Jump to content
sheson

DynDOLOD Beta for Skyrim Special Edition, Skyrim VR and Enderal SE 2.98

Recommended Posts

Thank you so much. This fixed all the errors I've had. Ever since I updated to this version I got no errors at all, thank you thank you thank you kind sir.

Edited by Deathani

Share this post


Link to post
Share on other sites

Awesome, thank you so much (for giving me back the headaches of updating DynDOLOD mid game again...) 😋

Share this post


Link to post
Share on other sites

I am still having uncontrollable urges to mutilate firstborns after having to deal with the large references, so yeah, enjoy your headaches and clean save routines. Hopefully it works.  :;):

Edited by sheson

Share this post


Link to post
Share on other sites

Hello, thanks for your work! There seems to be an issue with ELFX - Exteriors. I get the error following error when it's enabled:

Exception in unit userscript line 299: FormID [FC0011C5] references a master which is not available in file [FB] DynDOLOD.esm

 

 

I have checked ELFX - Exteriors with SSEEdit and apparently there are no errors with it.

Share this post


Link to post
Share on other sites

Thanks for this!

In testing, I'm getting this error message (is there a chance it was caused by Ruins Clutter Improved, SMIM, or something like that?) (EDIT: Running it a second time seems to have fixed it?):

Output: D:\Documents\my games\Skyrim\DynDOLOD\DynDOLOD_Output\Meshes\Terrain\skuldafnworld\Objects
Error accessing parsing line 293 Index was outside the bounds of the array.
00027B1B    00000000    203520.000000    -43904.007812    896.000122    0.0000    0.0000    90.0000    1.0    NorTmpExtPlatStairCapL01    00008000        meshes\dungeons\nordic\exterior\nortmpextplatstaircapl01.nif    meshes\lod\nordicexterior\nortmpextplatstaircapl01_lod.nif    meshes\lod\nordicexterior\nortmpextplatstaircapl01_lod.nif    meshes\lod\nordicexterior\nortmpextplatstaircapl01_lod.nif
Error accessing parsing line 677 Index was outside the bounds of the array.
000D7F50    00000000    201511.296875    -46761.714844    -627.970031    357.7914    0.1314    300.4405    1.0    RockPileS01PineForest02    00000000        meshes\landscape\rocks\rockpiles01.nif    meshes\lod\rocks\green\rockpiles01green_lod_0.nif        
Error accessing parsing line 576 Index was outside the bounds of the array.
000D424D    00008000    196418.578125    -32501.212891    4426.093750    347.5874    356.8725    139.8578    1.250000    MountainCliff02_LightSN    00038800    Snow-LargeRef    meshes\landscape\mountains\mountaincliff02.nif    meshes\lod\mountains\mountaincliff02_lod_0l.nif    meshes\lod\mountains\mountaincliff02_lod_1.nif    meshes\lod\mountains\mountaincliff02_lod_2.nif
Error accessing parsing line 484 Index was outside the bounds of the array.
000776A4    00008000    199742.078125    -39217.339844    -318.143127    12.6777    356.2905    96.5920    1.0    NorTempleExteriorRibFree06    08008000        meshes\dungeons\nordic\exterior\nortempleexteriorribfree06.nif    meshes\lod\nordicexterior\nortempleexteriorribfree06_lod.nif    meshes\lod\nordicexterior\nortempleexteriorribfree06_lod03.nif    meshes\lod\nordicexterior\nortempleexteriorribfree06_lod03.nif
Error accessing parsing line 192 Index was outside the bounds of the array.
00027A6D    00000000    205056.000000    -43904.007812    384.000000    0.0000    0.0000    0.0000    1.0    NorTmpExtPlatStairCapL01    00008000        meshes\dungeons\nordic\exterior\nortmpextplatstaircapl01.nif    meshes\lod\nordicexterior\nortmpextplatstaircapl01_lod.nif    meshes\lod\nordicexterior\nortmpextplatstaircapl01_lod.nif    meshes\lod\nordicexterior\nortmpextplatstaircapl01_lod.nif
Error accessing parsing line 384 Index was outside the bounds of the array.
00027BE7    00000000    208405.953125    -48000.000000    -384.000000    0.0000    0.0000    90.0000    1.0    NorTempleExteriorRibFree07    08008000    -LargeRef    meshes\dungeons\nordic\exterior\nortempleexteriorribfree07.nif    meshes\lod\nordicexterior\nortempleexteriorribfree07_lod.nif    meshes\lod\nordicexterior\nortempleexteriorribfree07_lod03.nif    meshes\lod\nordicexterior\nortempleexteriorribfree07_lod03.nif
Error accessing parsing line 102 Index was outside the bounds of the array.
000132F6    00000000    199514.265625    -42651.578125    -1642.224976    0.0000    0.0000    95.7297    1.0    NorTmpExtPlatStairCapR01    00008000        meshes\dungeons\nordic\exterior\nortmpextplatstaircapr01.nif    meshes\lod\nordicexterior\nortmpextplatstaircapr01_lod.nif    meshes\lod\nordicexterior\nortmpextplatstaircapr01_lod.nif    meshes\lod\nordicexterior\nortmpextplatstaircapr01_lod.nif
Error accessing parsing line 96 Index was outside the bounds of the array.
00013212    00000000    199556.187500    -46303.562500    -559.930726    0.0000    0.0000    25.3146    1.0    RockCliff08PineForest02    00000000    -LargeRef    meshes\landscape\rocks\rockcliff08.nif    meshes\lod\rocks\green\rockcliff08green_lod_1.nif    meshes\lod\rocks\green\rockcliff08green_lod_1.nif    
Error accessing parsing line 769 Index was outside the bounds of the array.
0010FF1C    00000000    207831.421875    -34926.742188    2907.730713    0.0000    0.0000    94.5381    1.110000    RockCliff02Snow01    00010800    Snow-LargeRef    meshes\landscape\rocks\rockcliff02.nif    meshes\lod\rocks\snow\rockcliff02snow_lod_1.nif    meshes\lod\rocks\snow\rockcliff02snow_lod_1.nif    
Log ended at 7:56:50 PM
Code: 767
 

Edited by DarthVitrial

Share this post


Link to post
Share on other sites

Sorry for double posting, the edit button is missing for me.

"DYNDOLOD can not read data from DYNDOLOD_none.json"

"DYNDOLOD can not find master data in DYNDOLOD_None.json"

"DYNDOLOD can not read data for Tamriel from DYNDOLOD_Worlds.json"

 

Did I mess up in the initial setup?

Share this post


Link to post
Share on other sites

Hello, thanks for your work! There seems to be an issue with ELFX - Exteriors. I get the error following error when it's enabled:

 

I have checked ELFX - Exteriors with SSEEdit and apparently there are no errors with it.

I can replicate this. Should have a fix soon.

 

Thanks for this!

In testing, I'm getting this error message (is there a chance it was caused by Ruins Clutter Improved, SMIM, or something like that?) (EDIT: Running it a second time seems to have fixed it?):

Not sure what the cause of that error could be. Please upload/Pastebin ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_SkuldafnWorld.txt

 

 

Sorry for double posting, the edit button is missing for me.

"DYNDOLOD can not read data from DYNDOLOD_none.json"

"DYNDOLOD can not find master data in DYNDOLOD_None.json"

"DYNDOLOD can not read data for Tamriel from DYNDOLOD_Worlds.json"

 

Did I mess up in the initial setup?

Either didn't install all files from output, or it may be related to the other error above. Something might have gone really wrong and json files/text file writing got messed somehow.

Upload/Pastebin ..\DynDOLOD\Logs\DynDOLOD_SSE_log.txt

 

If thinks worked better the second time, check CPU temps and overclocking settings. This looks a bit like a problem with reading/writing data correctly from/to disk/memory. Usually things just crash then though, so it is a bit weird.

Edited by sheson

Share this post


Link to post
Share on other sites

Hello, thanks for your work! There seems to be an issue with ELFX - Exteriors. I get the error following error when it's enabled:

 

I have checked ELFX - Exteriors with SSEEdit and apparently there are no errors with it.

Replace DynDOLOD.exe/DynDOLODx64.exe (or download DynDOLOD Standalone 2.36 beta 1 or newer form first post) and try again. This should run through now without problems hopefully.

Edited by sheson

Share this post


Link to post
Share on other sites

I can replicate this. Should have a fix soon.

 

 

Not sure what the cause of that error could be. Please upload/Pastebin ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_SkuldafnWorld.txt

 

 

 

Either didn't install all files from output, or it may be related to the other error above. Something might have gone really wrong and json files/text file writing got messed somehow.

Upload/Pastebin ..\DynDOLOD\Logs\DynDOLOD_SSE_log.txt

 

If thinks worked better the second time, check CPU temps and overclocking settings. This looks a bit like a problem with reading/writing data correctly from/to disk/memory. Usually things just crash then though, so it is a bit weird.

The text I quoted was the output from LODGen_SSE_SkuldafnWorld.txt

 

my DynDOLOD_SSE_Log.txt got overwritten, I'll try again tomorrow and if it happens again I'll post the log.

Share this post


Link to post
Share on other sites

The text I quoted was the output from LODGen_SSE_SkuldafnWorld.txt

LODGen.exe was reporting errors while reading the export file ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_SkuldafnWorld.txt - the first time anyways. So if that error happens again upload the export file too. It is not the logfile, but from a different folder.

Edited by sheson

Share this post


Link to post
Share on other sites

Oh, oops. here's the correct file. https://pastebin.com/QABNGY6h

Contents of the file seems correct and runs without problem here. If you have that weird error again, it could also be caused by antivirus prevent reading it properly or something. It's a bit odd tough, not entirely sure what to make if it.

 

I am getting two non-flagged ESPs  getting added to Dyndolod.esm once it's generated. Legacy of the Dragonborn and Realistic Water Two. Here is my log

 

https://www.dropbox.com/s/j8c8tzclkurnmjs/DynDOLOD_SSE_log.txt?dl=0

 

Sorry for all the other junk I have in that log file.

Get the new DynDOLOD Standalone 2.36 beta 3 in first post I just updated. It fixes that.

Share this post


Link to post
Share on other sites

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 account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Similar Content

    • By Mousetick
      Discussion topic:
      Carriage Drivers Are Alive SE by ToosTruus, CosmicSloth0, WiZKiD34
      Wiki Link
      Introduces AI, sandboxing, and campsites for the vanilla carriage and ferry systems with compatibility in mind.
      Why are the Skyrim carriage drivers and ferries just idled to a Velcro seat? No backstory, nowhere to sleep, nothing to eat.
      Shame. Apparently Bethesda forgot about them.
      Well, not anymore. Now all vanilla carriage and ferry drivers have their own AI along with a spot to rest, sleep, and eat.
      TL;DR: This mod is aimed for people who want to use vanilla travel system (or none at all) and simply want to see carriage driver NPC's living in Skyrim. The results of this make the mod highly compatible with your load order.
      ESPFE plugin(s). No scripts, uses vanilla objects (i.e. compatible with any vanilla mesh or texture replacer). Terrain changes and object placement based on SLaWF & LFfGM, compatible with CRF where applicable. Sorted by LOOT correctly below all of them. Optional add-on plugin for ferrymen. Doesn't modify the travel system. It's just for show, to make the scenery more believable.
      Comments from the peanut gallery:
      This addresses a shortcoming of AI Overhaul where carriage drivers and ferrymen are left with vanilla AI: static drones sitting on their driver's seat 24/7/365, waiting... I don't use fast-travel during normal gameplay, and I seldom use carriages for travel, but these drivers sitting still all the time, while the rest of the world tries to look "alive", really bothers me.
      The Whiterun driver has a small camp, nested between Skulvar's Farm and Maiden-Loom Manor, seen here while cooking:

      The Windhelm driver has a small camp, nested between the stables and the Khajit caravan camp, seen here while cooking:

      The Markath driver has a small camp next to his carriage, seen here while sitting on a bench and eating (sorry it's pretty dark):

      The Riften driver has a small camp behind the Khajit caravan camp. During the day he sandboxes near the stables:

      The Solitude driver is seen sitting on a wall. He sleeps in the tower behind:

       
      Looking at the plugin in xEdit, the Hearthfire carriage drivers are given new AI packages for their routine, and are supposed to sleep in the house if there's a bed available. I don't know how to test or demonstrate this in-game as I don't currently have any HF player home.
      The ferrymen (with the add-on) don't have camps and don't do much, they mostly sandbox near their boat, sometimes eating or drinking. Here in Dawnstar:

    • By sheson
      I will keep this post brief. Make use of the Help buttons and hover over settings. Do not hesitate to ask questions and provide feedback.
      This is early ALPHA to test things and iron out bugs. Certain things may be incomplete, not work as expected or change considerably between versions. Read the documentation included in the Standalone archive.
      In case of error messages prompts, click the link
      Click on this link for additional explanations and help for this message
      if available to open the associated help/message page on https://dyndolod.info
      Use search to find similar questions and answers.
      Ask questions (also about 3rd party mods) or report any problems or issue in this thread only. Questions or problems can only be properly answered or addressed by the developers.
      If making posts or reporting errors, upload/paste these files (if they exist) to a file or text sharing service:
      ..\DynDOLOD\bugreport.txt
      ..\DynDOLOD\Logs\[DynDOLOD|TexGen]_[TES5|ENDERAL|SSE|TES5VR|ENDERALSE]_log.txt (truncate large log files to the entire last meaningful generation)
      ..\DynDOLOD\Logs\[DynDOLOD|TexGen]_[TES5|ENDERAL|SSE|TES5VR|ENDERALSE]_Debug_log.txt
      If issue involves LODGen upload/paste
      ..\DynDOLOD\Logs\LODGen_[TES5|ENDERAL|SSE|TES5VR|ENDERALSE]_[Worldspace]_log.txt
      If the option "Copy this message to clipboard" is available, copy and paste the text instead posting a screenshot.
      Requirements
      DynDOLOD Standalone 3.00 Alpha-64 (Mega) DynDOLOD Resources 3.00 Alpha-17 (Mega) for Skyrim/Enderal or DynDOLOD Resources SE 3.00 Alpha-19 (Mega) for Skyrim SE/Skyrim VR/Enderal SE Microsoft Visual C++ Redistributable for Visual Studio 2015, 2017 and 2019 For dynamic LOD: SKSE, SKSE64, SKSEVR and PapyrusUtil, PapyrusUtil SE, PapyrusUtil VR  or DynDOLOD DLL For grass LOD: A warm precache from No Grass In Objects. See next post for details. For Majestic Mountains: Majestic Mountains LOD Pack for DynDOLOD 3. Obviously do not install LOD meshes from older versions made for DynDOLOD 2.x.  
      Installation
      Install the requirements as usual. Install the Core Files from either DynDOLOD Resources or DynDOLOD Resources SE depending on the used game version. Typically overwrite any files or refer to Load/Overwrite Orders. Install other options as desired. Unpack the DynDOLOD Standalone archive into a new empty 'DynDOLOD' directory that is outside of special OS folders like 'Programs Files' or 'Program Files (x86)', User, Documents, Desktop, Download and also not in SteamApps, game or any mod manager folders. If the tools are started without setting a Game Mode with a command line argument (-tes5 for Skyrim, -sse for Skyrim Special Edition etc.), a message window will prompt for the desired Game Mode. Since TexGen now generates billboards do not install any 3rd party billboards.
      LOD Generation
      Use TexGen to generate object LOD textures and tree/grass LOD billboards into a dedicated output folder and then install as a mod. Use DynDOLOD to generate object LOD (includes grass LOD if enabled), tree and optional dynamic LOD into a dedicated output folder and then install as a mod.  
      Major Feature Changes
      Generate high quality tree/grass LOD billboards with TexGen. No need to install any billboards. Optional ultra tree LOD is now a checkbox - remember to update the tree mesh rule as desired. Optional billboard Grass LOD in object LOD Level 4. See next post for details. Generate some pre-rendered object LOD textures, including all cities. Optional generate an underside terrain mesh to block sun rays. Automatic texture replacements for stitched object LOD textures. Optional grass LOD generation is now a checkbox Optional occlusion generation is now a checkbox and can generate Occlusion.esp in the same session, eliminating the step with xLODGen Optional terrain underside generation is now a checkbox  
      Changelog
  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.