sheson Posted July 24, 2018 Author Share Posted July 24, 2018 Thank it was "Bashed patch" why it did not work. But I don't know why, because I use newest version.In that case do not use merge patches function while it still has bugs. Link to comment Share on other sites More sharing options...
DisposableDwarf Posted July 27, 2018 Share Posted July 27, 2018 I'm getting this error when running DynDOLOD 32bit: Exception in unit userscript line 307: Cannot create file "E:\SteamLibrary\steamapps\common\Skyrim\DynDOLOD\Edit Scripts\Export\LODGen_TES5_JaphetsFollyWorld.txt". The process cannot access the file because it is being used by another process I've tried a few different solutions I've found on here, like resetting the DynDOLOD_TES5.ini by grabbing a fresh one from the download, clearing the Edit Scripts cache and pausing my AV when the program is running to make sure that doesn't interfere. I'm using Mod Organizer Classic so I can't test the 64bit version, and I'm using the latest version of DynDOLOD (2.42). I had the same error when running TexGen, but just running it again worked. With DynDOLOD it doesn't always stop at the same spot, but it always stops. Any help would be greatly appreciatedDynDOLODlogs.7z Link to comment Share on other sites More sharing options...
DisposableDwarf Posted July 27, 2018 Share Posted July 27, 2018 Ok, so deactivating the mod that was being processed before the error made it work. I don't know why that mod, a merge of 4 house mods, would throw an exception as it has gone through the DynDOLOD process several times before. At any rate, it worked now without that mod activated for some reason Link to comment Share on other sites More sharing options...
sheson Posted July 27, 2018 Author Share Posted July 27, 2018 I'm getting this error when running DynDOLOD 32bit: Exception in unit userscript line 307: Cannot create file "E:\SteamLibrary\steamapps\common\Skyrim\DynDOLOD\Edit Scripts\Export\LODGen_TES5_JaphetsFollyWorld.txt". The process cannot access the file because it is being used by another process I've tried a few different solutions I've found on here, like resetting the DynDOLOD_TES5.ini by grabbing a fresh one from the download, clearing the Edit Scripts cache and pausing my AV when the program is running to make sure that doesn't interfere. I'm using Mod Organizer Classic so I can't test the 64bit version, and I'm using the latest version of DynDOLOD (2.42). I had the same error when running TexGen, but just running it again worked. With DynDOLOD it doesn't always stop at the same spot, but it always stops. Any help would be greatly appreciatedThe log you upload has two runs and both times the error was Cannot create file LODGen_TES5_DLC01FalmerValley.txt". The file can not be accessed because it is used by another process Cannot create file LODGen_TES5_Blackreach.txt". The file can not be accessed because it is used by another process When running DynDOLOD only run one instance at a time. Verify that UAC, antivirus or any other third party program is not blocking access to folders/files. From the manual: From the DynDOLOD Standalone archive copy the content of the 'DynDOLOD' folder [..] into a new 'DynDOLOD' folder outside of special OS folders like 'Programs Files' or 'Program Files (x86)', the SteamApps or game folders and Mod Organizers virtual file structure. Do not mix with old versions or xEdit installation. Ok, so deactivating the mod that was being processed before the error made it work. I don't know why that mod, a merge of 4 house mods, would throw an exception as it has gone through the DynDOLOD process several times before. At any rate, it worked now without that mod activated for some reasonI assume you mean HomesMerge.esp. It has nothing to do with another program blocking access to a log file. There is no use randomly picking a plugin name from some other parts of the log. Link to comment Share on other sites More sharing options...
baronaatista Posted July 28, 2018 Share Posted July 28, 2018 Hey Sheson I'm so sorry to bother you man, I just have a question I haven't been able to figure out from the manual / readme and so on. I've been experimenting with different texture packs recently (using SRO and laying Noble overtop, then disabling a number of Noble's textures to allow SRO through). ie I really like the whiterun stone walls from SRO (closer to vanilla) yet I like a lot of the wood + roof textures from noble. It is my understanding that TexGen is not generating new textures (at least for more complex objects like buildings) that are specifically based on the texture combinations I'm choosing. Is this accurate? the TexGen output only seems to overwrite a relatively small number of HD LOD textures, and the HD LOD textures nexus page warns that Noble Skyrim is required. As I understand it, a lot of what HD LOD's does is basically outside of the scope of what DynDOLOD can do, and if one wanted to have perfectly matching LOD's for all of the architecture for a custom texture combination, you'd have to load that combination into the CK or something and use some of it's LOD generation tools? or possibly even an external program? Link to comment Share on other sites More sharing options...
sheson Posted July 28, 2018 Author Share Posted July 28, 2018 Hey Sheson I'm so sorry to bother you man, I just have a question I haven't been able to figure out from the manual / readme and so on. I've been experimenting with different texture packs recently (using SRO and laying Noble overtop, then disabling a number of Noble's textures to allow SRO through). ie I really like the whiterun stone walls from SRO (closer to vanilla) yet I like a lot of the wood + roof textures from noble. It is my understanding that TexGen is not generating new textures (at least for more complex objects like buildings) that are specifically based on the texture combinations I'm choosing. Is this accurate? the TexGen output only seems to overwrite a relatively small number of HD LOD textures, and the HD LOD textures nexus page warns that Noble Skyrim is required. As I understand it, a lot of what HD LOD's does is basically outside of the scope of what DynDOLOD can do, and if one wanted to have perfectly matching LOD's for all of the architecture for a custom texture combination, you'd have to load that combination into the CK or something and use some of it's LOD generation tools? or possibly even an external program?CK won't help you. We successfully replaced and surpassed all LOD generations features with xLODGen. To generate pre-rendered LOD textures you need to create side views of the objects in a similar way like tree billboards are created. Then merge and edit the side views in an image program. Link to comment Share on other sites More sharing options...
xenofactor07 Posted July 28, 2018 Share Posted July 28, 2018 So what's happening is my game CTD's if I exit Dragonsreach more than once in a session. I can usually load up the game after it crashes and it will load the exterior of Whiterun just fine. If I enter Dragonsreach and exit, then repeat, the game eventually will CTD.I've tested my entire load order activating plugins in chunks to determine that DynDOLOD appears to be the cause. I ran my TexGen output at 128 to decrease VRAM even further. As for the DynDOLOD settings, I'm using the Medium preset which yields a CTD after exiting Dragonsreach for the 2nd time in a session. Interestingly, if I run DynDOLOD at the LOW preset, I don't experience a CTD! If that's what I have to do then that's what I have to do, but I would love to use at least the Medium preset. I have a 1080 with 8 GB of VRAM though and according to the Skyrim Performance Monitor, I was using about 5.2 GB of VRAM at the time of the crash. So it doesn't appear to be a memory issue.I also RTFM and checked my logs for missing/invalid nif's, and also checked the Papyrus logs according to the manual and didn't find anything out of the ordinary. Help would be appreciated! I only know how to use DynDOLOD from the video tutorial on YT but I have no idea how to troubleshoot it! Link to comment Share on other sites More sharing options...
sheson Posted July 29, 2018 Author Share Posted July 29, 2018 So what's happening is my game CTD's if I exit Dragonsreach more than once in a session. I can usually load up the game after it crashes and it will load the exterior of Whiterun just fine. If I enter Dragonsreach and exit, then repeat, the game eventually will CTD.I've tested my entire load order activating plugins in chunks to determine that DynDOLOD appears to be the cause. I ran my TexGen output at 128 to decrease VRAM even further. As for the DynDOLOD settings, I'm using the Medium preset which yields a CTD after exiting Dragonsreach for the 2nd time in a session. Interestingly, if I run DynDOLOD at the LOW preset, I don't experience a CTD! If that's what I have to do then that's what I have to do, but I would love to use at least the Medium preset. I have a 1080 with 8 GB of VRAM though and according to the Skyrim Performance Monitor, I was using about 5.2 GB of VRAM at the time of the crash. So it doesn't appear to be a memory issue.I also RTFM and checked my logs for missing/invalid nif's, and also checked the Papyrus logs according to the manual and didn't find anything out of the ordinary. Help would be appreciated! I only know how to use DynDOLOD from the video tutorial on YT but I have no idea how to troubleshoot it! FAQ: Skyrim: ILS or CTD A: More LOD uses more memory and this can cause infinite loading screen (ILS) or crash to desktop (CTD) if the game is not setup correctly. Double check heap memory usage (block 1) with Memory Blocks Log from https://www.nexusmods.com/skyrim/mods/50471/ and adjust SKSE or SSME memory settings. Or use alternative OSAllocator from crash fixes with pre-loader. Remove satefy-load if it is used to verify it doesn't cause CTD. Set ExpandSystemMemoryX64=false in enblocal.ini A: If heap memory is not the cause of CTD see ..DynDOLOD\Docs\DynDOLOD-README.txt for checking if a missing or invalid nif model used for dynamic LOD is the cause. Link to comment Share on other sites More sharing options...
Gamanujjoy Posted July 30, 2018 Share Posted July 30, 2018 Hey everyone, Just signed today, and its my 1st post, thanks for the support in advance! I setup DynDOLOD for Skyrim, as described in the start-to-finish Youtube video, generated the textures and LODs succesfully, got the .esp in the load order (also resources,textures and patches), but somehow i do not see the expected "DynDOLOD is initialized" message (or smth close to that i believe) in game, as well as no DynDOLOD pops up in the MCM. What can you suggest me to check? I have attached my specs, i think it should be quite enough. Thanks!OnurDxDiag.txt Link to comment Share on other sites More sharing options...
sheson Posted July 30, 2018 Author Share Posted July 30, 2018 Hey everyone, Just signed today, and its my 1st post, thanks for the support in advance! I setup DynDOLOD for Skyrim, as described in the start-to-finish Youtube video, generated the textures and LODs succesfully, got the .esp in the load order (also resources,textures and patches), but somehow i do not see the expected "DynDOLOD is initialized" message (or smth close to that i believe) in game, as well as no DynDOLOD pops up in the MCM. What can you suggest me to check? I have attached my specs, i think it should be quite enough. Thanks!Onur DynDOLOD will only initialize and have the DynDOLOD SkyUI MCM when "Generate DynDOLOD" to generated dynamic LOD was activated at generation time. Dynamic LOD requires SKSE, PapayrusUtil, DynDOLOD Resource Core Files to be installed correctly. The SkyUI MCM obviously requires SkyUI to installed correctly. DynDOLOD will initialize only if in a world space that has dynamic LOD. Link to comment Share on other sites More sharing options...
Gamanujjoy Posted July 30, 2018 Share Posted July 30, 2018 DynDOLOD will only initialize and have the DynDOLOD SkyUI MCM when "Generate DynDOLOD" to generated dynamic LOD was activated at generation time. Dynamic LOD requires SKSE, PapayrusUtil, DynDOLOD Resource Core Files to be installed correctly. The SkyUI MCM obviously requires SkyUI to installed correctly. DynDOLOD will initialize only if in a world space that has dynamic LOD. Thanks, for the reply, i had the box checked. I'll redo the process and let you know. Link to comment Share on other sites More sharing options...
Gamanujjoy Posted August 3, 2018 Share Posted August 3, 2018 Hi Sheson, My issue still persists unfortunately. I have removed the textures and LODs and re-created them (process yields no errors), added them to NMM again, the .esp is in the bottom of the load order, but still no initialization in the game. I have Papyrus and SKSE properly installed, i have other mods depending on them working fine. Looking forward for your help.Onur Link to comment Share on other sites More sharing options...
sheson Posted August 3, 2018 Author Share Posted August 3, 2018 Hi Sheson, My issue still persists unfortunately. I have removed the textures and LODs and re-created them (process yields no errors), added them to NMM again, the .esp is in the bottom of the load order, but still no initialization in the game. I have Papyrus and SKSE properly installed, i have other mods depending on them working fine. Looking forward for your help.OnurDoing the same thing rarely has a different result. DynDOLOD.esp and all the other folders and files from the output directory need to be installed to the game folder and the plugin needs to be activated. Dynamic LOD requires DynDOLOD Resource Core Files to be installed correctly, especially the scripts. The SkyUI MCM obviously requires SkyUI to be installed correctly. DynDOLOD will initialize only if in a world space that has dynamic LOD. Link to comment Share on other sites More sharing options...
Gamanujjoy Posted August 3, 2018 Share Posted August 3, 2018 I dont know if i have to explain each step in detail, the things you say are not different from the tutorial video. But since you basically repeat "x requires y to be installed correctly" basic steps again and again, it seems it is required. "Doing the same thing rarely has a different result." I do not accuse you or anything like that, so i dont know why to take such defensive position and act savage. What i basically try to explain here is i do whatever the "Start to Finish" video explains both in segments "Download and Installation" and "Execution and Explanation" but it doesnt work for me, so im looking for possible niche causes instead of basic requirements. Since you are the creator and author, i think you have faced extraordinary situations like mine. -- Downloaded the latest Dyndolod, copied its contents to my Skyrim folder.-- Downloaded the Resource core files and installed it using NMM.-- Downloaded Indistinguishable Vanilla Billboards and installed it using NMM.-- I use Enchanced Vanilla Trees and SFO, installed billboards for them from their mod pages.-- Used TextGenx64 to generate Textures, compressed the resulting folder, added it using NMM and installed it.-- DÄ°d the same for DynDOLODx64 to generate LODs, compressed the content in the Output folder this time and installed it using NMM. And of course before you say anything,i have Papyrus Util, SKSE and SkyUI pre-installed correctly. Papyrus is one click installation, i use SKSE.exe to run the game everytime and i have other SkyUI dependent mods working fine, so yes i think they are correctly installed. To trigger in-game activation, i did couple of the steps for the main quest (which is mostly outdoors) Please ask me if you need any output or SS, i again attached a couple of SSs like my previous post. Link to comment Share on other sites More sharing options...
sheson Posted August 3, 2018 Author Share Posted August 3, 2018 (edited) I dont know if i have to explain each step in detail, the things you say are not different from the tutorial video. But since you basically repeat "x requires y to be installed correctly" basic steps again and again, it seems it is required. "Doing the same thing rarely has a different result." I do not accuse you or anything like that, so i dont know why to take such defensive position and act savage. What i basically try to explain here is i do whatever the "Start to Finish" video explains both in segments "Download and Installation" and "Execution and Explanation" but it doesnt work for me, so im looking for possible niche causes instead of basic requirements. Since you are the creator and author, i think you have faced extraordinary situations like mine. -- Downloaded the latest Dyndolod, copied its contents to my Skyrim folder.-- Downloaded the Resource core files and installed it using NMM.-- Downloaded Indistinguishable Vanilla Billboards and installed it using NMM.-- I use Enchanced Vanilla Trees and SFO, installed billboards for them from their mod pages.-- Used TextGenx64 to generate Textures, compressed the resulting folder, added it using NMM and installed it.-- DÄ°d the same for DynDOLODx64 to generate LODs, compressed the content in the Output folder this time and installed it using NMM. And of course before you say anything,i have Papyrus Util, SKSE and SkyUI pre-installed correctly. Papyrus is one click installation, i use SKSE.exe to run the game everytime and i have other SkyUI dependent mods working fine, so yes i think they are correctly installed. To trigger in-game activation, i did couple of the steps for the main quest (which is mostly outdoors) Please ask me if you need any output or SS, i again attached a couple of SSs like my previous post.I am giving you lists of things to check. I repeated the things you have not sufficiently verified as far as I can tell from your explanations or screenshots. The screenshots are not really showing anything useful as none of them show anything from the list directly. They don't have to anyways. Check that DynDOLOD.esp is in the games data folder, check that DynDOLOD.esp is listed as active in plugins.txt, and that DynDOLOD Resources Core Files completely installed to the data folder, especially, were the scripts like data\Scripts\SHESON_DynDOLOD_*.pex installed. At the very minimum an active DynDOLOD.esp with dynamic LOD that was generated without errors together with the scripts from DynDOLOD Resources Core Files has an active SkyUI MCM. You do not need to do any quests. The SkyUI MCM should always register. Edited August 3, 2018 by sheson Link to comment Share on other sites More sharing options...
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