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Posted

Will putting DynDOLOD Resources into a .bsa (with a dummy .esp to load them) cause any problems during generation (when running DynDOLOD and TexGen)?

Posted
  On 1/20/2019 at 12:16 PM, Project579 said:

Will putting DynDOLOD Resources into a .bsa (with a dummy .esp to load them) cause any problems during generation (when running DynDOLOD and TexGen)?

If you need to ask, then don't do it. It should be able to read the patch files. There is no advantage adding more potential issues to the load order.

Posted

Well I tried and DynDOLOD seems to have gotten stuck while generating, I'm trying with the loose files now to see if it works, I know the game works correctly if I put DynDOLOD Resources and everything generated into a .bsa.

  • 1 month later...
Posted

Hi. Want to say I really appreciate this and all the stuff it does. I can't play Skyrim without it. 

That being said, I tried to make a new modlist for a new playthrough and updated DynDOLOD, but I'm running into this error
 

[00:02:37.356] Found D:\Steam\steamapps\common\Skyrim\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_TES5_childworldfull.txt
[00:02:37.377] Add 463 references from child worlds to Tamriel
[00:02:38.798]
[00:02:38.798] Exception in unit userscript line 305: Invalid block index 0
[00:02:38.798]
[00:02:38.798] 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.
[00:02:38.798]
[00:02:38.798] If problem persists, post error report with entire contents (not just the last couple lines) of ..\DynDOLOD\bugreport.txt and ..\DynDOLOD\logs\DynDOLOD_TES5_log.txt to official forum http://forum.step-project.com/forum/101-shesons-dyndolod-support/
[00:02:38.799] Error: Invalid block index 0

Not quite sure what it means, tried running it through as both 32 and 64bit with the same error. Sadly my log.txt file is too large to add in.
Posted
  On 2/27/2019 at 12:24 PM, Sus said:

 

Hi. Want to say I really appreciate this and all the stuff it does. I can't play Skyrim without it. 

 

That being said, I tried to make a new modlist for a new playthrough and updated DynDOLOD, but I'm running into this error

 

[00:02:37.356] Found D:\Steam\steamapps\common\Skyrim\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_TES5_childworldfull.txt
[00:02:37.377] Add 463 references from child worlds to Tamriel
[00:02:38.798]
[00:02:38.798] Exception in unit userscript line 305: Invalid block index 0
[00:02:38.798]
[00:02:38.798] 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.
[00:02:38.798]
[00:02:38.798] If problem persists, post error report with entire contents (not just the last couple lines) of ..\DynDOLOD\bugreport.txt and ..\DynDOLOD\logs\DynDOLOD_TES5_log.txt to official forum http://forum.step-project.com/forum/101-shesons-dyndolod-support/
[00:02:38.799] Error: Invalid block index 0

Not quite sure what it means, tried running it through as both 32 and 64bit with the same error. Sadly my log.txt file is too large to add in.

 

 

If problem persists, post error report with entire contents (not just the last couple lines) of ..\DynDOLOD\bugreport.txt and ..\DynDOLOD\logs\DynDOLOD_TES5_log.txt to official forum

 

Enable Debug=1 in DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_TES5.ini so there is a bit more info in the log.

Posted
  On 2/27/2019 at 1:47 PM, sheson said:

If problem persists, post error report with entire contents (not just the last couple lines) of ..\DynDOLOD\bugreport.txt and ..\DynDOLOD\logs\DynDOLOD_TES5_log.txt to official forum

 

Enable Debug=1 in DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_TES5.ini so there is a bit more info in the log.

My bad. Here's the log and a link to the bug report https://docs.google.com/document/d/e/2PACX-1vTKifwF7Qyq8xTFzutwZzTjjHyvBuRTCcO6yUKRpc6q8cNtHV95ou2Nk6ipSB_FmULxlt6UJtrQGvkn/pub

DynDOLOD_TES5_log.txtFetching info...

Posted (edited)
  On 2/27/2019 at 10:07 PM, Sus said:

There seems to be a problem with the NIF used by reference 7B014DDC in JKs LITE - Merged.esp.

Typically that should be Meshes\Architecture\Windhelm\WHshorttower.nif defined on base record 0009A359.

 

That is a vanilla mesh of course. In my test load order it is replaced by the ENB particle patch. Those two are fine here.

 

In any case, see if you have a mod replacing it. Use xEdit Asset Browser (CTRL+F3) to search for the file in a all available BSAs in case there is no loose file.

Replace by a working version.

Edited by sheson
Posted
  On 2/28/2019 at 8:47 AM, sheson said:

There seems to be a problem with the NIF used by reference 7B014DDC in JKs LITE - Merged.esp.

Typically that should be Meshes\Architecture\Windhelm\WHshorttower.nif defined on base record 0009A359.

 

That is a vanilla mesh of course. In my test load order it is replaced by the ENB particle patch. Those two are fine here.

 

In any case, see if you have a mod replacing it. Use xEdit Asset Browser (CTRL+F3) to search for the file in a all available BSAs in case there is no loose file.

Replace by a working version.

Gotcha. I figured I messed with my load order too much and just clean install earlier and it's running fine now. Thanks for the help

Posted

So I only just remembered - back in September you provided an xedit script (https://forum.step-project.com/topic/13894-dyndolod-beta-for-skyrim-special-edition-and-skyrim-vr-256/page-54?do=findComment&comment=228495) for finding waterfall nodes that DyndoLod can replace with optimized versions (that was added for the Dreamborne Isles fix).

I've been using it since then and only just remembered that I never reported back on it it actually worked.

 

It did, and I have not noticed any visual issues with any waterfalls.

  • +1 1
Posted
  On 3/2/2019 at 11:23 PM, DarthVitrial said:

So I only just remembered - back in September you provided an xedit script (https://forum.step-project.com/topic/13894-dyndolod-beta-for-skyrim-special-edition-and-skyrim-vr-256/page-54?do=findComment&comment=228495) for finding waterfall nodes that DyndoLod can replace with optimized versions (that was added for the Dreamborne Isles fix).

I've been using it since then and only just remembered that I never reported back on it it actually worked.

 

It did, and I have not noticed any visual issues with any waterfalls.

Better late than never, eh. Thanks for letting us know.

Posted
  On 3/9/2019 at 5:24 AM, fdghgf said:

Hello, I have this problem when I install dyndolod, how can I solve it?

Install a legal copy of the game, start it once through the launcher, then start the tools in the correct game mode.

Posted
  On 3/9/2019 at 7:27 AM, sheson said:

Install a legal copy of the game, start it once through the launcher, then start the tools in the correct game mode.

Does "legal copy of the game" mean "SkyrimSE.exe" this file needs the latest version? 
And then I should start dyndolod with Mod Organizer?
Posted
  On 3/9/2019 at 8:23 AM, fdghgf said:

 

Does "legal copy of the game" mean "SkyrimSE.exe" this file needs the latest version? 
And then I should start dyndolod with Mod Organizer?

 

No, legal copy does not mean SkyrimSE.exe.

No, the version of the supported games does not matter.

Yes, everything needs to be started from within MO if you want it to be able to use the mods managed by MO, obviously .

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