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Dynamic Distant Objects LOD - DynDOLOD for Skyrim and Enderal 2.98


sheson

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Hi, 

 

After Computer reinstall and updateing DynDolod standalone version, I got this error in Texgen64.exe:

 

Exception in unit userscript line 458: Access violation at address 0000000000C895A3 in module 'TexGenx64.exe'. Read of address FFFFFFFFFFFFFFF8

I have consulted the logs, fixed somethings and now I don't know what to do next or how to fix this.

 

I enclose the log file.

 

Thank you very much for your help !

TexGen_TES5_log.txt

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Hi, 

 

After Computer reinstall and updateing DynDolod standalone version, I got this error in Texgen64.exe:

 

Exception in unit userscript line 458: Access violation at address 0000000000C895A3 in module 'TexGenx64.exe'. Read of address FFFFFFFFFFFFFFF8

I have consulted the logs, fixed somethings and now I don't know what to do next or how to fix this.

 

I enclose the log file.

 

Thank you very much for your help !

Most likely caused by installing DynDOLOD into a special windows or game / MO folder, maybe UAC or anti virus or using MO incorrectly / odd setup.

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This is the error message at the end of the log:

 

[00:01:26.143] Exception in unit process line 85: FormID [04011AA6] references a master which is not available in file [8F] DynDOLOD.esp
[00:01:26.143] 
[00:01:26.143] Check log lines above the exception for additional hints. Check the FAQ and search official forum http://forum.step-project.com/forum/101-shesons-dyndolod-support/ for those errors.
[00:01:26.143] If problem persists, post error report with entire contents of ..\DynDOLOD\bugreport.txt and ..\DynDOLOD\logs\DynDOLOD_TES5_log.txt to official forum http://forum.step-project.com/forum/101-shesons-dyndolod-support/

FAQ: Exception in unit xxx line xxx: FormID [xxx] references a master which is not available in file [xx] xxx.esp 

 
A: There is a plugin in the load order with errors. Check the load order for errors with xEdit.exe before generating LOD. Fix all errors. See this video for help. 
 
 
Bruma missing models for tree is "normal". They forgot to add those models to their BSAssets.bsa and BSHeartland.bsa. Those BSA are loaded fine as you can see from the top of the log. AFAIK those files missing is inconsequential for the mod to function properly at the moment .

 

Running xEdit turned up with no results, no errors when loading esps and no dirty plugins

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Hi i just installed DynDoLod following this guide https://www.youtube.com/watch?v=1_5MWqeHIzw

The 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 distance

https://www.plixup.com/pics_core3/1535379250888472850_20180827154331_1.png

 

and load completely around there

https://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.

Edited by moussie
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Hi i just installed DynDoLod following this guide https://www.youtube.com/watch?v=1_5MWqeHIzw

The 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 distance

https://www.plixup.com/pics_core3/1535379250888472850_20180827154331_1.png

 

and load completely around there

https://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 by sheson
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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 by moussie
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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

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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.

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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

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Do you mind telling me how i can do that? Because i have no idea about form ids or the CK

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.

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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: 3f9d6d1292f07ce538d647958ed4d3f8.png

https://gyazo.com/3f9d6d1292f07ce538d647958ed4d3f8

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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 by sheson
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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?

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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.

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