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Posted (edited)
  On 6/19/2018 at 11:38 PM, xcal68 said:

Version 2.38 has fixed the problem I had as mentioned in post# 444. Great updated, thanks.

 

The only logged error I had was in LODGen_SSE_Tamriel_log.txt:

 

file not found D:\skyrim special edition\data\meshes\lod\dbm\dbmsurface_lod_2.nif
Log ended at 6:27:22 PM
Code: 404

Install the required DynDOLOD Resources SE 2.37 beta.

 

 

  On 6/20/2018 at 1:03 AM, KorruptkSwades said:

Yea DynDOLOD did the "All successful" thingy and the pop up came saying save n close, exit, etc. once i saved and closed, there was still a lodgenx64 open but doing nothing. well visually at the least. :/

The DynDOLOD_SSE_log.txt also printed these messages:

 

[00:53:35.233]    Gave up waiting for D:\Program Files (x86)\[sSE Modding Tools]\DynDOLOD\Logs\LODGen_SSE_Tamriel_log.txt to become available.

[00:53:35.244]     Wait for LODGenx64.exe to finish before closing DynDOLOD.exe

 

[01:03:45.099]    Gave up waiting for D:\Program Files (x86)\[sSE Modding Tools]\DynDOLOD\Logs\LODGen_SSE_BSHeartland_log.txt to become available.

[01:03:45.137]        Wait for LODGenx64.exe to finish before closing DynDOLOD.exe

 

Closing a program forcefully means it never got to finish. Check its CPU usage.

 

  On 6/20/2018 at 6:09 AM, Martimius said:

Recently after the latest DynDOLOD 2.38 update, I started getting this error that either DynDOLOD could not find master data in none.json, or DynDOLOD.esp could not be found. Before this, I made sure to be in an interior with DynDOLOD deactivated via the MCM

 

 

 

EDIT: This only happened with this version; all the other 2.36 and 2.37 betas seemed to update fine. As for the actual none.json file itself, I could not find any in my Mod Organizer 2 mods files. I did verify the DynDOLOD_Tamriel.json and DynDOLOD_Worlds.json though via JSONLint and they seemed to be fine. 

 

EDIT #2: I did the clean save update procedure again, and the issue still persists.

 

FAQ: Skyrim: DynDOLOD can not read data from *.json / DynDOLOD can not find master data in *.json

 

A: Copy Meshes, Textures and SKSE (which includes the *.json files) from the output directory to the game directory. Make sure these files and DynDOLOD.esp are in sync from the same generation process.

 

A: Can also be a save game update gone wrong. Test with new game, if successful, repeat clean save procedure.

 

Make sure both DynDOLOD.esm and DynDOLOD.esp are activated in the load order. If the ESP is in the loader but it still says it can not be found, its broken.

 

There is no none.json, it usually means it did not find the current worldspace name in DynDOLOD_Worlds.json or could not even look it up for some reason.

Edited by sheson
Posted
  On 6/20/2018 at 7:44 AM, sheson said:

 

FAQ: Skyrim: DynDOLOD can not read data from *.json / DynDOLOD can not find master data in *.json

 

A: Copy Meshes, Textures and SKSE (which includes the *.json files) from the output directory to the game directory. Make sure these files and DynDOLOD.esp are in sync from the same generation process.

 

So I'll uninstall the mod via MO2 and install it manually via copying instead?

Posted (edited)
  On 6/20/2018 at 9:55 AM, Martimius said:

So I'll uninstall the mod via MO2 and install it manually via copying instead?

The instructions are mod manager agnostic. Users are expected to know what "install to game directory" means for their setup. The FAQ answer is just to reiterate that *all* of the output needs to be installed.

 

If the DynDOLOD.esp is active and the "DynDOLOD.esp can not be found" message is shown it means either the SKSE papyrus function Game.GetModByName("DynDOLOD.esp") returns mod load order is 255 (seems unlikely in this case) or that that a specific record is missing from the plugin or returns no data.

 

Open the DynDOLOD plugins in xEdit and check both for errors. Then check if both contain the form id xx000910, a Keyword KYWD with a random bunch of numbers that both should be equal.

 

Maybe compare with plugins generated by older version. They will have different numbers. They are generated each time new plugins are generated from scratch.

I would assume if you compared the DynDOLOD_World.json files created by different version they should be similar and only the random "bunchofnumbers" would be different. 

 

You generate from scratch with no existing DynDOLOD plugins in the load order, correct?

 

Post/upload the DynDOLOD log from the last generation.

Edited by sheson
Posted

The errors were actually from the previous 2.37 beta 3 generation, which actually also resulted in an error too- no json stuff on new game, but there is a message that DynDOLOD.esp is missing. 

 

I do not have the logs of that previous generation, unfortunately. I mistakenly posted the same link to the SSEEdit error logs, thinking that I posted the DynDOLOD logs.

 

I'm going to regenerate again via the new version (2.38) and post the log when its done. 

Posted
  On 6/20/2018 at 11:51 AM, Martimius said:

The errors were actually from the previous 2.37 beta 3 generation, which actually also resulted in an error too- no json stuff on new game, but there is a message that DynDOLOD.esp is missing. 

 

I do not have the logs of that previous generation, unfortunately. I mistakenly posted the same link to the SSEEdit error logs, thinking that I posted the DynDOLOD logs.

 

I'm going to regenerate again via the new version (2.38) and post the log when its done. 

If 2.38 still has errors compare with generation from 2.36

Posted
  On 6/20/2018 at 1:06 PM, Martimius said:

No errors here, but still the same problem.

 

https://www.dropbox.com/s/3laeby01dduebma/DynDOLOD_SSE_log.txt?dl=0

 

Check the papyrus log for additional error messages.

 

What happens with LOD/plugins/json generated by 2.36 and changing nothing else? Keep using papyrus scripts from DynDOLOD Resource 2.37 beta.

 

Then, as already mentioned, check if both plugins contain the form id xx000910, a Keyword KYWD with a random bunch of numbers that both should be equal.

 

Compare with plugins generated by 2.36. Compare the DynDOLOD_World.json, only the random "bunchofnumbers" should be different. 

Posted (edited)

Here's the papyrus log. https://www.dropbox.com/s/xwjennh6x8dndvi/Papyrus.0.log?dl=0 

 

As for the error messages in it, there was nothing more than what was already known.

 

"DynDOLOD.esp not found"

 

"DynDOLOD can not find master data in DynDOLOD_Tamriel.json"

 

I did find this strange however:

 

"[06/20/2018 - 09:44:00PM] [sHESON_DynDOLOD_Quest <DynDOLOD_Quest (0E000911)>] Load DynDOLOD_Tamriel.json TRUE

[06/20/2018 - 09:44:00PM] [sHESON_DynDOLOD_Quest <DynDOLOD_Quest (0E000911)>] Load DynDOLOD_Tamriel_Objects.json TRUE"
 
It seemingly reports loading DynDOLOD_Tamriel.json as true, while another error message says otherwise.
 
 
I'll generate using only 2.38 plus 2.37 Resources and papyrus scripts and report what happens.
Edited by Martimius
Posted (edited)
  On 6/20/2018 at 1:52 PM, Martimius said:

Here's the papyrus log. https://www.dropbox.com/s/xwjennh6x8dndvi/Papyrus.0.log?dl=0 

 

As for the error messages in it, there was nothing more than what was already known.

 

"DynDOLOD.esp not found"

 

"DynDOLOD can not find master data in DynDOLOD_Tamriel.json"

 

I did find this strange however:

 

"[06/20/2018 - 09:44:00PM] [sHESON_DynDOLOD_Quest ] Load DynDOLOD_Tamriel.json TRUE

[06/20/2018 - 09:44:00PM] [sHESON_DynDOLOD_Quest ] Load DynDOLOD_Tamriel_Objects.json TRUE"

 

It seemingly reports loading DynDOLOD_Tamriel.json as true, while another error message says otherwise.

 

 

I'll generate using only 2.38 plus 2.37 Resources and papyrus scripts and report what happens.

There is nothing strange about it loading DynDOLOD_Tamriel.json or DynDOLOD_Tamriel_Objects.json. That is not the error.

 

The message "DynDOLOD.esp not found" happens because either the SKSE papyrus function Game.GetModByName("DynDOLOD.esp") returns 255 or the native papyrus function Game.GetFormFromFile(0x00000910, "DynDOLOD.esp") returns an empty string instead a bunch of numbers.

 

So if DynDOLOD.esp is activated and unless DynDOLOD.esp is at load order 254 or 255 and since SKSE installation does not change just because you use different standalones, it is unlikely that this triggers the message.

 

It is more likely the second function triggers the message. So, with xEdit check if both plugins contain the form id xx000910, a Keyword KYWD with a random bunch of numbers that both should be equal. The same bunch of numbers should be in the json files.

 

If there are no errors reported in papyrus log we can assume the functions work correctly.

 

Compare with plugins generated by 2.36. Compare the DynDOLOD_World.json, only the random "bunchofnumbers" should be different.

 

  On 6/20/2018 at 2:03 PM, Martimius said:

I can't run the DynDOLOD now- it says it has an access violation.

 

https://www.dropbox.com/s/p4tdgpco1nuc79p/DynDOLOD_SSE_log.txt?dl=0

You probably need reboot - the plugins.txt seems to be just a base install too and not the full mod list. Make sure to have at least one ESP in the load order in addition the unofficial patch.

 

Do not install DynDOLOD into windows folder to avoid problems with UAC or antivirus. That includes C:\Users\ and C:\Users\[username]\Desktop\

Edited by sheson
Posted
  On 6/20/2018 at 2:16 PM, sheson said:

There is nothing strange about it loading DynDOLOD_Tamriel.json or DynDOLOD_Tamriel_Objects.json. That is not the error.

 

The message "DynDOLOD.esp not found" happens because either the SKSE papyrus function Game.GetModByName("DynDOLOD.esp") returns 255 or the native papyrus function Game.GetFormFromFile(0x00000910, "DynDOLOD.esp") returns an empty string instead a bunch of numbers.

 

So if DynDOLOD.esp is activated and unless DynDOLOD.esp is at load order 254 or 255 and since SKSE installation does not change just because you use different standalones, it is unlikely that this triggers the message.

 

It is more likely the second function triggers the message. So, with xEdit check if both plugins contain the form id xx000910, a Keyword KYWD with a random bunch of numbers that both should be equal. The same bunch of numbers should be in the json files.

 

If there are no errors reported in papyrus log we can assume the functions work correctly.

 

Compare with plugins generated by 2.36. Compare the DynDOLOD_World.json, only the random "bunchofnumbers" should be different.

 

 

You probably need reboot - the plugins.txt seems to be just a base install too and not the full mod list. make sure to have at least one ESP in the load order.

 

Do not install DynDOLOD into windows folder to avoid problems with UAC or antivirus. That includes C:\Users\ and C:\Users\[username]\Desktop\

The thing is, it isn't. The DynDOLOD folder is on the desktop, being run from inside MO2, which is located in a dedicated folder of the C: drive. I only get the access violation when using the Mo2 profile with only PapyrusUtil and DynDOLOD Resources enabled. When I run it on my normal profile with my usual load order, the generation runs as usual.

Posted (edited)
  On 6/20/2018 at 2:25 PM, Martimius said:

The thing is, it isn't. The DynDOLOD folder is on the desktop, being run from inside MO2, which is located in a dedicated folder of the C: drive. I only get the access violation when using the Mo2 profile with only PapyrusUtil and DynDOLOD Resources enabled. When I run it on my normal profile with my usual load order, the generation runs as usual.

The windows Desktop is a special windows folder in C:\Users\[username]\Desktop\. The OS or antivirus may object to executables being executed there or reading/writing.

The exception happens because there is no additional ESPs after the unofficial patch. That will be fixed in the next beta.

 

Now all of this is unrelated to the scripting not being able to find the expected data in the plugins.

 

Actually, check if the DynDOLDO SkyYU MCM Information page is able to show the version and bunch of numbers for the plugins and jsons.

Edited by sheson

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