiowall01-stat00057a17-in-grup-cell-persistent-children-of-cell00000d74
  11. FAQ: Game: Out of place objects / floating objects / flickering full models A: Flickering textures (full and LOD model showing at the same time) in Skyrim Special Edition and Skyrim VR are caused by plugins triggering the large reference bugs as explained in ..DynDOLOD\Docs\DynDOLOD_Manual_SSE.html. Verify if the problem goes away by setting uLargeRefLODGridSize=5 in SkyrimPrefs.ini. Those are the well known and documented large reference bugs triggered by ESPs changing existing large references. I suggest to read the manual Docs\DynDOLOD_Manual_SSE.html. I suggest to pay attention to the DynDOLOD log as instructed by the DynDOLOD splash screen. The log will print a list of every large reference modified by a plugin causing the bug.
  12. I am not saying anything really other than to actually read and follow the hints. It is possible I can say something more specific once the log file is posted. Though the obvious first thing to try is, is to use the x64 version.
  13. If problem persists, post error report with entire contents (not just the last couple lines) of ..\DynDOLOD\bugreport.txt and ..\DynDOLOD\logs\DynDOLOD_TES5_log.txt to official forum Check the FAQ and search official forum https://forum.step-project.com/topic/14121-exception-in-unit-userscript-line-345-access-violation/
  14. As we already know from all the past discussions, the vanilla game does not add a lot of full models past the walls. Type tll in console to disable LOD. What is left now are the loaded cells and consequently anything that shows or doesn't show in those cells has nothing to do with LOD or with LOD generation. The Whiterun Exterior patch adds a few buildings and a bit of cell water, but certainly not everything. If you make a habit of constantly checking what is past the walls you could add more references to the patching instructions.
  15. If problem persists, post error report with entire contents (not just the last couple lines) of ..\DynDOLOD\bugreport.txt and ..\DynDOLOD\logs\DynDOLOD_TES5VR_log.txt to official forum
  16. Those INI settings affect full models. DynDOLOD generates static object and tree LOD. There is no direct connection, however check the manual Glow LOD section what it has to say for those settings. The decal INI settings don't have much effect anymore, since the decal fade flag has been removed from most full models in Skyim SE. Which also makes for crappy visuals here and there. For example when approaching the western watchtower from Whiterun and the moss from some inside wall shows before the banner.
  17. If you already found the relevant discussion about the corrupt lodsettings file then I am not sure why you reinstalled xLODGen instead of the mod that has the corrupt lodsettings file. MO right window data tab will show which mod a file belongs to. Just unfold the lod folder to see all the loose lodsettings files. "Jarl" and "Dragon King" are not user names. The latest dev versions of MO can be found on the MO discord.
  18. FAILED loading DDS (80004005) C:\Users\Adam\AppData\Local\Temp\SSEEdit\2080CC6CA8D447469C78C421A43DEE5D.dds Error loading textures\terrain\lodgen\skyrim.esm\pineshrub02_0009daa0.dds: Executing TexConv returned error: "C:\Steam\steamapps\common\Skyrim Special Edition\DynDOLOD\Edit Scripts\Texconvx64.exe" -nologo -y -m 1 -f R8G8B8A8_UNORM -o "C:\Users\Adam\AppData\Local\Temp\SSEEdit" "C:\Users\Adam\AppData\Local\Temp\SSEEdit\2080CC6CA8D447469C78C421A43DEE5D.dds"> https://forum.step-project.com/topic/14042-failed-loading-dds-80004005-executing-texconv-returned-error/page-2?do=findComment&comment=235269
  19. No it wont't. Tree LOD not unloading happens because of duplicate form ids / load order of plugins changing, not because a trees position/rotation is changed. But even if, no big deal, simply generate tree LOD for the load order.
  20. The answer is obvious. LOD is generated for the current load order. If a tree is changed, LOD will not match anymore visually. If you want LOD to match visually consider generating it for the new load order.
  21. I checked the patch, the problem is visually obvious in xEdit: In the BashedPatch0.esp the persistent cell 00000D74 is not a direct child of the worldspace 0000003C like it should be. Instead it is inside the Block 0,0 / Sub-Block 0,0 for temporary cells. You may want to try if it is fixed in the latest wip build posted to https://www.dropbox.com/sh/iazpayeexiyazeh/AAAbGeVHrlIksp2AFgI4w48Oa (link from Wrye Bash Discord)
  22. It means the plugin is broken and should not be used at all. If you upload it I could have a look, maybe I can find out whats wrong. Also which version of Wrye are you using exactly?
  23. Does it run through without the bashed patch in the loader? Maybe the problem is caused by another plugin. Did you check the mentioned form id in xEdit? [REFR:0C16904C] [sTAT:00057A17] [CELL:00000D74] [WRLD:0000003C]? Check every plugin that is the last to overwrite any of these records and all plugins that are linked through records. This is not about finding conflicts. Conflicts are not the same as broken records or invalid data. If nothing jumps out, checking also means to remove the last overwriting plugin to see if it is the cause of the error.
  24. FAQ: DynDOLOD.exe: Can not copy xxxx from xxxx.esp into xxx.esp A: Often caused by a broken bashed patch. Use a newer Wrye Bash version to create the patch or do not use the merge patches option. A: There is a plugin in the load order with errors. Check the load order for errors with xEdit.exe before generating LOD. Fix all errors. See this video for help. Use pastbin or an upload service for DynDOLOD\Logs\DynDOLOD_[GameMode]_log.txt and LODGen_[GAMEMODE]_[Worldspace]_log.txt. Does it run through without the bashed patch in the loader? Maybe the problem is caused by another plugin. Did you check the mentioned form id in xEdit? [REFR:0C16904C] [sTAT:00057A17] [CELL:00000D74] [WRLD:0000003C] Check every plugin that is the last to overwrite any of these records and all plugins that are linked through records.
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