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Posted (edited)

Hi. When I try run Texgen or Dyndolod in SE it give me an error

 

"Background Loader: Fatal: <Exception: "SkyTEST-RealisticAnimals&Predators.esp" requires master "ccqdrsse001-survivalmode.esl" to be loaded before it.>"

 

And it do that with every others "esl" connect file. In load order all is good. I run it in MO Loot merges and bash patches.

Edited by Alvaro
Posted

The error message is self explanatory, it says exactly what is wrong.

 

You need to make sure ccqdrsse001-survivalmode.esl is loaded before SkyTEST-RealisticAnimals&Predators.esp.

 

However, I am not sure that an ESP should use an ESL as a master.

Posted (edited)

The error message is self explanatory, it says exactly what is wrong.

 

You need to make sure ccqdrsse001-survivalmode.esl is loaded before SkyTEST-RealisticAnimals&Predators.esp.

 

However, I am not sure that an ESP should use an ESL as a master.

But it is... and all other similar files(like SkyTEST) that cause the same error are on top, that is my load order in MO with Loot sorting:

 

 

0 0 Skyrim.esm

1 1 Update.esm

2 2 Dawnguard.esm

3 3 HearthFires.esm

4 4 Dragonborn.esm

254 FE 0 ccqdrsse001-survivalmode.esl

5 5 cceejsse001-hstead.esm

6 6 Unofficial Skyrim Special Edition Patch.esp

7 7 dD - Enhanced Blood Main.esp

8 8 Fixed body collision.esp

9 9 Footprints.esp

10 a Spells Emit Light.esp

11 b TrueStormsSE.esp

12 c SRG Enhanced Trees Activator.esp

13 d Verdant - A Skyrim Grass Plugin SSE Version.esp

14 e JKs Skyrim.esp

15 f Landscape Fixes For Grass Mods.esp

16 10 Realistic-Voice.esp

17 11 SkyUI_SE.esp

18 12 AlchemyPotionsIngredientsAdjustments.esp

19 13 Skyrim Immersive Creatures Special Edition.esp

20 14 Ordinator - Perks of Skyrim.esp

21 15 SkyTEST-RealisticAnimals&Predators.esp

22 16 Hothtrooper44_ArmorCompilation.esp

23 17 Immersive Music.esp

24 18 unofficial skyrim survival patch.esp

25 19 SurvivalConfig.esp

26 1a Run For Your Lives.esp

27 1b Cloaks.esp

28 1c Bent Pines.esp

29 1d SurvivalConfig - SkyTEST Patch.esp

30 1e APIA - Survival.esp

31 1f TKDodge.esp

32 20 FNIS.esp

33 21 TerrainLodRedone.esp

34 22 LessDragons25.esp

35 23 Simply Stronger Dragons x2.esp

36 24 Thief skills rebalance for Ordinator.esp

37 25 fastermining3-3.esp

38 26 Hothtrooper44_Armor_Ecksstra.esp

39 27 1nivWICCloaks.esp

40 28 WetandCold.esp

41 29 Cloaks - Dawnguard.esp

42 2a Cloaks - USSEP Patch.esp

43 2b 360WalkandRunPlus-RunBackwardSpeedAdjust.esp

44 2c 1nivWICSkyCloaksPatch.esp

45 2d Cloaks+WIC Survival RUS patch.esp

46 2e IA Survival RUS patch.esp

47 2f WetandCold Survival RUS patch.esp

48 30 Immersive Weapons.esp

49 31 Perk Points at Skill Levels 50-75-100.esp

50 32 SSEEditMegret.esp

Bashed Patch, 0.esp

 

Edited by Alvaro
Posted (edited)

But it is... and all other similar files(like SkyTEST) that cause the same error are on top, that is my load order in MO with Loot sorting:

 

 

0 0 Skyrim.esm

1 1 Update.esm

2 2 Dawnguard.esm

3 3 HearthFires.esm

4 4 Dragonborn.esm

254 FE 0 ccqdrsse001-survivalmode.esl

5 5 cceejsse001-hstead.esm

6 6 Unofficial Skyrim Special Edition Patch.esp

7 7 dD - Enhanced Blood Main.esp

8 8 Fixed body collision.esp

9 9 Footprints.esp

10 a Spells Emit Light.esp

11 b TrueStormsSE.esp

12 c SRG Enhanced Trees Activator.esp

13 d Verdant - A Skyrim Grass Plugin SSE Version.esp

14 e JKs Skyrim.esp

15 f Landscape Fixes For Grass Mods.esp

16 10 Realistic-Voice.esp

17 11 SkyUI_SE.esp

18 12 AlchemyPotionsIngredientsAdjustments.esp

19 13 Skyrim Immersive Creatures Special Edition.esp

20 14 Ordinator - Perks of Skyrim.esp

21 15 SkyTEST-RealisticAnimals&Predators.esp

22 16 Hothtrooper44_ArmorCompilation.esp

23 17 Immersive Music.esp

24 18 unofficial skyrim survival patch.esp

25 19 SurvivalConfig.esp

26 1a Run For Your Lives.esp

27 1b Cloaks.esp

28 1c Bent Pines.esp

29 1d SurvivalConfig - SkyTEST Patch.esp

30 1e APIA - Survival.esp

31 1f TKDodge.esp

32 20 FNIS.esp

33 21 TerrainLodRedone.esp

34 22 LessDragons25.esp

35 23 Simply Stronger Dragons x2.esp

36 24 Thief skills rebalance for Ordinator.esp

37 25 fastermining3-3.esp

38 26 Hothtrooper44_Armor_Ecksstra.esp

39 27 1nivWICCloaks.esp

40 28 WetandCold.esp

41 29 Cloaks - Dawnguard.esp

42 2a Cloaks - USSEP Patch.esp

43 2b 360WalkandRunPlus-RunBackwardSpeedAdjust.esp

44 2c 1nivWICSkyCloaksPatch.esp

45 2d Cloaks+WIC Survival RUS patch.esp

46 2e IA Survival RUS patch.esp

47 2f WetandCold Survival RUS patch.esp

48 30 Immersive Weapons.esp

49 31 Perk Points at Skill Levels 50-75-100.esp

50 32 SSEEditMegret.esp

Bashed Patch, 0.esp

 

Load order 254 is pretty much after any other plugin. Test load order in xEdit.

Edited by sheson
Posted (edited)

Load order 254 is pretty much after any other plugin. Test load order in xEdit.

 

All my loads order programs shows this, but it still give me the same error in texgen&dyndolod

 

 

3f8938c58f81.jpg

 

113a98fee44a.jpg

 

3473a4de409c.jpg

 

 

What else I can do to make it work?

Edited by Alvaro
Posted (edited)

A couple of pages back another user posted about having LOD Trees in an acitve Cell. I am having the same issue and try to follow your intstructions for the other guy. At one point you say, that we should use the console to get the ID by "click on the full model". What does that mean exactly? I tried to get an ID from this trees, but it looks like I can't select them at all. Whatever I do, I only get the ID of the object behind it (a wall, the ground...).

 

EDIT: I should add, that without DynDOLOD output files, there are no trees at this location.

Edited by Shabdez
Posted (edited)

A couple of pages back another user posted about having LOD Trees in an acitve Cell. I am having the same issue and try to follow your intstructions for the other guy. At one point you say, that we should use the console to get the ID by "click on the full model". What does that mean exactly? I tried to get an ID from this trees, but it looks like I can't select them at all. Whatever I do, I only get the ID of the object behind it (a wall, the ground...).

 

EDIT: I should add, that without DynDOLOD output files, there are no trees at this location.

You can only get form IDs from loaded full models. If there is no loaded full model at this location in the parent world, go to that location in the child world or vice versa. If there is no full model in either world, just generate tree LOD for the current load order.

Edited by sheson
Posted (edited)

You can only get form IDs from loaded full models. If there is no loaded full model at this location in the parent world, go to that location in the child world or vice versa. If there is no full model in either world, just generate tree LOD for the current load order.

OK, I exited Solitude (from LotD museum entrance area) to Hot Springs and toggled clipping. Then I moved to the entrance area of the museum and got the ID of the two trees. Both are from LotD esm plugin and don't get overridden by anything.

What now? This happens with re-generated TexGen and DynDOLOD outputs on a new game.

Edited by Shabdez
Posted (edited)

OK, I exited Solitude (from LotD museum entrance area) to Hot Springs and toggled clipping. Then I moved to the entrance area of the museum and got the ID of the two trees. Both are from LotD esm plugin and don't get overridden by anything.

What now? This happens with re-generated TexGen and DynDOLOD outputs on a new game.

FAQ: Tree LOD: LOD trees show in child worlds / towns

 

A: This is a game engine limitation. A mod added trees into the same area in the parent world. Either disable that mod when generating tree LOD, or add a XESP - Enable Parent to the player reference 0x00000014 to each tree in question. Tree LOD generation skips all trees with enable parents leaving them to be done as static or dynamic LOD which don't have the limitation. See the section 'Custom Settings For Specific Mods - Mods that add trees to the same area as child worlds' in the DynDOLOD_Manual.html for more information and how to use DynDOLOD rules to address the issue.

 

For Legcay there are already rules included in DynDOLOD and the mod itself. If you are using the new 4.x version which uses an ESM instead of an ESP, copy the rules files in DynDOLOD\Edit Scripts\DynDOLOD\rules\ from old "esp" to new "esm" name convention like:

DynDOLOD_SSE_legacyofthedragonbornesp_high.ini --> DynDOLOD_SSE_legacyofthedragonbornesm_high.ini

DynDOLOD_SSE_legacyofthedragonbornesp_low.ini --> DynDOLOD_SSE_legacyofthedragonbornesm_low.ini

DynDOLOD_SSE_legacyofthedragonbornesp_medium.ini --> DynDOLOD_SSE_legacyofthedragonbornesm_medium.ini

 

Open the new *esm* ini files in a text editor and replace all legacyofthedragonborn.esp; with legacyofthedragonborn.esm;

 

Make sure the new rules are loaded when clicking Low, Medium, High by checking the log for "Loaded x mesh rules for Legcay ..."

Edited by sheson
Posted

FAQ: Tree LOD: LOD trees show in child worlds / towns

 

A: This is a game engine limitation. A mod added trees into the same area in the parent world. Either disable that mod when generating tree LOD, or add a XESP - Enable Parent to the player reference 0x00000014 to each tree in question. Tree LOD generation skips all trees with enable parents leaving them to be done as static or dynamic LOD which don't have the limitation. See the section 'Custom Settings For Specific Mods - Mods that add trees to the same area as child worlds' in the DynDOLOD_Manual.html for more information and how to use DynDOLOD rules to address the issue.

 

For Legcay there are already rules included in DynDOLOD and the mod itself. If you are using the new 4.x version which uses an ESM instead of an ESP, copy the rules files in DynDOLOD\Edit Scripts\DynDOLOD\rules\ from old "esp" to new "esm" name convention like:

DynDOLOD_SSE_legacyofthedragonbornesp_high.ini --> DynDOLOD_SSE_legacyofthedragonbornesm_high.ini

DynDOLOD_SSE_legacyofthedragonbornesp_low.ini --> DynDOLOD_SSE_legacyofthedragonbornesm_low.ini

DynDOLOD_SSE_legacyofthedragonbornesp_medium.ini --> DynDOLOD_SSE_legacyofthedragonbornesm_medium.ini

 

Open the new *esm* ini files in a text editor and replace all legacyofthedragonborn.esp; with legacyofthedragonborn.esm;

 

Make sure the new rules are loaded when clicking Low, Medium, High by checking the log for "Loaded x mesh rules for Legcay ..."

I will try that.

The interesting part here is, that I am using the esm verion of LotD for quite some time already and didn't have this problem before. I only upgraded from 4.0.3 to 4.0.4 recently.

Posted

I will try that.

The interesting part here is, that I am using the esm verion of LotD for quite some time already and didn't have this problem before. I only upgraded from 4.0.3 to 4.0.4 recently.

Fixed!

Thank you very much.

  • 5 weeks later...
Posted (edited)

Hi sheson! Hope I am in the right forum here. I recently remodded 32bit skyrim just for kicks. Seems I got kicked. I am using 2.37 standalone and 2.30 resources. The mod (and the author is helping all he can) is Majestic Mountains. I am using "darkside" and the matching lods at 1024 (tried 512 too). My apologies if posting mod breaks forum rules, but a really nice author and the mod looks great and I also use it in SSE (no problems with lod generation in SSE). Having taken my load order all the way back to vanilla (Skyrim LE) and that mod and running DynDOLOD, the problem persists and the author mentions UV problem and 1st lod level (I assume lod level 4?). When I hide the "objects" folder of .bto's in tamriel world (in MO) of course the problem is gone, but I would assume this would also apply to other worlds generated (I only was testing tamriel for speed) When walking closer to mountains, they pop into view correctly. I am including my full log with all worlds and an image of ingame. I have never run into this since DynDOLOD came out and while I am aware of mesh rules, would appreciate any guidance you might offer in how to use them if need be to rid this problem. I have RTFM many times. "Custom settings for specific mods", but need to learn to fix this myself if possible for this mod. Everything else looks great. Majestic Mountains is merged into "Landscape and Environment Merge" and I have tried this without merging as well with the same results. Using relinker for merges. Please let me know if you need anything else and thanks for your time

 

Log

 

Image

Edited by wellden

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