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Posted (edited)

DynDOLOD support Skyrim VR since version 2.37. Instead of symlinks start it with -tes5vr command line parameter.

 

There is no conceivable way the DynDOLOD plugins change unrelated INI settings or interfere with them as described, though you did not mention at all which INI settings are supposedly ignored.

 

Consequently it makes no difference if you create two or one plugins.

 

Did you maybe export all INI settings with the saveini command from console? It will create an INI in the data folder with the name of the last plugin loaded. Which may have been DynDOLOD.esp, so there might be a DynDOLOD.ini. Simply delete it.

 

In any case you should use DynDOLOD 2.40 to create LOD and plugins with -tes5vr and no symlink tricks.

 

Oh allmighty one! :)

You were perfectly right, I did use the saveini command and there was a DynDOLOD.ini in my data folder. Deleted it and it's all good now :)

 

(I'm also gonna re patch with -tes5vr by the way!)

 

Thank you kindly for your quick answer, for your efficient help and again, for DynDOLOD!

Wish you the best.

Edited by Zyzyo
Posted

I'm currently following Lexy's modding guide for Skyrim Special Edition and so far I haven't had a single problem. xLODGEN and TexGenx64 haven't had a single problem, but apparently DynDOLODx64 does. I make sure I checked all the worldspaces, the necessary options and select "Medium", but as soon as I start the process, an error pops up. Here's the relevant part of the log:

 

Creating new DynDOLOD.esm
[00:00:00.029] Load order: 216
[00:00:00.044] Creating new DynDOLOD.esp
[00:00:00.059] Write next object id 000000 to C:\Users\Windows10\AppData\Local\Skyrim Special Edition\DynDOLOD_SSE_next-object.fid
[00:00:00.073] Write next object id 000800 to C:\Users\Windows10\AppData\Local\Skyrim Special Edition\DynDOLOD_SSE_next-object-esm.fid
[00:00:00.091]
[00:00:00.105] Debug: Free List 1
[00:00:00.119] Debug: Free List 2
[00:00:00.133] Debug: Free List 3
[00:00:00.148] Debug: Free List 4
[00:00:00.029] [DynDOLOD.esm] Adding master "Skyrim.esm"
[00:00:00.163]
[00:00:00.163] Exception in unit prepare line 52: Access violation at address 0000000000C4C5C2 in module 'DynDOLODx64.exe'. Read of address 0000000000000000
[00:00:00.163]
[00:00:00.163] Check log lines above the exception for additional hints. Check the FAQ and search official forum https://forum.step-project.com/forum/101-shesons-dyndolod-support/ for those errors.
[00:00:00.163] If problem persists, post error report with entire contents of ..\DynDOLOD\logs\DynDOLOD_SSE_log.txt to official forum https://forum.step-project.com/forum/101-shesons-dyndolod-support/
 
 
I've tried to start Mod Organizer 2 as an Administrator, but it didn't change anything. I tried to activate debug mode but nothing changed.
 
The interesting thing is, - is it OK that I have a folder named "Skyrim Special Edition" in AppData/Local made only of three files, all related to DynDOLOD? I've got all my game-related things on D:\ (Data), including Skyrim SE, DynDOLOD and MO2, NOT on C:\, so I've definitely not put this folder in the C:\ drive. Anyway, the files in this folder are are DynDOLOD_settings.ini, DynDOLOD_SSE_next-object.fid and DynDOLOD_SSE_next-object.fid-esm.fid. I tried to delete the folder, but then DynDOLOD says it can't find the specified file path since I deleted it. 
I'm not sure how to proceed at this point. Thanks in advance, DynDOLOD has been quite the revelation for me since I've discovered it on "Old" Skyrim and not to use it for an error on the Special Edition would be a pity.
Posted

I'm currently following Lexy's modding guide for Skyrim Special Edition and so far I haven't had a single problem. xLODGEN and TexGenx64 haven't had a single problem, but apparently DynDOLODx64 does. I make sure I checked all the worldspaces, the necessary options and select "Medium", but as soon as I start the process, an error pops up. Here's the relevant part of the log:

 

Creating new DynDOLOD.esm

[00:00:00.029] Load order: 216

[00:00:00.044] Creating new DynDOLOD.esp

[00:00:00.059] Write next object id 000000 to C:\Users\Windows10\AppData\Local\Skyrim Special Edition\DynDOLOD_SSE_next-object.fid

[00:00:00.073] Write next object id 000800 to C:\Users\Windows10\AppData\Local\Skyrim Special Edition\DynDOLOD_SSE_next-object-esm.fid

[00:00:00.091]

[00:00:00.105] Debug: Free List 1

[00:00:00.119] Debug: Free List 2

[00:00:00.133] Debug: Free List 3

[00:00:00.148] Debug: Free List 4

[00:00:00.029] [DynDOLOD.esm] Adding master "Skyrim.esm"

[00:00:00.163]

[00:00:00.163] Exception in unit prepare line 52: Access violation at address 0000000000C4C5C2 in module 'DynDOLODx64.exe'. Read of address 0000000000000000

[00:00:00.163]

[00:00:00.163] Check log lines above the exception for additional hints. Check the FAQ and search official forum https://forum.step-project.com/forum/101-shesons-dyndolod-support/ for those errors.

[00:00:00.163] If problem persists, post error report with entire contents of ..\DynDOLOD\logs\DynDOLOD_SSE_log.txt to official forum https://forum.step-project.com/forum/101-shesons-dyndolod-support/

 

 

I've tried to start Mod Organizer 2 as an Administrator, but it didn't change anything. I tried to activate debug mode but nothing changed.

 

The interesting thing is, - is it OK that I have a folder named "Skyrim Special Edition" in AppData/Local made only of three files, all related to DynDOLOD? I've got all my game-related things on D:\ (Data), including Skyrim SE, DynDOLOD and MO2, NOT on C:\, so I've definitely not put this folder in the C:\ drive. Anyway, the files in this folder are are DynDOLOD_settings.ini, DynDOLOD_SSE_next-object.fid and DynDOLOD_SSE_next-object.fid-esm.fid. I tried to delete the folder, but then DynDOLOD says it can't find the specified file path since I deleted it. 

I'm not sure how to proceed at this point. Thanks in advance, DynDOLOD has been quite the revelation for me since I've discovered it on "Old" Skyrim and not to use it for an error on the Special Edition would be a pity.

Restore ..DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini to the default version and try again.

 

If problem persists, post/upload the ENTIRE log from last execution as said in the message.

 

c:\Users\[...]\AppData\Local\Skyrim Special Edition\ is a folder that is created by the game/launcher and contains plugins.txt. xEdit and DynDOLOD which is a modified xEdit uses the same folder to store settings. I suggest to not randomly delete game folders.

Posted

Restore ..DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini to the default version and try again.

 

If problem persists, post/upload the ENTIRE log from last execution as said in the message.

 

c:\Users\[...]\AppData\Local\Skyrim Special Edition\ is a folder that is created by the game/launcher and contains plugins.txt. xEdit and DynDOLOD which is a modified xEdit uses the same folder to store settings. I suggest to not randomly delete game folders.

Unfortunately the problem still persists. Here's the full log: https://pastebin.com/AbnvfTuf

 

The odd thing is, I don't have plugins.txt in that folder in AppData - I didn't delete it since I had basically moved the folder elsewhere and then restored it to its proper location after seeing I didn't accomplish anything.

Posted (edited)

Unfortunately the problem still persists. Here's the full log: https://pastebin.com/AbnvfTuf

 

The odd thing is, I don't have plugins.txt in that folder in AppData - I didn't delete it since I had basically moved the folder elsewhere and then restored it to its proper location after seeing I didn't accomplish anything.

Since you are using MO and most likely never used the in-game MOD menu or other mod managers that do not have virtualization there is nothing odd about not having a plugins.txt in that folder.

 

 

See what happens when you execute the x86 version DynDOLOD.exe

 

See what happens when you set IgnoreLargeReferences=1 in the INI.

 

Test if xEdit can add a new plugin by opening the entire load order in xEddit and then creating an overwrite for any record in any plugin.

For example type form id 7 into the field top left to bring up the Player, right click the entry in the left tree view, select Copy as override into..., check , enter a filename and click OK etc. No need to save if it worked.

Edited by sheson
Posted (edited)

Sent a PM.  Thank you!

To help me troubleshoot, could you load the entire load order without the DynDOLOD plugins into xEdit and let it build the reference info for all plugins (no need for the vanilla ones). Right click anywhere in the left tree view, select Other, Build Reference Info. It will only list the ones for which the info wasn't built yet.

 

Then lookup 000B679A and 0002ED7A, click the "Referenced By" tab at the bottom of the right window and let me know which plugins use those base records?

 

I only need to know the names of the non-vanilla plugins. If the list is long, just make a screenshot.

Edited by sheson
Posted

Sent the images via drive/pm. 

 

Non-vanilla plugins listed against

 

000b679a

Winterhold Restored.esp

Legacy of the Dragonborn.esp

 

0002ed7a

JK's Skyrim.esp

Winterhold Restored.esp.

Posted (edited)

Since you are using MO and most likely never used the in-game MOD menu or other mod managers that do not have virtualization there is nothing odd about not having a plugins.txt in that folder.

 

 

See what happens when you execute the x86 version DynDOLOD.exe

 

See what happens when you set IgnoreLargeReferences=1 in the INI.

 

Test if xEdit can add a new plugin by opening the entire load order in xEddit and then creating an overwrite for any record in any plugin.

For example type form id 7 into the field top left to bring up the Player, right click the entry in the left tree view, select Copy as override into..., check <new file>, enter a filename and click OK etc. No need to save if it worked.

Sorry for the late reply, I tried each of the things you suggested me. Running the x86 version resulted in an access violation error. Setting IgnoreLargeReferences to 1 resulted, again, in an access violation error. I can add a new plugin with xEdit without problems though. So I decided to do a full reinstall of Skyrim Special Edition, reinstalled the game, the mods and DynDOLOD, but I still get an access violation version. Trying again to run the x86 version and make changes to the INI didn't work - but still, I can make a plugin in xEdit without any problem.

Edited by LukeCreed13
Posted (edited)

Sorry for the late reply, I tried each of the things you suggested me. Running the x86 version resulted in an access violation error. Setting IgnoreLargeReferences to 1 resulted, again, in an access violation error. I can add a new plugin with xEdit without problems though. So I decided to do a full reinstall of Skyrim Special Edition, reinstalled the game, the mods and DynDOLOD, but I still get an access violation version. Trying again to run the x86 version and make changes to the INI didn't work - but still, I can make a plugin in xEdit without any problem.

Not being able to add plugins from scratch is rather odd and smells of UAC or antivirus interfering or something with MO. So far you are the only one with this problem ever.

See if starting DynDOLOD directly works. You would have to install Resources directly into data for that test. Should be easy to remove is nothing else is installed to data.

 

I will see if I can add a better message to the next version so we might see what is going on.

Edited by sheson
Posted

Not being able to add plugins from scratch is rather odd and smells of UAC or antivirus interfering or something with MO. So far you are the only one with this problem ever.

See if starting DynDOLOD directly works. You would have to install Resources directly into data for that test. Should be easy to remove is nothing else is installed to data.

 

I will see if I can add a better message to the next version so we might see what is going on.

Tried to run both DynDOLOD and DynDOLODx64 outside of MO2 and I still get an access violation error. Even tried to reboot the system in safe mode just in case and run both again, but still access violation error. Well, if nothing works, I might just wait for a future update of DynDOLOD, but I think it's something related to my system's UAC anyway, even If I have it already set at the lowest level.

Posted (edited)

Hi, when I run Texgen64.exe out of MO2 it stops at removing temporary files. No matter if MO2 runs as administrator or not.

Can someone help ?

Thank you very much.

Edited by Flups
Posted

Hi, when I run Texgen64.exe out of MO2 it stops at removing temporary files. No matter if MO2 runs as administrator or not.

Can someone help ?

Thank you very much.

"Something" is preventing TexGen from removing temporary files. Fix/Remove that "something". Could be UAC, antivirus, MO2 etc.

 

Pay attention to the install instructions and which folders not to install into.

 

All LOD textures have been generated at that point. You can close (kill) TexGen and delete the DynDOLOD-temp folder and all its contents in the TexGen output folder manually.

Posted

"Something" is preventing TexGen from removing temporary files. Fix/Remove that "something". Could be UAC, antivirus, MO2 etc.

 

Pay attention to the install instructions and which folders not to install into.

 

All LOD textures have been generated at that point. You can close (kill) TexGen and delete the DynDOLOD-temp folder and all its contents in the TexGen output folder manually.

Thanks a lot. I will check everything ! For now I chose the manual option to try how it is going with DynDOLOD64.exe.

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