exploiteddna Posted September 27, 2018 Posted September 27, 2018 (edited) anytime i try to generate all worlds, i get this error and it terminates. if i generate just for tamriel, no issue. either way, im investigating the error now, but wanted to go ahead and share this in case anyone can quickly identify the issue [00:08:46.153] Cutting Room Floor.esp [REFR:00080C4E] (places RTWall06InnerCRF [STAT:0C01F659] in GRUP Cell Temporary Children of RiftenCitySoutheast [CELL:00042243] (in RiftenWorld "Riften" [WRLD:00016BB4] at 43,-25)) [00:08:46.178] [00:08:46.199] [00:08:46.847] [00:08:46.847] Exception in unit userscript line 217: One or more errors occurred [00:08:46.847] [00:08:46.847] Check log lines above the exception for additional hints. Check the FAQ and search official forum http://forum.step-project.com/forum/101-shesons-dyndolod-support/ for those errors. [00:08:46.847] If problem persists, post error report with entire contents of ..\DynDOLOD\bugreport.txt and ..\DynDOLOD\logs\DynDOLOD_SSE_log.txt to official forum http://forum.step-project.com/forum/101-shesons-dyndolod-support/EDIT: i just deleted the plugins and regenerated, instead of updating. working fine. false alarm Edited September 27, 2018 by michaelrw
DaveyBo Posted September 28, 2018 Posted September 28, 2018 Yeah, it went on perfect.But then I had the next problems, I didn't find any hints in the forum. so after trying and failing, I'd need some advice.Which plugins should be activated and deactivated when running Dyndolod? I installed Unique Flowers and Plants (properly converted oldrim but that seem to make still problems), EEKs Flora Overhaul and some Special-Plant Mods, and the Dyndolod Output grows from ~ 6 GB to ~ 12 GB size and an ILS, in Dydlodlod_SSE.log there was no ponit if missing NIFs or else.Further, what is about city mods? Like JKs Whiterun, Whiterun Hold... some of them have a lot of errors, and after creating LOD it ended in a CTD.In this thread https://forum.step-project.com/topic/12323-lod-problem-in-whiterun-using-dyndolod-and-jks-whiterun-open-cities/ you talked about a second pass of Dyndolod, what does this mean?Well, right now I'm very very confused, sry. And, Dyndolod sometimes freezes when trying to create atlas textures "Dyndolod_Atlas_Skuldafnworld.dds" e.g., although I set FasterBase=0and FasterCreate=0 in Dyndolod_SSE.ini. It doesn't matter if I clean the cache, altough this seems not to be needed anymore.If my problems are already answered, please give me a link :-) DynDOLOD_SSE_log.txtPapyrus.0.txt
sheson Posted September 28, 2018 Author Posted September 28, 2018 (edited) Yeah, it went on perfect. But then I had the next problems, I didn't find any hints in the forum. so after trying and failing, I'd need some advice. Which plugins should be activated and deactivated when running Dyndolod? I suggest to read the included manual. This has been asked and answered plenty of times. In principle no plugin needs to be deactivated, unless DynDOLOD say so itself. Plugins with errors should be fixed or removed from the load order entirely. I installed Unique Flowers and Plants (properly converted oldrim but that seem to make still problems), EEKs Flora Overhaul and some Special-Plant Mods, and the Dyndolod Output grows from ~ 6 GB to ~ 12 GB size and an ILS, in Dydlodlod_SSE.log there was no ponit if missing NIFs or else. You are trying to generate 3D tree LOD with full model fallback while using tree mods for which 3D tree LOD models do not exist. Do not change the TreeFullFallBack setting. Further, what is about city mods? Like JKs Whiterun, Whiterun Hold... some of them have a lot of errors, and after creating LOD it ended in a CTD. No idea what "lot of errors" and "ended in CTD" means. If plugins have errors they should be fixed. In this thread https://forum.step-project.com/topic/12323-lod-problem-in-whiterun-using-dyndolod-and-jks-whiterun-open-cities/ you talked about a second pass of Dyndolod, what does this mean?Well, right now I'm very very confused, sry. The mod Open Cities requires a two pass LOD generation which is explained in the included manual. And, Dyndolod sometimes freezes when trying to create atlas textures "Dyndolod_Atlas_Skuldafnworld.dds" e.g., although I set FasterBase=0and FasterCreate=0 in Dyndolod_SSE.ini. It doesn't matter if I clean the cache, altough this seems not to be needed anymore. If my problems are already answered, please give me a link :-) Could be anti virus, UAC, make sure all textures listed in DynDOLOD\Edit Scripts\DynDOLOD\cache\DynDOLOD_SSE_skuldafnworld_textures_used.txt can be accessed and are valid textures. Use xEdit Asset Browser (CTRL + F3) to open them in an image viewer. You can also just not check the worldspace to skip it. Edited September 28, 2018 by sheson
sheson Posted September 28, 2018 Author Posted September 28, 2018 (edited) DynDOLOD 2.44 with DynDOLOD Resources SE 2.44 supports Voyage to the Dreamborne Islands and hopefully again any other ESP plugin adding new worldspaces. The Dreamborne Islands mods make extensive use of waterfalls / meshes with BSOrderedNodes in them. It turns out, if too many are active at the same time they cause CTD (in Skyrim they just seem to cause massive FPS drops). DynDOLOD 2.44 has a patch for the mod to replace these meshes in the World Axis (AAASunChamberWorld) with versions that use a NiNode instead for better performance / no CTD. Visually there seems no difference either... maybe I am old and blind, go figure. (The plugin can be cleaned just fine by the way. The black faces just seems like a lazy convert) Edited September 28, 2018 by sheson
DarthVitrial Posted September 28, 2018 Posted September 28, 2018 Is there an option to replace those waterfall node meshes in other worldspaces too? if it has no visual difference and improves performance it could be a cool feature, if it isn't too much of a hassle to implement.
sheson Posted September 28, 2018 Author Posted September 28, 2018 (edited) Is there an option to replace those waterfall node meshes in other worldspaces too? if it has no visual difference and improves performance it could be a cool feature, if it isn't too much of a hassle to implement.Yes. I am kind of waiting to see if there are reports about side effects I did not notice so far. None of the others worldspace have sooo many that I noticed them causing such problems yet. Have a look at DynDOLOD\Edit Scripts\DynDOLOD\rules\DynDOLOD_SSE_dreamborneislandsesp_aaaSunchamberWORLD.patch. Just copy and paste a line and update the form id for a reference in the other worldspaces that use one of the two updated meshes. I can explain in more detail if you have specific questions. Edited September 28, 2018 by sheson
DarthVitrial Posted September 28, 2018 Posted September 28, 2018 Neat. I'm not really sure about finding all the formids myself, so I'll wait and see if any issues are found.Thanks!
sheson Posted September 29, 2018 Author Posted September 29, 2018 Neat. I'm not really sure about finding all the formids myself, so I'll wait and see if any issues are found.Thanks!I use a script for that of course: { apply script on a worldspace to create a list of overwrites } unit userscript; const EDID = 'FXCreekFlatLong01'; //FXWaterfallThin2048x512 function Process(e: IInterface): integer; var fid: Cardinal; begin Result := 0; if Signature(e) <> 'REFR' then Exit; if EditorID(BaseRecord(e)) <> EDID then Exit; fid := FormID(e) and $FFFFFF; AddMessage('overwrite=' + Lowercase(GetFileName(GetFile(e))) + ';' + IntToHex(fid, 8) + ',NAME=' + EDID + '_NoBSOrderedNode'); end; end.
DarthVitrial Posted September 29, 2018 Posted September 29, 2018 (edited) Sorry, how do I run that script? EDIT: Oh, it's an xedit script, not a standalone. Edited September 29, 2018 by DarthVitrial
DarthVitrial Posted September 29, 2018 Posted September 29, 2018 And missed my chance to edit the post...sorry, how do I add new scripts for Dyndolod to run?
sheson Posted September 29, 2018 Author Posted September 29, 2018 And missed my chance to edit the post...sorry, how do I add new scripts for Dyndolod to run? This is an xEdit script. Load mod in xEdit, then apply the script to the worldspace you want to scan. It will print lines you can copy and paste to the *.patch file I mentioned earlier. Run a second time after changing EDID = 'FXWaterfallThin2048x512';
DarthVitrial Posted September 29, 2018 Posted September 29, 2018 (edited) Ah, I see. Thanks! So would I then create a new .patch file for each of the worldspaces, or just use the existing one? Edited September 29, 2018 by DarthVitrial
DarthVitrial Posted September 29, 2018 Posted September 29, 2018 (edited) Sorry, I may need more instruction on making the patch file once I've got the output from xedit. So far all I've managed is to crash DyndoLod. >_<(Bugreport.txt if you're curious to see how I managed to break everything https://pastebin.com/aWQbD05y EDIT: I think I figured it out. Edited September 29, 2018 by DarthVitrial
Guest Posted September 29, 2018 Posted September 29, 2018 DynDOLOD seems to be stuck at a texture, the window continues to show a texture path flickering on the top, it is also locked I had to close it via task manager, no other process was running only DynDOLODx64. Logs attached. Logs.7z
sheson Posted September 29, 2018 Author Posted September 29, 2018 DynDOLOD seems to be stuck at a texture, the window continues to show a texture path flickering on the top, it is also locked I had to close it via task manager, no other process was running only DynDOLODx64. Logs attached. The log is only saved when you close DynDOLOD. You need to make a screenshot of the log messages before you kill it. In case the screenshot doesn't show it, what worldspace?
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