KorruptkSwades Posted June 18, 2018 Posted June 18, 2018 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. AH crap ! thats what i totally forgot to disable.. technically, not sure if 100% true, from most guides say to disable bashed patch, smash patch and enable ALL plugins then run the dyndolod... problem is if you have more then 255 plugins once enabled it wont run, like me, the bashed patch n my custom smash patch prevents me from going over that limit.
tyrindor Posted June 18, 2018 Posted June 18, 2018 (edited) AH crap ! thats what i totally forgot to disable.. technically, not sure if 100% true, from most guides say to disable bashed patch, smash patch and enable ALL plugins then run the dyndolod... problem is if you have more then 255 plugins once enabled it wont run, like me, the bashed patch n my custom smash patch prevents me from going over that limit. I have "only" 213 plugins and never had issues with including my smash patch. Wasn't sure if that's why I'm having issues with 2.37. It makes no sense to me that I can run the program 5 times, and 2-3 of those times it will fail. I make sure to delete the temp files every time. Waiting for Beta4 to see if it has the same issue. Edited June 18, 2018 by tyrindor
KorruptkSwades Posted June 18, 2018 Posted June 18, 2018 I have "only" 213 plugins and never had issues with including my smash patch. Wasn't sure if that's why I'm having issues with 2.37. It makes no sense to me that I can run the program 5 times, and 2-3 of those times it will fail. I make sure to delete the temp files every time. Waiting for Beta4 to see if it has the same issue.I can't go back to 2.37b1 cause i deleted it :( Oh well it happens. It's Skyrim right... master of the unstable.
KorruptkSwades Posted June 19, 2018 Posted June 19, 2018 (sorry again for double post; could not edit older post.)I have no idea if it is just me or beta3; but here is a lil friend for you dear Shesson :) Log Hope it helps out.I am using all proper billboards for all proper tree/flora mods, texture mods. I use mo2. This log happened while doing a Ultra Trees setup: Treelod=0 FallFarOffTrees=1 and cache deleted. I am very concerned about the no models found ? and the flat files being used. No idea if normal. In v2.36 and v2.37b1 everything seemed normal, working and no errors.
sheson Posted June 19, 2018 Author Posted June 19, 2018 (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. As I already mentioned, there is a bug. I found it. Just wait for the update. In principle nothing is supposed to be disabled in order to run DynDOLOD. If something causes problems it is supposed to be fixed. Disable plugins if you know what you are doing and you do not want them to be added as masters to DynDOLOD plugins. Edited June 19, 2018 by sheson
KorruptkSwades Posted June 19, 2018 Posted June 19, 2018 As I already mentioned, there is a bug. I found it. Just wait for the update. In principle nothing is supposed to be disabled in order to run DynDOLOD. If something causes problems it is supposed to be fixed. Disable plugins if you know what you are doing and you do not want them to be added as masters to DynDOLOD plugins.Awesome =D Genius ! Thanks
sheson Posted June 19, 2018 Author Posted June 19, 2018 Get DynDOLOD 2.38 beta from first post. It hopefully fixes all no model found issues.
alt3rn1ty Posted June 19, 2018 Posted June 19, 2018 Get DynDOLOD 2.38 beta from first post. It hopefully fixes all no model found issues.Still using 2.37 beta resources ?
sheson Posted June 19, 2018 Author Posted June 19, 2018 Still using 2.37 beta resources ?There are no new ones. For Skyrim they are still on 2.30 even.
alt3rn1ty Posted June 19, 2018 Posted June 19, 2018 @Sheson Has something changed with regards to the Output Path? I usually use a desktop icon which has the following in the Icon properties target D:\DynDOLOD\DynDOLOD.exe -SSE -o:D:\1-DynDOLOD-Out\ But my first run of 2.37 via the same icon has output to its own directory instead in .. D:\DynDOLOD\DynDOLOD_Output\ <-- All folders / files (meshes and textures etc) end up in here So it has ignored the icon output path -o:D:\1-DynDOLOD-Out\ Seems there is now a similar problem for TexGen, in version 2.38 TexGen Icon on my desktop has the following as the target .. D:\DynDOLOD\TexGen.exe -sse -o:D:\0-TexGen-Out\ But TexGen is seemingly trying to output to the game folder Which presents a problem, because TexGen does not have any kind of dialogue to change the Path like DynDOLOD does.
sheson Posted June 19, 2018 Author Posted June 19, 2018 (edited) Seems there is now a similar problem for TexGen, in version 2.38 TexGen Icon on my desktop has the following as the target .. D:\DynDOLOD\TexGen.exe -sse -o:D:\0-TexGen-Out\ But TexGen is seemingly trying to output to the game folder Which presents a problem, because TexGen does not have any kind of dialogue to change the Path like DynDOLOD does.TexGen uses the -o output path unless there are settings already saved from previous generations. They are stored in DynDOLOD_[GAME MODE]_TexGen.ini TexGen/DynDOLOD never output to the data folder. That path is denied to protect people from themselves. Also the tools do not care about existing files in the output folder, they will just be overwritten. The first option of the TexGen interface is setting the output folder, which you can change before clicking the start button. The message from the screenshot is all unrelated to that. It is telling you that previous generated textures are already installed in the data folder. Earlier output should be removed from the data folder to avoid circular texture generations. Edited June 19, 2018 by sheson
alt3rn1ty Posted June 19, 2018 Posted June 19, 2018 Oh dammit, sorry Sheson I forgot to go back into Wrye Bash and uninstall the previous TexGen output Going senile
rockett Posted June 19, 2018 Posted June 19, 2018 (edited) Crash when running DynDoLod for Skyrim SE, using DynDoLod Beta 2.37 and DynDoLod resources 2.37 Log file to big too attach, so i uploaded it to github: https://github.com/rockett1/DynDoLod-error Mod list: https://modwat.ch/u/Rockett/plugins Just before the error: [00:23:24.403] JKs Skyrim.esp [REFR:000BACE7] (places MrkFrontWALLintMts01 [sTAT:000BACE0] in GRUP Cell Temporary Children of MarkarthOrigin [CELL:00020EE7] (in MarkarthWorld "Markarth" [WRLD:00016D71] at -43,1)) [00:23:24.423] JKs Skyrim.esp [REFR:000BACEA] (places MrkFrontWALLintMts04 [sTAT:000BACDD] in GRUP Cell Temporary Children of MarkarthOrigin [CELL:00020EE7] (in MarkarthWorld "Markarth" [WRLD:00016D71] at -43,1)) [00:23:24.444] JKs Skyrim_RWT_Patch.esp [REFR:0010B1D5] (places FXWaterfallBodyTall_static_nocollision [sTAT:9400AA67] in GRUP Cell Temporary Children of [CELL:00020EEB] (in MarkarthWorld "Markarth" [WRLD:00016D71] at -44,0)) [00:23:24.465] [00:23:24.484] [00:23:24.859] [00:23:24.859] Exception in unit userscript line 326: Found a REFR 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 How do i fix this? What does it mean? (updating to DynDoLOD 2.38 now to see if that fixes it) Edited June 19, 2018 by rockett
sheson Posted June 19, 2018 Author Posted June 19, 2018 Oh dammit, sorry Sheson I forgot to go back into Wrye Bash and uninstall the previous TexGen output Going senileNo worries, that message exists to remind myself to disable the old TexGen output before doing a new run.
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