sheson Posted August 27, 2018 Author Posted August 27, 2018 (edited) On 8/27/2018 at 2:50 PM, moussie said: Hi i just installed DynDoLod following this guide https://www.youtube.com/watch?v=1_5MWqeHIzwThe mod seems to work fine except for the waterfalls, i took 3 screenshot of the one near darkshade https://www.plixup.com/pics_core3/1535379266670972850_20180827150828_1.png it start to change at around that distancehttps://www.plixup.com/pics_core3/1535379250888472850_20180827154331_1.png and load completely around therehttps://www.plixup.com/pics_core3/153537923473272850_20180827154357_1.png It's not only the one near darkshade that causes problems https://www.plixup.com/pics_core3/1535380758431372850_20180827163441_1.png https://www.plixup.com/pics_core3/1535380723800272850_20180827163136_1.png https://www.plixup.com/pics_core3/1535381555597972850_20180827163158_1.png I have SMIM, Skyfalls+Skymills and Realistic Water Two installed, i don't think the rest of my mod list would affect waterfalls and the load order is sorted by loot with DynDoLod.esp being the last plugin in the load order.SkyFalls and DynDOLOD rather obviously can not be active in those screenshots. Remove SkyFalls as is recommend in the manual. Check the most basic things/information:Did you maybe uncheck "Generate DynDOLOD" on the advanced options?Did you generate LOD for the Tamriel worldspace?Did the DynDOLOD LOD generation process finish with "DynDOLOD Worlds completed successfully" in the log?Did the "DynDOLOD successfully initialized" message show up in the game? What is the status of the DynDOLOD SkyUI MCM Main Page? Edited August 27, 2018 by sheson
moussie Posted August 27, 2018 Posted August 27, 2018 (edited) Thanks it's working now, i'm a little embarassed but it looks like disabling the plugins wasn't enough, removing skyfalls completely and regenerating the textures and lod made it work fine Edited August 27, 2018 by moussie
Agramen Posted August 29, 2018 Posted August 29, 2018 On 8/27/2018 at 8:34 AM, sheson said: The problematic form id 04011AA6 is mentioned in the the message. I would think a plugin is overwriting it doing something wierd.If it was a overwrite would it appear in MO2s overwrite folder? Because I just looked and there’s some LOD files in there
sheson Posted August 29, 2018 Author Posted August 29, 2018 On 8/29/2018 at 9:19 AM, Agramen said: If it was a overwrite would it appear in MO2s overwrite folder? Because I just looked and there’s some LOD files in there No. The error and overwrites of form IDs is plugin related and is something you check and fix with xEdit or CK. While unrelated to the plugin errors, DynDOLOD creates LOD files to the distinct output folder which is outside MO/game folder. The output should be installed as a mod and those files should not be overwritten by other files. Consequently there shouldn't be any LOD files in the MO overwrite folder.
Agramen Posted August 30, 2018 Posted August 30, 2018 On 8/29/2018 at 10:11 AM, sheson said: No. The error and overwrites of form IDs is plugin related and is something you check and fix with xEdit or CK. While unrelated to the plugin errors, DynDOLOD creates LOD files to the distinct output folder which is outside MO/game folder. The output should be installed as a mod and those files should not be overwritten by other files. Consequently there shouldn't be any LOD files in the MO overwrite folder.Do you mind telling me how i can do that? Because i have no idea about form ids or the CK
sheson Posted August 30, 2018 Author Posted August 30, 2018 On 8/30/2018 at 4:48 AM, Agramen said: Do you mind telling me how i can do that? Because i have no idea about form ids or the CKOpen the entire loader in xEdit, wait for it to load everything completely (The log will show Background Loader: finished) Enter the form id 04011AA6 into the field FormID top left and press Enter to show the record in the right pane. I would expect the first plugin (2nd column) to be listed to be [04] Dragonborn.esm. If another plugin overwrites this record there should be at least a third column with the plugins name on top. Let us know the plugin name I can then have a look myself. If no plugin is overwriting the record it could mean cleaning went wrong.
Agramen Posted August 31, 2018 Posted August 31, 2018 On 8/30/2018 at 9:02 AM, sheson said: Open the entire loader in xEdit, wait for it to load everything completely (The log will show Background Loader: finished) Enter the form id 04011AA6 into the field FormID top left and press Enter to show the record in the right pane. I would expect the first plugin (2nd column) to be listed to be [04] Dragonborn.esm. If another plugin overwrites this record there should be at least a third column with the plugins name on top. Let us know the plugin name I can then have a look myself. If no plugin is overwriting the record it could mean cleaning went wrong.You were right, it was from the Dragonborn dlc. I took a screenshot of what it shows in xEdit when i look for it: https://gyazo.com/3f9d6d1292f07ce538d647958ed4d3f8
sheson Posted August 31, 2018 Author Posted August 31, 2018 (edited) On 8/31/2018 at 11:47 AM, Agramen said: You were right, it was from the Dragonborn dlc. I took a screenshot of what it shows in xEdit when i look for it: From the screenshot it is obvious that either the load order changed between generation and loading xEdit (because it would require a plugin to overwrite it to trigger the error) or that the mentioned FormID exists in a different plugin pointing to a wrong master. The second scenario seems more likely since the error happens in the Tamriel worldspace and not the Solstheim worldspace. The most typical candidates are automatically created patches, like bashed patch or a merged plugin. If xEdit truly does not find the error in any plugin your next option is to remove plugins from the load order until the error is gone. Start with the (patches/merges) plugins loaded last or remove it groups, until it works, then add back one by one until you have found the culprit. While unrelated, it is recommended to remove SkyFalls/Mills from the load order for best performance and visuals. Edited August 31, 2018 by sheson
aboutthe1910s Posted September 2, 2018 Posted September 2, 2018 I'm having the issue described in the "Mods that add trees to the same area as child worlds" section of the manual, and because I am capable of RingTFM, I was hoping I wouldn't have to ask any stupid questions, but I'm having trouble figuring out which mod it is that's adding the offending trees. I'm stuck on the part that says to click the full model--there *are* no full models, there are just a couple of random LODs. Which can't be right clicked on. Well, to be precise, I can right click anywhere with the console open, but I either get the ID for the object behind the LOD, or if there's nothing behind it, I get no ID at all. Probably I am missing something very obvious, and I apologize for having to make a dumb inquiry, but I'm a bit stuck. Help, please?
sheson Posted September 2, 2018 Author Posted September 2, 2018 On 9/2/2018 at 12:46 PM, aboutthe1910s said: I'm having the issue described in the "Mods that add trees to the same area as child worlds" section of the manual, and because I am capable of RingTFM, I was hoping I wouldn't have to ask any stupid questions, but I'm having trouble figuring out which mod it is that's adding the offending trees. I'm stuck on the part that says to click the full model--there *are* no full models, there are just a couple of random LODs. Which can't be right clicked on. Well, to be precise, I can right click anywhere with the console open, but I either get the ID for the object behind the LOD, or if there's nothing behind it, I get no ID at all. Probably I am missing something very obvious, and I apologize for having to make a dumb inquiry, but I'm a bit stuck. Help, please?If a plugin adds trees to the cells of a parent world which have the same coordinates as the cells in a child world, then the engine will not remove the tree LOD, if the player is in the child world. This causes tree LOD to show close-up in the child world. The full models are added to the parent world, so you get the form id while in the parent world, because that is were the full models are.
aboutthe1910s Posted September 2, 2018 Posted September 2, 2018 On 9/2/2018 at 2:18 PM, sheson said: If a plugin adds trees to the cells of a parent world which have the same coordinates as the cells in a child world, then the engine will not remove the tree LOD, if the player is in the child world. This causes tree LOD to show close-up in the child world. The full models are added to the parent world, so you get the form id while in the parent world, because that is were the full models are.Arg, I knew it was something obvious that I wasn't getting. My apologies for not interpreting correctly; that makes complete sense. Thank you!
arigorn301 Posted September 7, 2018 Posted September 7, 2018 Hello, I'm new here and can literally count how many times I've ever made a forum post so please bare with me! Lol. I was wondering if you knew anything about this Error and also, is Enhanced Landscapes really gone from regular Skyrim? I put so much modding work in regular skyrim and haven't wanted to change to Special Edition cause I don't believe the mods I did a lot of different stuff for will work with the new mods...So as far as the error is concerned, do you know anything about why Portal 2 Mod (Fall of the Space Core Vol. 1) conflicting with Enhanced Landscapes 1.40 or DynDOLOD? Some of the trees from this DynDOLOD error list show it's from my "Vanilla Skyrim LOD Boards" and later on down the error message it tells me about a NIF file not being loaded or something...Here goes! Building reference info to verify if base records with missing models are used [00:02:10.568] <Warning: Unused data in: \ [00] Skyrim.esm \ [59] GRUP Top "WRLD" \ [11] GRUP World Children of CWTestHold "Avoidance Exterior" [WRLD:0001B44A] \ [2] GRUP Exterior Cell Block 0, 0 \ [0] GRUP Exterior Cell Sub-Block 0, 0 \ [8] TestCWRiverwood [CELL:0001B4F1] (in CWTestHold "Avoidance Exterior" [WRLD:0001B44A] at 1,1) \ [3] DATA - Flags> [00:02:10.569] <Warning: Unused data in: \ [00] Skyrim.esm \ [59] GRUP Top "WRLD" \ [11] GRUP World Children of CWTestHold "Avoidance Exterior" [WRLD:0001B44A] \ [2] GRUP Exterior Cell Block 0, 0 \ [0] GRUP Exterior Cell Sub-Block 0, 0 \ [10] [CELL:0001B4F2] (in CWTestHold "Avoidance Exterior" [WRLD:0001B44A] at 1,0) \ [2] DATA - Flags> [00:02:10.569] <Warning: Unused data in: \ [00] Skyrim.esm \ [59] GRUP Top "WRLD" \ [11] GRUP World Children of CWTestHold "Avoidance Exterior" [WRLD:0001B44A] \ [2] GRUP Exterior Cell Block 0, 0 \ [0] GRUP Exterior Cell Sub-Block 0, 0 \ [10] [CELL:0001B4F2] (in CWTestHold "Avoidance Exterior" [WRLD:0001B44A] at 1,0) \ [2] DATA - Flags> [00:02:10.573] <Warning: Unused data in: \ [00] Skyrim.esm \ [59] GRUP Top "WRLD" \ [11] GRUP World Children of CWTestHold "Avoidance Exterior" [WRLD:0001B44A] \ [2] GRUP Exterior Cell Block 0, 0 \ [0] GRUP Exterior Cell Sub-Block 0, 0 \ [18] TestCWHoldStart [CELL:0001B513] (in CWTestHold "Avoidance Exterior" [WRLD:0001B44A] at 0,0) \ [3] DATA - Flags> [00:02:10.577] <Warning: Unused data in: \ [00] Skyrim.esm \ [59] GRUP Top "WRLD" \ [11] GRUP World Children of CWTestHold "Avoidance Exterior" [WRLD:0001B44A] \ [7] GRUP Exterior Cell Block -1, 0 \ [3] GRUP Exterior Cell Sub-Block -1, 0 \ [20] [CELL:0001B4F3] (in CWTestHold "Avoidance Exterior" [WRLD:0001B44A] at 0,-1) \ [2] DATA - Flags> [00:02:10.795] <Warning: Unused data in: \ [00] Skyrim.esm \ [59] GRUP Top "WRLD" \ [21] GRUP World Children of BloatedMansGrottoWorld "Bloated Man's Grotto" [WRLD:0001FAE2] \ [2] GRUP Exterior Cell Block 0, 0 \ [0] GRUP Exterior Cell Sub-Block 0, 0 \ [2] [CELL:00020A3A] (in BloatedMansGrottoWorld "Bloated Man's Grotto" [WRLD:0001FAE2] at 2,0) \ [2] DATA - Flags> [00:02:11.128] <Warning: Unused data in: \ [00] Skyrim.esm \ [59] GRUP Top "WRLD" \ [39] GRUP World Children of RedEagleRedoubtWorld "Red Eagle Ascent" [WRLD:0002B101] \ [5] GRUP Exterior Cell Block 0, -1 \ [0] GRUP Exterior Cell Sub-Block 0, -4 \ [2] [CELL:0002B111] (in RedEagleRedoubtWorld "Red Eagle Ascent" [WRLD:0002B101] at -29,5) \ [2] DATA - Flags> [00:02:11.130] <Warning: Unused data in: \ [00] Skyrim.esm \ [59] GRUP Top "WRLD" \ [39] GRUP World Children of RedEagleRedoubtWorld "Red Eagle Ascent" [WRLD:0002B101] \ [5] GRUP Exterior Cell Block 0, -1 \ [0] GRUP Exterior Cell Sub-Block 0, -4 \ [9] [CELL:0002B115] (in RedEagleRedoubtWorld "Red Eagle Ascent" [WRLD:0002B101] at -30,5) \ [2] DATA - Flags> [00:02:28.469] Missing models were ignored by DynDOLOD. [00:02:28.481] Below is a list of base records with missing models which are used by references: [00:02:28.497] Skyrim.esm TreePineForestSnow01Dead [TREE:000EF5A5] [00:02:28.511] Skyrim.esm TreePineForestSnow02Dead [TREE:000EF5A4] [00:02:28.525] Skyrim.esm TreePineForestSnow04Dead [TREE:000EF5A2] [00:02:28.542] Skyrim.esm TreePineForestSnow05Dead [TREE:000EF5A1] [00:02:28.558] Skyrim.esm TreePineForestSnowL01Dead [TREE:000EF5A0] [00:02:28.575] Skyrim.esm TreePineForestSnowL02Dead [TREE:000EF59F] [00:02:28.591] Skyrim.esm TreePineForestSnowL04Dead [TREE:000EF59D] [00:02:28.608] Skyrim.esm TreePineForestSnowL05Dead [TREE:000EF59C] [00:02:28.625] Skyrim.esm TreePineForest05Dead [TREE:000B927E] [00:02:28.641] Skyrim.esm TreePineForest04Dead [TREE:000B927D] [00:02:28.657] Skyrim.esm TreePineForest02Dead [TREE:000B927B] [00:02:28.672] Skyrim.esm TreePineForest01Dead [TREE:000B927A] [00:02:28.687] Enhanced Landscapes - Barren Marsh.esp EncLand_NoTrees [TREE:F6000D62] [00:02:28.702] Skyrim.esm TreePineForestSnowL01 [TREE:0005D2DB] [00:02:28.717] Skyrim.esm TreePineForestSnowL02 [TREE:0005D2DA] [00:02:28.731] Skyrim.esm TreePineForestSnowL04 [TREE:0005D2D8] [00:02:28.745] Skyrim.esm TreePineForestSnowL05 [TREE:0005D2D7] [00:02:28.757] Skyrim.esm TreePineForestSnow01 [TREE:0005C072] [00:02:28.770] Skyrim.esm TreePineForestSnow02 [TREE:0005C071] [00:02:28.784] Skyrim.esm TreePineForestSnow04 [TREE:0005C06F] [00:02:28.797] Skyrim.esm TreePineForestSnow05 [TREE:0005C06E] [00:02:28.810] Skyrim.esm TreePineForest04 [TREE:0004FBB0] [00:02:28.820] [00:02:28.832] References using base records with missing models can cause CTD. [00:02:28.845] [00:02:28.856] (1) Verify that all required BSA files are loaded. [00:02:28.870] MO archive management is incompatible with many 3rd party tools like xEdit and consequently DynDOLOD.exe. [00:02:28.882] Check this startup log on top, to make sure all required BSA files are loaded via a matching esp filename. [00:02:28.894] [00:02:28.905] (2) Install the missing nif and generate LOD again if LOD for this object is desired. [00:02:28.917] [00:02:28.929] [00:02:28.956] [00:02:28.956] Exception in unit process line 85: Can not read Root block from meshes\mods\spcsphrorbitalstrike01.nif Error reading NIF block 0 NiHeader: Unknown NIF version "20.2.0.7" ("User Version"=12, "User Version 2"=80) [00:02:28.956] [00:02:28.956] Check log lines above the exception for additional hints. Check the FAQ and search official forum https://forum.step-pr...ndolod-support/ for those errors. [00:02:28.956] If problem persists, post error report with entire contents of ..\DynDOLOD\bugreport.txt and ..\DynDOLOD\logs\DynDOLOD_TES5_log.txt to official forum https://forum.step-pr...ndolod-support/ I tried disabling portal2mod.esp and nothing, I tried disabling Enhanced Landscapes and it only got rid of one line in the middle of that list of trees called "Enhanced Landscapes - Barren Marsh.esp EncLand_NoTrees [TREE:F6000D62]" and changed the error to... Exception in unit userscript line 300: Error: No model, can not create a dynamic LOD base record for TreePineForest04 [TREE:0004FBB0] in SkyrimIsWindy - EVT patch.esp I just want the landscape mod to work with DynDOLOD lol, thank for any help!
sheson Posted September 7, 2018 Author Posted September 7, 2018 On 9/7/2018 at 12:21 AM, arigorn301 said: I was wondering if you knew anything about this Error and also, is Enhanced Landscapes really gone from regular Skyrim? If you still have your copy of a mod you can still use it On 9/7/2018 at 12:21 AM, arigorn301 said: I put so much modding work in regular skyrim and haven't wanted to change to Special Edition cause I don't believe the mods I did a lot of different stuff for will work with the new mods... Skyrim SE is buggy garbage that is not really fit for serious modding yet, so that is cool. On 9/7/2018 at 12:21 AM, arigorn301 said: So as far as the error is concerned, do you know anything about why Portal 2 Mod (Fall of the Space Core Vol. 1) conflicting with Enhanced Landscapes 1.40 or DynDOLOD? Some of the trees from this DynDOLOD error list show it's from my "Vanilla Skyrim LOD Boards" and later on down the error message it tells me about a NIF file not being loaded The error about the nif included in the Portal 2 Mod is unrelated to Enhanced Landscapes. Removing the portal2mod.esp from the load and then generating again should take care of the "Exception in unit process line 85: Can not read Root block from meshes\mods\spcsphrorbitalstrike01.nif Error reading NIF block 0 NiHeader: Unknown NIF version "20.2.0.7" ("User Version"=12, "User Version 2"=80)" message. See https://forum.step-project.com/topic/12479-dynamic-distant-objects-lod-dyndolod-243/page-12?hl=%2Bspcsphrorbitalstrike01&do=findComment&comment=224356 The errors about the missing models need to be fixed, though. If you load the entire load order into xEdit and then type the mentioned form IDs like 000EF5A5 into the field top left and hit Enter, the right window most right column will show you the last overwrite record with a line for the model path / model.nif that is missing.
Ausgehwurst Posted September 15, 2018 Posted September 15, 2018 Hi. It's not really a problem with the mod, just more curiosity if im using it correctly and a wish for clarification.I use NMM along with Wrye Bash (2.07 beta2) for Skyrim LE installation. Usually i dont have any problems with DynDOLOD. It's just the combination of Open Cities + Bashed Patch that makes me unsure if i do it correctly. When i generate the DYNDOLOD_Output stuff i first have to disable the "Open Cities Skyrim.esp" and all the combatibily patches for it like Immersive Citizens and so on. Problem is, that Wrye Bash adds Open Cities as a master and if i disable it, i disable the Bashed Patch as well. What i do is: 1. Generate Texgen textures and install them2. remove "Open Cities Skyrim.esp" and all other dependend .esp's from data directory3. Rebuild Bashed Patch without Open Cities esp's4. Run DynDOLOD as recommended in the documentation, then Exit without save5. Edit the "DynDOLOD_TES5.ini" as required for Open Cities6. restore Open Cities esp's in Data directory, activate them, run LOOT.7. Deactivate "Bashed Patch,0.esp" (otherwise i get some Error message.)8. Run DynDOLOD again as in documentation, then save+Exit and install DYNDOLOD_Output stuff9. Rebuild Bashed Patch (again) which adds the CELL from Open Cities10. Profit :D It works, but im unsure if i there is a better/correct way.
sheson Posted September 15, 2018 Author Posted September 15, 2018 On 9/15/2018 at 2:52 AM, Ausgehwurst said: Hi. It's not really a problem with the mod, just more curiosity if im using it correctly and a wish for clarification.I use NMM along with Wrye Bash (2.07 beta2) for Skyrim LE installation. Usually i dont have any problems with DynDOLOD. It's just the combination of Open Cities + Bashed Patch that makes me unsure if i do it correctly. When i generate the DYNDOLOD_Output stuff i first have to disable the "Open Cities Skyrim.esp" and all the combatibily patches for it like Immersive Citizens and so on. Problem is, that Wrye Bash adds Open Cities as a master and if i disable it, i disable the Bashed Patch as well. What i do is: 1. Generate Texgen textures and install them2. remove "Open Cities Skyrim.esp" and all other dependend .esp's from data directory3. Rebuild Bashed Patch without Open Cities esp's4. Run DynDOLOD as recommended in the documentation, then Exit without save5. Edit the "DynDOLOD_TES5.ini" as required for Open Cities6. restore Open Cities esp's in Data directory, activate them, run LOOT.7. Deactivate "Bashed Patch,0.esp" (otherwise i get some Error message.)8. Run DynDOLOD again as in documentation, then save+Exit and install DYNDOLOD_Output stuff9. Rebuild Bashed Patch (again) which adds the CELL from Open Cities10. Profit :D It works, but im unsure if i there is a better/correct way.I suggest to not use the the merge plugins function for the Bashed Patch if it creates a broken plugin that has errors. In that case there also should be no data in the Bashed Patch that is relevant to LOD.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now