Alvaro Posted May 8, 2018 Posted May 8, 2018 (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 May 8, 2018 by Alvaro
sheson Posted May 8, 2018 Author Posted May 8, 2018 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.
Alvaro Posted May 9, 2018 Posted May 9, 2018 (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 0 0 Skyrim.esm1 1 Update.esm2 2 Dawnguard.esm3 3 HearthFires.esm4 4 Dragonborn.esm254 FE 0 ccqdrsse001-survivalmode.esl5 5 cceejsse001-hstead.esm6 6 Unofficial Skyrim Special Edition Patch.esp7 7 dD - Enhanced Blood Main.esp8 8 Fixed body collision.esp9 9 Footprints.esp10 a Spells Emit Light.esp11 b TrueStormsSE.esp12 c SRG Enhanced Trees Activator.esp13 d Verdant - A Skyrim Grass Plugin SSE Version.esp14 e JKs Skyrim.esp15 f Landscape Fixes For Grass Mods.esp16 10 Realistic-Voice.esp17 11 SkyUI_SE.esp18 12 AlchemyPotionsIngredientsAdjustments.esp19 13 Skyrim Immersive Creatures Special Edition.esp20 14 Ordinator - Perks of Skyrim.esp21 15 SkyTEST-RealisticAnimals&Predators.esp22 16 Hothtrooper44_ArmorCompilation.esp23 17 Immersive Music.esp24 18 unofficial skyrim survival patch.esp25 19 SurvivalConfig.esp26 1a Run For Your Lives.esp27 1b Cloaks.esp28 1c Bent Pines.esp29 1d SurvivalConfig - SkyTEST Patch.esp30 1e APIA - Survival.esp31 1f TKDodge.esp32 20 FNIS.esp33 21 TerrainLodRedone.esp34 22 LessDragons25.esp35 23 Simply Stronger Dragons x2.esp36 24 Thief skills rebalance for Ordinator.esp37 25 fastermining3-3.esp38 26 Hothtrooper44_Armor_Ecksstra.esp39 27 1nivWICCloaks.esp40 28 WetandCold.esp41 29 Cloaks - Dawnguard.esp42 2a Cloaks - USSEP Patch.esp43 2b 360WalkandRunPlus-RunBackwardSpeedAdjust.esp44 2c 1nivWICSkyCloaksPatch.esp45 2d Cloaks+WIC Survival RUS patch.esp46 2e IA Survival RUS patch.esp47 2f WetandCold Survival RUS patch.esp48 30 Immersive Weapons.esp49 31 Perk Points at Skill Levels 50-75-100.esp50 32 SSEEditMegret.espBashed Patch, 0.esp Edited May 9, 2018 by Alvaro
sheson Posted May 9, 2018 Author Posted May 9, 2018 (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 0 0 Skyrim.esm1 1 Update.esm2 2 Dawnguard.esm3 3 HearthFires.esm4 4 Dragonborn.esm254 FE 0 ccqdrsse001-survivalmode.esl5 5 cceejsse001-hstead.esm6 6 Unofficial Skyrim Special Edition Patch.esp7 7 dD - Enhanced Blood Main.esp8 8 Fixed body collision.esp9 9 Footprints.esp10 a Spells Emit Light.esp11 b TrueStormsSE.esp12 c SRG Enhanced Trees Activator.esp13 d Verdant - A Skyrim Grass Plugin SSE Version.esp14 e JKs Skyrim.esp15 f Landscape Fixes For Grass Mods.esp16 10 Realistic-Voice.esp17 11 SkyUI_SE.esp18 12 AlchemyPotionsIngredientsAdjustments.esp19 13 Skyrim Immersive Creatures Special Edition.esp20 14 Ordinator - Perks of Skyrim.esp21 15 SkyTEST-RealisticAnimals&Predators.esp22 16 Hothtrooper44_ArmorCompilation.esp23 17 Immersive Music.esp24 18 unofficial skyrim survival patch.esp25 19 SurvivalConfig.esp26 1a Run For Your Lives.esp27 1b Cloaks.esp28 1c Bent Pines.esp29 1d SurvivalConfig - SkyTEST Patch.esp30 1e APIA - Survival.esp31 1f TKDodge.esp32 20 FNIS.esp33 21 TerrainLodRedone.esp34 22 LessDragons25.esp35 23 Simply Stronger Dragons x2.esp36 24 Thief skills rebalance for Ordinator.esp37 25 fastermining3-3.esp38 26 Hothtrooper44_Armor_Ecksstra.esp39 27 1nivWICCloaks.esp40 28 WetandCold.esp41 29 Cloaks - Dawnguard.esp42 2a Cloaks - USSEP Patch.esp43 2b 360WalkandRunPlus-RunBackwardSpeedAdjust.esp44 2c 1nivWICSkyCloaksPatch.esp45 2d Cloaks+WIC Survival RUS patch.esp46 2e IA Survival RUS patch.esp47 2f WetandCold Survival RUS patch.esp48 30 Immersive Weapons.esp49 31 Perk Points at Skill Levels 50-75-100.esp50 32 SSEEditMegret.espBashed Patch, 0.esp Load order 254 is pretty much after any other plugin. Test load order in xEdit. Edited May 9, 2018 by sheson
Alvaro Posted May 9, 2018 Posted May 9, 2018 (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 May 9, 2018 by Alvaro
sheson Posted May 9, 2018 Author Posted May 9, 2018 On 5/9/2018 at 11:39 AM, Alvaro said: All my loads order programs shows this, but it still give me the same error in texgen&dyndolod What else I can do to make it work? Use the latest version from https://forum.step-project.com/topic/13029-dyndolod-236-skyrim-se-beta-with-dynamic-lod/ 1
Alvaro Posted May 9, 2018 Posted May 9, 2018 On 5/9/2018 at 1:05 PM, sheson said: Use the latest version from https://forum.step-project.com/topic/13029-dyndolod-236-skyrim-se-beta-with-dynamic-lod/Yes that fix the problem.
sheson Posted May 9, 2018 Author Posted May 9, 2018 On 5/9/2018 at 2:48 PM, Alvaro said: Yes that fix the problem. Great
Shabdez Posted May 16, 2018 Posted May 16, 2018 (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 May 16, 2018 by Shabdez
sheson Posted May 16, 2018 Author Posted May 16, 2018 (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 May 16, 2018 by sheson
Shabdez Posted May 16, 2018 Posted May 16, 2018 (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 May 16, 2018 by Shabdez
sheson Posted May 16, 2018 Author Posted May 16, 2018 (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.iniDynDOLOD_SSE_legacyofthedragonbornesp_low.ini --> DynDOLOD_SSE_legacyofthedragonbornesm_low.iniDynDOLOD_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 May 16, 2018 by sheson
Shabdez Posted May 16, 2018 Posted May 16, 2018 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.iniDynDOLOD_SSE_legacyofthedragonbornesp_low.ini --> DynDOLOD_SSE_legacyofthedragonbornesm_low.iniDynDOLOD_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.
Shabdez Posted May 16, 2018 Posted May 16, 2018 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.
wellden Posted June 16, 2018 Posted June 16, 2018 (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 June 16, 2018 by wellden
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