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Posted (edited)

Heya :) why is DynDOLOD doing this now ? I updated my dyndolod with 2.37beta3;

 


[00:02] Background Loader: Fatal: <Exception: "DynDOLOD.esm" requires master "Immersive Music.esp" to be loaded before it.>

[00:02] Background Loader: Fatal: <Exception: "DynDOLOD.esm" requires master "ELE_SSE.esp" to be loaded before it.>

If I ESMify both i will need to completely redo my patches, especially for ELE. :/ this is weird. I must have done something wrong somewhere.

 

edit: hmm i might know why this happened, let me verify first and i'll be back in an hour to confirm.

so it did this because i made a .ESP (flagged .esl) patch to fix consistencies between Immersive Music and ELE_SSE. Basically I.M. adds new music entries to some worldspaces, in which ELE also changes stuff, because it was loaded during the dyndolod "construction" it auto-added both as masters. :( so can I safely disable the patch, run dyndo, then enable the patch to load AFTER dyndolod.esp at the bottom of my load order? the only changes in worldspace is some light and music.

Edited by KorruptkSwades
Posted (edited)

Heya :) why is DynDOLOD doing this now ? I updated my dyndolod with 2.37beta3; [...]

(can't edit my original post. sorry for double post)

 

So hmmm I fixed the master issue... but... hmmm...

[00:00] Checking for Errors in [DE] DynDOLOD.esp

[00:00] Skyrimesm_0D0E59_DynDOLOD_LOD [REFR:DE01ACE9] (places NULL - Null Reference [00000000] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at -15,25)
[00:00]     REFR \ NAME - Base -> Found a NULL reference, expected: ACTI,ADDN,ALCH,AMMO,APPA,ARMA,ARMO,ARTO,ASPC,BOOK,CONT,DOOR,FLOR,FURN,GRAS,IDLM,INGR,KEYM,LIGH,LVLC,LVLN,MISC,MSTT,SCRL,SLGM,SNDR,SOUN,SPEL,STAT,TACT,TREE,TXST,WEAP
[00:00] Skyrimesm_0D8769_DynDOLOD_LOD [REFR:DE01ACEA] (places NULL - Null Reference [00000000] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at -15,25)
[00:00]     REFR \ NAME - Base -> Found a NULL reference, expected: ACTI,ADDN,ALCH,AMMO,APPA,ARMA,ARMO,ARTO,ASPC,BOOK,CONT,DOOR,FLOR,FURN,GRAS,IDLM,INGR,KEYM,LIGH,LVLC,LVLN,MISC,MSTT,SCRL,SLGM,SNDR,SOUN,SPEL,STAT,TACT,TREE,TXST,WEAP
[00:00] Skyrimesm_0D9B25_DynDOLOD_LOD [REFR:DE01ACEB] (places NULL - Null Reference [00000000] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at -15,26)
[00:00]     REFR \ NAME - Base -> Found a NULL reference, expected:

I think i'm one unlucky s.o.a.b . :( didn't know how to explain the errors i was getting so i just copy-paste the first few. now this sh*t goes on forever, i can't even copy paste the whole of it there's Thousands of lines of these errors and I did my dyndolod likes ive done back in v.2.36 , v2.37-b1. never had these errors before :/ Only thing i have changed is Treelod=0 (for the hq trees) and beyond bruma line is commented out.
Edited by KorruptkSwades
Posted (edited)

Heya :) why is DynDOLOD doing this now ? I updated my dyndolod with 2.37beta3;

 

If I ESMify both i will need to completely redo my patches, especially for ELE. :/ this is weird. I must have done something wrong somewhere.

 

edit: hmm i might know why this happened, let me verify first and i'll be back in an hour to confirm.

so it did this because i made a .ESP (flagged .esl) patch to fix consistencies between Immersive Music and ELE_SSE. Basically I.M. adds new music entries to some worldspaces, in which ELE also changes stuff, because it was loaded during the dyndolod "construction" it auto-added both as masters. :( so can I safely disable the patch, run dyndo, then enable the patch to load AFTER dyndolod.esp at the bottom of my load order? the only changes in worldspace is some light and music.

Non paid mods ESL plugins are a bad idea atm since they are added to the ESM, while they should be added to the ESP.

 

See if it works when you generate without in them in load order. I do not know if the end result will do what it needs to.

 

I do not get why you need to flag a plugin ESL to fix anything what a normal ESP couldn't do?

 

 

(can't edit my original post. sorry for double post)

 

So hmmm I fixed the master issue... but... hmmm...

[00:00] Checking for Errors in [DE] DynDOLOD.esp

[00:00] Skyrimesm_0D0E59_DynDOLOD_LOD [REFR:DE01ACE9] (places NULL - Null Reference [00000000] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at -15,25)
[00:00]     REFR \ NAME - Base -> Found a NULL reference, expected: ACTI,ADDN,ALCH,AMMO,APPA,ARMA,ARMO,ARTO,ASPC,BOOK,CONT,DOOR,FLOR,FURN,GRAS,IDLM,INGR,KEYM,LIGH,LVLC,LVLN,MISC,MSTT,SCRL,SLGM,SNDR,SOUN,SPEL,STAT,TACT,TREE,TXST,WEAP
[00:00] Skyrimesm_0D8769_DynDOLOD_LOD [REFR:DE01ACEA] (places NULL - Null Reference [00000000] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at -15,25)
[00:00]     REFR \ NAME - Base -> Found a NULL reference, expected: ACTI,ADDN,ALCH,AMMO,APPA,ARMA,ARMO,ARTO,ASPC,BOOK,CONT,DOOR,FLOR,FURN,GRAS,IDLM,INGR,KEYM,LIGH,LVLC,LVLN,MISC,MSTT,SCRL,SLGM,SNDR,SOUN,SPEL,STAT,TACT,TREE,TXST,WEAP
[00:00] Skyrimesm_0D9B25_DynDOLOD_LOD [REFR:DE01ACEB] (places NULL - Null Reference [00000000] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at -15,26)
[00:00]     REFR \ NAME - Base -> Found a NULL reference, expected:

I think i'm one unlucky s.o.a.b . :( didn't know how to explain the errors i was getting so i just copy-paste the first few. now this sh*t goes on forever, i can't even copy paste the whole of it there's Thousands of lines of these errors and I did my dyndolod likes ive done back in v.2.36 , v2.37-b1. never had these errors before :/ Only thing i have changed is Treelod=0 (for the hq trees) and beyond bruma line is commented out.

 

Looks like things went wrong. I am not going to guess. Post the log maybe?

Edited by sheson
Posted (edited)

[...]I do not get why you need to flag a plugin ESL to fix anything what a normal ESP couldn't do?

 

Looks like things went wrong. I am not going to guess. Post the log maybe?[...]

i made a esp (flaged esl) to save room for such small edits. but its deleted now i integrated it in a smash patch.

for the errors heres the file from my google drive if u wish to view it. I went ingame and managed to load a clean save, no ctd in whiterun nor when going outside but i didnt go far. will play later to see.

Edited by KorruptkSwades
Posted

i made a esp (flaged esl) to save room for such small edits. but its deleted now i integrated it in a smash patch.

for the errors heres the file from my google drive if u wish to view it. I went ingame and managed to load a clean save, no ctd in whiterun nor when going outside but i didnt go far. will play later to see.

Using a patch makes more sense. in any case the next beta will work better with non paid mods ESLs.

 

It is not a good idea to use DynDOLOD plugins that still have such errors. Something went wrong when base records link to NULL.

 

The log shows plenty of "No model defined for" errors. Those need to be fixed.

 

For starters, install DynDOLOD standalone into a new 'DynDOLOD' folder outside of special OS folders like 'Programs Files' or 'Program Files (x86)', the SteamApps or game folders and Mod Organizers virtual file structure. Do not mix with old versions or xEdit installation.

Posted

Using a patch makes more sense. in any case the next beta will work better with non paid mods ESLs.

 

It is not a good idea to use DynDOLOD plugins that still have such errors. Something went wrong when base records link to NULL.

 

The log shows plenty of "No model defined for" errors. Those need to be fixed.

 

For starters, install DynDOLOD standalone into a new 'DynDOLOD' folder outside of special OS folders like 'Programs Files' or 'Program Files (x86)', the SteamApps or game folders and Mod Organizers virtual file structure. Do not mix with old versions or xEdit installation.

I also have a pile of "no model defined for" errors. How would one go about fixing them?

Posted (edited)

I also have a pile of "no model defined for" errors. How would one go about fixing them?

Start by installing DynDOLOD standalone into a new 'DynDOLOD' folder outside of special OS folders like 'Programs Files' or 'Program Files (x86)', the SteamApps or game folders and Mod Organizers virtual file structure. Do not mix with old versions or xEdit installation.

 

Post new log if problems still persists after that.

Edited by sheson
Posted

Start by installing DynDOLOD standalone into a new 'DynDOLOD' folder outside of special OS folders like 'Programs Files' or 'Program Files (x86)', the SteamApps or game folders and Mod Organizers virtual file structure. Do not mix with old versions or xEdit installation.

 

Post new log if problems still persists after that.

I had already done that. I have a few errors in xEdit I am tracking down right now, as soon as that is finished I will reinstall dyndolod fresh, and post the log if it errors out again. Thanks for your help.

Posted (edited)

I am also getting massive model not defined errors as well so log file is too big to attach (2684KB)

 

Dyndolod on separate non system disk

Edited by MisterTim
Posted

Start by installing DynDOLOD standalone into a new 'DynDOLOD' folder outside of special OS folders like 'Programs Files' or 'Program Files (x86)', the SteamApps or game folders and Mod Organizers virtual file structure. Do not mix with old versions or xEdit installation.

 

Post new log if problems still persists after that.

I ran DynDOLOD again and it actually finished this time. Still a bunch of no model errors. Log is here https://www.dropbox.com/s/st3ivczg55l7lcg/DynDOLOD_SSE_log.txt?dl=0

Posted

The log shows plenty of "No model defined for" errors. Those need to be fixed.

For starters, install DynDOLOD standalone into a new 'DynDOLOD' folder outside of special OS folders like 'Programs Files' or 'Program Files (x86)', the SteamApps or game folders and Mod Organizers virtual file structure. Do not mix with old versions or xEdit installation.

Yup DynDOLOD Standalone is installed in D:\Program Files (x86)\[sSE Modding Tools]\DynDOLOD a completely separate hard drive. my windows is on a ssd (C:).

I only named it Program Files X86 it helps me figure out where stuff needs to go.

I am going to rerun DynDOLOD without the Treelod=0. I'll put it back to Treelod=1 and I'll come back here to say if it still does it. I haven't changed anything in my textures/meshes/lods mods since v2.36 and in v2.36 everything was fine. but it could be something to do with one of my .esp (flagged esl) ?

Oh ! Do you think Beyond Bruma could be causing this ? that's the only big mod I have added. thanks for your time :)

Posted

Thanks for the log. With it I was able to reproduce the problem. I will post again once I have uploaded a new version with a fix... soonish.

You're the best, thanks!

Posted (edited)

Never had this problem before.... Generating a new LOD for a new save with beta 3: Exception in unit userscript line 326: FormID [25077D2F] references a master which is not available in file [D1] DynDOLOD.esp

 

Here's the log: https://s000.tinyupload.com/index.php?file_id=51325518256222172439

 

Is there a way to tell what mod is causing this?

Just as an FYI, I had the same error, with the exception happening after the same mod. I ran 2.36 on the exact same load order and it worked perfectly. SSEEdit showed no errors in the mod. Edited by xcal68
Posted (edited)

Just updating since it seems I'm not the only one. DynDOLOD has about a ~50% failure rate with no changes on my load order, started after upgrading from 2.36. Same error about FormID referenced a master which is not available. Lots of "no model found" errors, which I don't remember being there in 2.36.


 


Just for clarification, are we suppose to run DynDOLOD with smash patch checked or unchecked? No clue if that's related. 


Edited by tyrindor

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