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Posted
  On 1/26/2018 at 8:43 PM, sheson said:

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

Oh I'm not that hard pressed for disc space, it's more a personal quirk of mine to optimize my modded games ;) and since SSE BSAs offer some benefits over loose files (just like BA2s for Fallout 4, but I'm certain you know way more about this than me anyway :D ) I simply wanted to make use of that, but I don't mind leaving the DynDOLOD output as loose files to prevent possible issues. Thanks for the suggestion anyway of course! :)

  • 2 weeks later...
Posted

Good morning

 

I currently have an issue with DynDOLOD in Skyrim SE / Mod Organizer 2. When i first installed it, it was working fine and all of a sudden, i started getting messages poping up at the top left corner of my screen

DynDOLOD Can not find master data in none.json

DynDOLOD.esp not found

 

I tried uninstalling / Reinstalling every component (SKSE, PapyrusUtil SE, DynDOLOD resources and DynDOLOD itself

I have no issues during the setup, textures generation and LOD generation but i keep getting this message in game

I tested with a new game and i still have the same messages

Strangely enough, I am able to manually activate DynDOLOD in the MCM, and i get the pop-up message that it was activated, but i keep getting the message periodically at the top left of the screen. I can play the game no problem but the message is rather annoying.

 

Any ideas?

 

 

Posted (edited)
  On 2/7/2018 at 5:15 PM, LordIceWolf said:

Good morning

 

I currently have an issue with DynDOLOD in Skyrim SE / Mod Organizer 2. When i first installed it, it was working fine and all of a sudden, i started getting messages poping up at the top left corner of my screen

DynDOLOD Can not find master data in none.json

DynDOLOD.esp not found

 

I tried uninstalling / Reinstalling every component (SKSE, PapyrusUtil SE, DynDOLOD resources and DynDOLOD itself

I have no issues during the setup, textures generation and LOD generation but i keep getting this message in game

I tested with a new game and i still have the same messages

Strangely enough, I am able to manually activate DynDOLOD in the MCM, and i get the pop-up message that it was activated, but i keep getting the message periodically at the top left of the screen. I can play the game no problem but the message is rather annoying.

 

Any ideas?

The error message "DynDOLOD.esp not found" is shown when the SKSE papyrus function Game.GetModByName reports load order of DynDOLOD.esp as 255 - which usually means "not found".

It could also mean you have too many plugins (the highest load order of a plugin should not exceed 253 AFAIK. 254 is for ESLs and 255 for temporary forms.

If the load order of DynDOLOD.esp is 253 or less, it could mean the updated game.pex papyrus script from SKSE is missing or overwritten.

The message is also shown in case a keyword record is not found in the DynDOLOD.esp, which could only happen if generation went really wrong with all kinds of errors or the DynDOLOD.esp was manually edited. Both seems unlikely in this case.

 

The error message "DynDOLOD Can not find master data in none.json" happens when certain things for a worldspace worked as they should in DynDOLOD.esm, but then failed to read additional data for the worldspace from DynDOLOD_Worlds.json or things went horrible wrong afterwards.

This can happen when

- JsonUtil.pex papyrus scripts from PapyrusUtil are missing or do not work as expected.

- the json file can not be read (not found, access denied) or its content is malformed.

- the default Game.GetFormFromFile function in Game.pex does not work as expected.

- the Math.LogicalAnd function in updated Math.pex papyrus script from SKSE is missing or does not work as expected.

Edited by sheson
Posted (edited)
  On 2/7/2018 at 5:15 PM, LordIceWolf said:

Good morning

 

I currently have an issue with DynDOLOD in Skyrim SE / Mod Organizer 2. When i first installed it, it was working fine and all of a sudden, i started getting messages poping up at the top left corner of my screen

DynDOLOD Can not find master data in none.json

DynDOLOD.esp not found

 

I tried uninstalling / Reinstalling every component (SKSE, PapyrusUtil SE, DynDOLOD resources and DynDOLOD itself

I have no issues during the setup, textures generation and LOD generation but i keep getting this message in game

I tested with a new game and i still have the same messages

Strangely enough, I am able to manually activate DynDOLOD in the MCM, and i get the pop-up message that it was activated, but i keep getting the message periodically at the top left of the screen. I can play the game no problem but the message is rather annoying.

 

Any ideas?

 

 

  On 2/7/2018 at 6:35 PM, sheson said:

The error message "DynDOLOD.esp not found" is shown when the SKSE papyrus function Game.GetModByName reports load order of DynDOLOD.esp as 255 - which usually means "not found".

It could also mean you have too many plugins (the highest load order of a plugin should not exceed 253 AFAIK. 254 is for ESLs and 255 for temporary forms.

If the load order of DynDOLOD.esp is 253 or less, it could mean the updated game.pex papyrus script from SKSE is missing or overwritten.

The message is also shown in case a keyword record is not found in the DynDOLOD.esp, which could only happen if generation went really wrong with all kinds of errors or the DynDOLOD.esp was manually edited. Both seems unlikely in this case.

 

The error message "DynDOLOD Can not find master data in none.json" happens when certain things for a worldspace worked as they should in DynDOLOD.esm, but then failed to read additional data for the worldspace from DynDOLOD_Worlds.json or things went horrible wrong afterwards.

This can happen when

- JsonUtil.pex papyrus scripts from PapyrusUtil are missing or do not work as expected.

- the json file can not be read (not found, access denied) or its content is malformed.

- the default Game.GetFormFromFile function in Game.pex does not work as expected.

- the Math.LogicalAnd function in updated Math.pex papyrus script from SKSE is missing or does not work as expected.

 

Good morning

 

Turns out it was that simple. Had no idea that we had to stop at 253. I was under the impression that as long as the Hex ID was FF or lower, i was good to go. It works fine now. Thanks again for the quick response.

Edited by LordIceWolf
  • 3 weeks later...
Posted (edited)

I was running DYNDOLOD for a new play-trough, but again the process fails, reading the LOD, I can just find this error that looks suspicious, but don't know what it means:

 

[00:16:54.574] Building a list of LOD objects, please wait...
[00:16:54.810]   World DLC2SolstheimWorld
[00:16:54.841]     Reading Large Reference Data for DLC2SolstheimWorld
[00:16:54.866]         Found 0 large references
[00:16:54.895]     Gathering references in DLC2SolstheimWorld "Solstheim" [WRLD:3A000800] for STAT ACTI MSTT CONT FURN DOOR LIGH TREE 
[00:16:54.923]     Filtering 0 references in DLC2SolstheimWorld "Solstheim" [WRLD:3A000800] for LOD
[00:16:54.949] Saving objects LOD data to H:\MODS SKYRIM SE\DynDOLOD-Standalone.2.36\DynDOLOD\Edit Scripts\Export\LODGen_SSE_DLC2SolstheimWorld.txt
[00:16:54.982] LOD references: 140, unique LOD objects: 0
[00:16:55.036] DoLODThread DLC2SolstheimWorld
[00:16:55.070] Creating mini atlas data
[00:16:55.209] Gathering meshes for atlas creation
[00:16:55.257] No flat atlas created
[00:16:55.273] No atlas created
[00:16:55.289] Combining mini atlas map
[00:16:55.311] Executing LODGenx64.exe
[00:16:55.327] "H:\MODS SKYRIM SE\DynDOLOD-Standalone.2.36\DynDOLOD\Edit Scripts\LODGenx64.exe" --inputfile "H:\MODS SKYRIM SE\DynDOLOD-Standalone.2.36\DynDOLOD\Edit Scripts\Export\LODGen_SSE_DLC2SolstheimWorld.txt" --logfile "H:\MODS SKYRIM SE\DynDOLOD-Standalone.2.36\DynDOLOD\Logs\LODGen_SSE_DLC2SolstheimWorld_log.txt" --dontFixTangents --removeUnseenFaces --skyblivionTexPath
[00:16:55.411] Master in DLC2SolstheimWorld found
[00:16:55.434] Error: There is a problem with the winning overwrite for 
[00:16:55.455] Non esm/esp master  for 
[00:16:55.489] Write next object id 01B1A8 to C:\Users\lento\AppData\Local\Skyrim Special Edition\DynDOLOD_SSE_next-object.fid

[00:16:55.509] Write next object id 04BFFB to C:\Users\lento\AppData\Local\Skyrim Special Edition\DynDOLOD_SSE_next-object-esm.fid 

 

THE LOG FINISHES WITH: 

[00:18:00.174] Exception in unit userscript line 325: Assertion failure (C:\Delphi\projects\DynDOLOD\wbImplementation.pas, line 2216)

 

Thanks for any help you could give me!!

Edited by SLOWMAN87
Posted
  On 2/25/2018 at 3:32 AM, SLOWMAN87 said:

I was running DYNDOLOD for a new play-trough, but again the process fails, reading the LOD, I can just find this error that looks suspicious, but don't know what it means:

 

[00:16:54.574] Building a list of LOD objects, please wait...
[00:16:54.810]   World DLC2SolstheimWorld
[00:16:54.841]     Reading Large Reference Data for DLC2SolstheimWorld
[00:16:54.866]         Found 0 large references
[00:16:54.895]     Gathering references in DLC2SolstheimWorld "Solstheim" [WRLD:3A000800] for STAT ACTI MSTT CONT FURN DOOR LIGH TREE 
[00:16:54.923]     Filtering 0 references in DLC2SolstheimWorld "Solstheim" [WRLD:3A000800] for LOD
[00:16:54.949] Saving objects LOD data to H:\MODS SKYRIM SE\DynDOLOD-Standalone.2.36\DynDOLOD\Edit Scripts\Export\LODGen_SSE_DLC2SolstheimWorld.txt
[00:16:54.982] LOD references: 140, unique LOD objects: 0
[00:16:55.036] DoLODThread DLC2SolstheimWorld
[00:16:55.070] Creating mini atlas data
[00:16:55.209] Gathering meshes for atlas creation
[00:16:55.257] No flat atlas created
[00:16:55.273] No atlas created
[00:16:55.289] Combining mini atlas map
[00:16:55.311] Executing LODGenx64.exe
[00:16:55.327] "H:\MODS SKYRIM SE\DynDOLOD-Standalone.2.36\DynDOLOD\Edit Scripts\LODGenx64.exe" --inputfile "H:\MODS SKYRIM SE\DynDOLOD-Standalone.2.36\DynDOLOD\Edit Scripts\Export\LODGen_SSE_DLC2SolstheimWorld.txt" --logfile "H:\MODS SKYRIM SE\DynDOLOD-Standalone.2.36\DynDOLOD\Logs\LODGen_SSE_DLC2SolstheimWorld_log.txt" --dontFixTangents --removeUnseenFaces --skyblivionTexPath
[00:16:55.411] Master in DLC2SolstheimWorld found
[00:16:55.434] Error: There is a problem with the winning overwrite for 
[00:16:55.455] Non esm/esp master  for 
[00:16:55.489] Write next object id 01B1A8 to C:\Users\lento\AppData\Local\Skyrim Special Edition\DynDOLOD_SSE_next-object.fid

[00:16:55.509] Write next object id 04BFFB to C:\Users\lento\AppData\Local\Skyrim Special Edition\DynDOLOD_SSE_next-object-esm.fid 

 

THE LOG FINISHES WITH: 

 

[00:18:00.174] Exception in unit userscript line 325: Assertion failure (C:\Delphi\projects\DynDOLOD\wbImplementation.pas, line 2216)

 

Thanks for any help you could give me!!

here is my full log, it took me a while to find were could I upload it without restrictions: https://es.scribd.com/document/372331180/Dyndolod-Log-slowman87

Posted (edited)
  On 2/25/2018 at 6:25 AM, SLOWMAN87 said:

here is my full log, it took me a while to find were could I upload it without restrictions: https://es.scribd.com/document/372331180/Dyndolod-Log-slowman87

https://forum.step-project.com/topic/13029-dyndolod-236-skyrim-se-beta-with-dynamic-lod/page-12?do=findComment&comment=213772

 

remove duplicate xx000800 DLC2SolstheimWorld in Genesis Watchtowers Reborn.esp

Edited by sheson
Posted (edited)
  On 2/25/2018 at 11:01 AM, sheson said:

Weird, SSEEDIT didn't gave me any error report on the "error check verification" on Genesis Watchtowers Reborn.esp, I thought I had fixed it. Thanks for your help sheson, really really appreciated. 

Edited by SLOWMAN87
Posted (edited)

Is it nomal or expected that I always get some unattached instances of DynDolod syripts in my savegame? I just started a new game, and just checked my last savegame file. It found four SHESON_* script instances (_Firstborn, _LODObject, _Master, _Minion), as well as a form- and keyword-instance. So I followed the clean save procedure by deactivating DynDOLOD in the MCM, go inside a house, check it's still deactivated, save and quit. Start game again withtout DynDOLOD.esm and DynDOLOD.esp enabled, load save, wait a minute, save again, quit, enable plugins and start game, load save, go outside, wait for initialization message and save! And the resulting savegame file suddenly included the same unattached instances again (yes, I cleaned them before with FallrimTools to see if they appear again). So I thought it might be something wrong with my installation. So followed the uninstallation procedure (like above) but this time uninstalled DynDOLOD completely and rebuilt it entirely from scratch (also tripple checked that all necessary plugins were activated, while unecessary ones were disabled). Well, this time I found some more unattached instances, but that's expected due to DynDOLOD was completely removed atm. However, I tried it both ways - left the savegame file untouched by FallrimTools, as also tried with cleaning all unattached instances from it before installing the new version. But no matter what I do, each time I have it installed, I get about 5 to 6 unattached instances, mostly the same ones I mentioned at the beginning.

One time I get those first when I saved inside a house and noticed that DynDOLOD disables itself inside interiors. So I thought it might lead to missing objects inside the savegame file because of that. But actually I cannot rememberthat I ever had this problem in my last playthrough, and just because I've just started a new game, I don't want it to be messed up some time later. better check for the reason now.

 

Thanks by the way for this great tool and mod!! Never want to play without it!

Edited by Godis
Posted

I just started a new game again, and it seems to work now. Must have been related to the use of an older version before (that I used in my prior playthrough, also when I didn't change any mods that affect LODs).. Weird. But it was my fault obviously. Nevermind :)

Posted
  On 2/26/2018 at 10:52 PM, Godis said:

Is it nomal or expected that I always get some unattached instances of DynDolod syripts in my savegame? I just started a new game, and just checked my last savegame file. It found four SHESON_* script instances (_Firstborn, _LODObject, _Master, _Minion), as well as a form- and keyword-instance. So I followed the clean save procedure by deactivating DynDOLOD in the MCM, go inside a house, check it's still deactivated, save and quit. Start game again withtout DynDOLOD.esm and DynDOLOD.esp enabled, load save, wait a minute, save again, quit, enable plugins and start game, load save, go outside, wait for initialization message and save! And the resulting savegame file suddenly included the same unattached instances again (yes, I cleaned them before with FallrimTools to see if they appear again). So I thought it might be something wrong with my installation. So followed the uninstallation procedure (like above) but this time uninstalled DynDOLOD completely and rebuilt it entirely from scratch (also tripple checked that all necessary plugins were activated, while unecessary ones were disabled). Well, this time I found some more unattached instances, but that's expected due to DynDOLOD was completely removed atm. However, I tried it both ways - left the savegame file untouched by FallrimTools, as also tried with cleaning all unattached instances from it before installing the new version. But no matter what I do, each time I have it installed, I get about 5 to 6 unattached instances, mostly the same ones I mentioned at the beginning.

One time I get those first when I saved inside a house and noticed that DynDOLOD disables itself inside interiors. So I thought it might lead to missing objects inside the savegame file because of that. But actually I cannot rememberthat I ever had this problem in my last playthrough, and just because I've just started a new game, I don't want it to be messed up some time later. better check for the reason now.

 

Thanks by the way for this great tool and mod!! Never want to play without it!

Why worry about something if there is no problem?

 

Save files contain a list of scripts that are attached to forms, regardless if that script on a particular form has been executed yet or not. There is no need to do a clean save unless you are replacing the DynDOLOD plugins with a newer version. 

 

As long as a script pex file is in the load order it will probably be listed in the existing save, since there is no uninstall function in papyrus. If it can be removed at all.

 

Data does not go missing from saves by itself. Data for a plugin is only removed when loading/saving without that plugin or if people mess up their save files with tools.

Posted
  On 2/26/2018 at 11:40 PM, sheson said:

Why worry about something if there is no problem?

 

Save files contain a list of scripts that are attached to forms, regardless if that script on a particular form has been executed yet or not. There is no need to do a clean save unless you are replacing the DynDOLOD plugins with a newer version. 

 

As long as a script pex file is in the load order it will probably be listed in the existing save, since there is no uninstall function in papyrus. If it can be removed at all.

 

Data does not go missing from saves by itself. Data for a plugin is only removed when loading/saving without that plugin or if people mess up their save files with tools.

Thx, you're fast! :)  Yes, I am aware of that. I think I didn't explained it well. Anyways, it's working now. I've started a new game with the updated DynDOLOD and now there are no missing object errors appearing anymore in my savefile now.

Posted (edited)

Hey Sheson, I'm sorry to bother you again. But I'm sure this isn't normal. I've checked my savegame file again, and it's back. Also the amaount of "Missing objects" has increased. And it's always something that has to do with DynDOLOD. I use this verison for about two months now, and never had this kind of problem before. And I know very well how scripts are behaving in the save file. FallrimTools prompts with "36 unattached instances" when I load the last savegame file with it. When I apply the filter to show unattached instances, it displays 4 of the DynDOLOD scripts (beginning with "SHESON_") and a growing number of missing objects without further information. It only can be backtracked to DynDOLOD. Do you think it could help to rebuild it and empty the DynDOLOD cache before? And should before I never disabled all mods when building DynDOLOD. This time I did... and I came to this problem. Don't know if it has something to do with it.

Edited by Godis
Posted (edited)

It is weird. That mentioned savegame file was taken inside WIndhelm. I checked the MCM to find DynDOLOD being disabled (I guess due to "interior" worldpace where it's just not needed, so it disables itself, that's right?). I went outside Windhelm, waited a few minutes, walked around and then checked MCM again and DynDOLOD of course was enabled then. Well, I save the game, and loaded that save up into FallrimTools, and well: Only 7 unattached instances now. See the image (The filter here is set to "Show unattached instances":

 

icBz1ih.jpg

 

 

Ok, now when I mark one of them, you can see in the right pane, that's actually not referring to anywhere:

 

5xNzshc.jpg

 

 

 

As I said, I am using the same DynDOLOD version for a few weeks now, and this problem came up after I started a new game. Do you know what it could be? Thank you

 

Edit: Just to clarify: I didn't clean anything in that save this time (also not before.) I started a new game again, just to check if it still happens. Also I didn't remove any mods, nor I added any. I will now build DynDOLOD again from scratch and see how it goes... But if you have any clue, what's going on, please let me know.

Edited by Godis
Posted (edited)
  On 2/27/2018 at 7:19 PM, Godis said:

Hey Sheson, I'm sorry to bother you again. But I'm sure this isn't normal. I've checked my savegame file again, and it's back. Also the amaount of "Missing objects" has increased. And it's always something that has to do with DynDOLOD. I use this verison for about two months now, and never had this kind of problem before. And I know very well how scripts are behaving in the save file. FallrimTools prompts with "36 unattached instances" when I load the last savegame file with it. When I apply the filter to show unattached instances, it displays 4 of the DynDOLOD scripts (beginning with "SHESON_") and a growing number of missing objects without further information. It only can be backtracked to DynDOLOD. Do you think it could help to rebuild it and empty the DynDOLOD cache before? And should before I never disabled all mods when building DynDOLOD. This time I did... and I came to this problem. Don't know if it has something to do with it.

AFAIK an unattached script instance can only happen if a plugin was removed between saves. I am not sure what Missing objects are supposed to be, but I suppose they have their cause in a removed plugin or a form id that does not exist in a plugin anymore, but only in the save.

 

Without a single other report it stands to reason this is either normal behavior for Skyrim SE or it is caused by something else. Just a hunch, the only reason you see a connection with DynDOLOD is most likely because it is more or less the last plugin in the load order, maybe even higher than the allowed 253?

 

Rebuilding or emptying the DynDOLOD cache will do nothing. It will just create the same data and plugins with different form ids. If nothing else jumps out, maybe try loading and saving the plugins in CK64.

Edited by sheson

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