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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)
  On 5/8/2018 at 11:51 PM, sheson said:

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:

 

 

  Reveal hidden contents

 

Edited by Alvaro
Posted (edited)
  On 5/9/2018 at 12:19 AM, Alvaro said:

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:

 

 

  Reveal hidden contents

 

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

Edited by sheson
Posted (edited)
  On 5/9/2018 at 7:22 AM, sheson said:

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

 

 

  Reveal hidden contents

 

 

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)
  On 5/16/2018 at 10:20 AM, Shabdez said:

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)
  On 5/16/2018 at 11:06 AM, sheson said:

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)
  On 5/16/2018 at 12:11 PM, Shabdez said:

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
  On 5/16/2018 at 12:30 PM, sheson said:

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
  On 5/16/2018 at 12:38 PM, Shabdez said:

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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