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DynDOLOD 2.54 / Skyrim LE - "'Skyrim\Data\' Not Allowed!"


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Posted (edited)

First, I've watched the GP video and TexGen/DynDOLOD seem to be basically working but there's an error in the log file from DynDOLOD which I don't understand what it's telling me:

 

 

[00:00:05.234] Loading C:\Modding\Skyrim LE\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_TES5.ini

[00:00:05.252] Found C:\Modding\Skyrim LE\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_TES5_mesh_replace.txt
[00:00:50.150] Found: C:\Modding\Skyrim LE\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_TES5_worldspace_ignore.txt
[00:00:50.362] Loading preset from C:\Modding\Skyrim LE\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_TES5_LODGen preset default.ini
[00:00:50.381] C:\Steam\steamapps\common\Skyrim\Data\ Not allowed!
[00:01:16.656] Found: C:\Modding\Skyrim LE\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_TES5_worldspace_ignore.txt
[00:01:16.809] Loading preset from C:\Modding\Skyrim LE\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_TES5_LODGen preset default.ini
[00:01:16.823] C:\Steam\steamapps\common\Skyrim\Data\ Not allowed!

 

 
"C:\Steam\steamapps\common\Skyrim\Data\ Not allowed!"
 
I found this message was reported by a user in an old thread but that part of his post didn't seem to be addressed as he had another more obvious problem that was then discussed: https://forum.step-project.com/topic/11997-dynamic-distant-objects-lod-dyndolod-227/page-12?hl=not+allowed&do=findComment&comment=204057
 
I don't have that problem, all I have is the second error the reported.  Looking in "C:\Modding\Skyrim LE\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_TES5_LODGen preset default.ini" the Data path only exists on one line:
 

DataPath=C:\Steam\steamapps\common\Skyrim\Data\

 
which seems perfectly reasonable.
 
Can someone tell me what DynDOLOD is complaining about here and is there anything I need to do to fix it?  I have no idea how I can verify if everything worked correctly, I've scanned the log and see nothing a newbie to this would see as an error.
 
The output from DynDOLOD exists with a DynDOLOD.esp of 3.29MB so it created something!
 
Thanks.
 
[edit]
 
FYI, I'm using MO 2.1.5, the GP video was for MO1 and pointed out the "let MO manage archive" checkbox that MO2 doesn't have, I presumed this step isn't therefore needed but I mention it in case it's relevant.
Edited by Kraggy

2 answers to this question

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Posted

If DynDOLOD/xEdit is started without a -o command line argument to set the output path it defaults to the data folder automatically.

 

DynDOLOD is checking if the the current output is deemed valid to protect users from themselves, prints a message if it is not and sets the default out path inside the DynDOLOD installation folder which is then eventually shown in the options window.

 

If the LOD generated successfully, the log ends with DynDOLOD Worlds completed successfully and LODGen for 'worldspace' completed successfully messages as explained in the Generating LOD section in the Manual.

 

It might still have a report about uncleaned plugins, missing meshes and large reference being overwritten to point out problems with mods and plugins, but those things do not stop successful LOD generation.

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Posted (edited)

Okay, thanks for clearing that up, the log ends with what seemed to be good results:

 

[00:05:29.034] LODGen.exe for LabyrinthianMazeWorld completed succesfully
[00:05:29.064] DynDOLOD Worlds completed successfully.
[00:29:50.323] [24:24] Saving: DynDOLOD.esp
[00:29:51.365] [24:25] Done saving.
 
but I just wanted to be sure as I'm trying to figure out a CTD loading a save after installing DynDOLOD's output.
 
Thank you.
Edited by Kraggy

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