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Posted
  On 1/19/2018 at 9:59 AM, sheson said:

FAQ: Exception in unit xxx line xxx: [xxxxxxxx] < Error: Could not be resolved >

 
A: There is a plugin in the load order that links to a non existing form id. Check the load order for errors with xEdit.exe before generating LOD. Fix all errors. See this video for help. 

 

The form with the ID 0300A92D is missing, but a plugin is trying to use it. Doing the suggested error check in xEdit usually reveals the plugin. The plugin may have its masters confused.

Thank you, I found the culprit. Turned out to be Verdant for SSE.

Posted (edited)

Hi Sheson I found an issue that I dont think you can do anything about, nor anyone else really, but you may wish to add it to your FAQ if you haven't already :

 

Launch the game by launching SKSE64 first - Note, Steam client is not starting with windows in my setup, so needs to get running as a part of the chain of launchers, this I believe is the problem and causing a timing issue.

 

So I imagine when I launch SKSE64, that in turn launches the game, which also in turn finds the Steam client not running so that then gets kicked into action before the game loads .. I dont know the exact sequence here but imagine it to be something similar.

 

Whenever I launch the game this way I will always see DynDOLOD reporting that "DynDOLOD needs PapyrusUTIL v3.3 or above" (or a message similar to this I didnt write it down)

 

PapyrusUTIL v3.4 is installed correctly.

 

Now if I quit to desktop, then launch SKSE64 again to chain load Skyrim SE and plugins .. It all works fine and there is no message from DynDOLOD claiming that I need PapyrusUTIL to be installed

 

The difference - Steam client is already running in the background on the second launch, when that is true, there are no issues when DynDOLOD looks for PapyrusUTIL, so everything runs fine.

 

 

I dont know if you would have a better insight as to where this could possibly be solved (Maybe a timing thing for SKSE64 to wait for the Steam Client to fully load up first ?), but for now anyway any issues from users seeing the same message tell them to get the Steam Client loaded first.

 

(its probably going to be a rare thing because by default steam client sets itself to be yet another background process always loaded by windows, and not everyone will object to that always happening enough to go turn the option off and just load it when required).

 

 

Edit : I posted also for the attention of IanPatt on the nexus forum topic, but dont know if he still pops in there to check posts.

Edited by alt3rn1ty
Posted (edited)
  On 1/22/2018 at 10:47 PM, alt3rn1ty said:

Hi Sheson I found an issue that I dont think you can do anything about, nor anyone else really, but you may wish to add it to your FAQ if you haven't already :

 

Launch the game by launching SKSE64 first - Note, Steam client is not starting with windows in my setup, so needs to get running as a part of the chain of launchers, this I believe is the problem and causing a timing issue.

 

So I imagine when I launch SKSE64, that in turn launches the game, which also in turn finds the Steam client not running so that then gets kicked into action before the game loads .. I dont know the exact sequence here but imagine it to be something similar.

 

Whenever I launch the game this way I will always see DynDOLOD reporting that "DynDOLOD needs PapyrusUTIL v3.3 or above" (or a message similar to this I didnt write it down)

 

PapyrusUTIL v3.4 is installed correctly.

 

Now if I quit to desktop, then launch SKSE64 again to chain load Skyrim SE and plugins .. It all works fine and there is no message from DynDOLOD claiming that I need PapyrusUTIL to be installed

 

The difference - Steam client is already running in the background on the second launch, when that is true, there are no issues when DynDOLOD looks for PapyrusUTIL, so everything runs fine.

 

 

I dont know if you would have a better insight as to where this could possibly be solved (Maybe a timing thing for SKSE64 to wait for the Steam Client to fully load up first ?), but for now anyway any issues from users seeing the same message tell them to get the Steam Client loaded first.

 

(its probably going to be a rare thing because by default steam client sets itself to be yet another background process always loaded by windows, and not everyone will object to that always happening enough to go turn the option off and just load it when required).

 

 

Edit : I posted also for the attention of IanPatt on the nexus forum topic, but dont know if he still pops in there to check posts.

 

This is something to troubleshoot and solve between SKSE64 and PapytusUtil (potentially any other DLL plugin probably), so it is good you reported this to Ian. I would also check the SKSE logs for clues.

 

The script in DynDOLOD simply uses PapyrusUtil version check to see if it is there. If it fails it means the new papyrus functions from PapyrusUtil are not registered (or returns a too low value - which is unlikely in this case)

Edited by sheson
Posted

Thanks Sheson, I have now appended all logs over there, and a difference of what is produced in SKSE64_Steam_Loader.log when the steam client has not been pre-loaded

Posted

Lods generate fine in general but with error messages in logs:

 

 

  Reveal hidden contents

 

 

  Reveal hidden contents

 

 

And this is just the end of the main output log:

 

  Reveal hidden contents

 

 

Any ideas on how to fix the lod generation for those two worlds?

Posted
  On 1/24/2018 at 5:54 AM, godescalcus said:

Lods generate fine in general but with error messages in logs:

 

And this is just the end of the main output log:

 

Any ideas on how to fix the lod generation for those two worlds?

See if executing LODGen.exe just for these two worldspaces again lets it run through.

 

Change Expert=1 in ..DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini

Start DynDOLOD

Select Worldspace

Click Execute LODGen.exe button at the bottom

 

If that still fails, upload/pastebin ..DynDOLOD\Edit Scripts\Export\LODGen_SSE_DLC2SolstheimWorld.txt and ..DynDOLOD\Edit Scripts\Export\LODGen_SSE_QaarlWorld.txt

Posted

hey Sheson Can you please confirm if I want to generate Ultra trees in DynDOLOD I need to:

 

Delete the contents of DynDOLOD\Edit Scripts\DynDOLOD\cache

and in the DynDOLOD_SSE.ini I need to set TreeLOD=0 and TreeFullFallBack=1

 

Edit: Never Mind i worked it out.

Posted
  On 1/24/2018 at 10:40 AM, sheson said:

See if executing LODGen.exe just for these two worldspaces again lets it run through.

 

Change Expert=1 in ..DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini

Start DynDOLOD

Select Worldspace

Click Execute LODGen.exe button at the bottom

 

If that still fails, upload/pastebin ..DynDOLOD\Edit Scripts\Export\LODGen_SSE_DLC2SolstheimWorld.txt and ..DynDOLOD\Edit Scripts\Export\LODGen_SSE_QaarlWorld.txt

It does run like you said. But then I end up with a meshes and a textures folder in the DynDOLOD Output folder. Do I simply need to add them to the rest I had generated earlier? No need for new plugins/json containers to be "generated"? Don't really know how that works, maybe the plugins are always the same and added in the end.

Posted
  On 1/24/2018 at 5:51 PM, godescalcus said:

It does run like you said. But then I end up with a meshes and a textures folder in the DynDOLOD Output folder. Do I simply need to add them to the rest I had generated earlier? No need for new plugins/json containers to be "generated"? Don't really know how that works, maybe the plugins are always the same and added in the end.

Yes, you can just merge the folders with the already existing other ones. Everything else worked and generated correctly. You simply started LODGen manually with the very same data collected in the first run. It is the same thing.

  • +1 1
Posted

A quick question for you Sheson, I wanna create a bsa archive from my DynDOLOD output (at least the meshes and textures) and I was wondering, since there is both a DynDOLOD.esm and DynDOLOD.esp, which one would determine when the accompanying bsa gets loaded since they both have the same name?

Posted (edited)

I have no idea how the game will chose priority in this case. My gut feeling would be first come first serve.

 

I suppose you will find out if you have any other BSAs overwriting any of the LOD and if it is loaded after the esm but before the esp. Let me know what you find out.

 

Because of BSA overwrite order (LOOTing would require manual oversight) and more importantly potentially loose LOD files from other mods, creating BSAs out of the output is not something I consider worth doing.

Edited by sheson
Posted

Yeah I guess I'll leave them as loose files then, I just started archiving my big texture mods to free up some ssd space and also due to the benefits of using BSAs instead of loose files and thought, hey lets do the same for the DynDOLOD output :D.

Posted
  On 1/26/2018 at 4:12 PM, El_Rizzo said:

Yeah I guess I'll leave them as loose files then, I just started archiving my big texture mods to free up some ssd space and also due to the benefits of using BSAs instead of loose files and thought, hey lets do the same for the DynDOLOD output :D.

You could always use file and folder compression of the OS. At least some storage space benefit without the overwrite order problems.

Posted

Hello.

 

Right now I`m diggin´ for the reason my game crashes by transition from cell -27.9 to 28.10. Weird thing is, if I pass with normal running speed, the game crashes. If I pass this point with speedmult 700, it does not crash (in 8 from 10 tests) and I can move around in this cell with usual speed or even re-pass this point without any crash. Is there any known issue like that in connection with DynDOLOD? Btw the new MCM feature is very helpful, so I could name the regarding cells.

 

my relating Skyrim.ini values:

uExterior Cell Buffer=36
uGridsToLoad=5
bPreemptivelyUnloadCells=0
iPreloadSizeLimit=8388608000
bUseHardDriveCache=1
uStaticNeverFade=1
iPostProcessMillisecondsLoadingQueuedPriority=5
bForceFullLOD=1
Posted
  On 1/26/2018 at 11:56 PM, knee_arrow said:

 

Hello.

 

Right now I`m diggin´ for the reason my game crashes by transition from cell -27.9 to 28.10. Weird thing is, if I pass with normal running speed, the game crashes. If I pass this point with speedmult 700, it does not crash (in 8 from 10 tests) and I can move around in this cell with usual speed or even re-pass this point without any crash. Is there any known issue like that in connection with DynDOLOD? Btw the new MCM feature is very helpful, so I could name the regarding cells.

 

my relating Skyrim.ini values:

uExterior Cell Buffer=36
uGridsToLoad=5
bPreemptivelyUnloadCells=0
iPreloadSizeLimit=8388608000
bUseHardDriveCache=1
uStaticNeverFade=1
iPostProcessMillisecondsLoadingQueuedPriority=5
bForceFullLOD=1

First, I suggest to remove all made up, dangerous and wrong INI settings. Do this by removing the current INIs and using the launcher to create default ones. Then use BethINIs.

 

Higher speeds or using tcl turns off dynamic LOD, so nothing weird about things being different. See the readme.txt about how to use debug mode to find problematic nifs causing CTD as pointed out in the FAQ.

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