Jump to content

Recommended Posts

Posted

Hey,

 

I just updated to version 2.53. I'm using DynDOLOD through Mod Organizer but when I'm running Dyndolod I get the following error:

[00:19:04.686]    Error: System Error.  Code: 5.
        Acces denied
[00:19:04.722]    
[00:19:04.723]    Exception in unit userscript line 331: One or more errors occurred
[00:19:04.723]    
[00:19:04.723]    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.
[00:19:04.723]    
[00:19:04.723]    If problem persists, post error report with entire contents (not just the last couple lines) of ..\DynDOLOD\bugreport.txt and ..\DynDOLOD\logs\DynDOLOD_SSE_log.txt to official forum http://forum.step-project.com/forum/101-shesons-dyndolod-support/
[00:19:04.781]    Error: One or more errors occurred

 

Here are the to logs that are mentioned at the end:

 

https://www.dropbox.com/s/kh2b8dmdjffj0l6/bugreport.txt?dl=0

https://www.dropbox.com/s/ove6hsxkd0y81z5/DynDOLOD_SSE_log.txt?dl=0

 

Can someone help me with this? I really have no idea what to do-_- It worked fine up until now. TexGen also worked just fine

 

Posted

 

Hey,

 

I just updated to version 2.53. I'm using DynDOLOD through Mod Organizer but when I'm running Dyndolod I get the following error:

[00:19:04.686]    Error: System Error.  Code: 5.

        Acces denied

[00:19:04.722]    

[00:19:04.723]    Exception in unit userscript line 331: One or more errors occurred

[00:19:04.723]    

[00:19:04.723]    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.

[00:19:04.723]    

[00:19:04.723]    If problem persists, post error report with entire contents (not just the last couple lines) of ..\DynDOLOD\bugreport.txt and ..\DynDOLOD\logs\DynDOLOD_SSE_log.txt to official forum http://forum.step-project.com/forum/101-shesons-dyndolod-support/

[00:19:04.781]    Error: One or more errors occurred

 

Here are the to logs that are mentioned at the end:

 

https://www.dropbox.com/s/kh2b8dmdjffj0l6/bugreport.txt?dl=0

https://www.dropbox.com/s/ove6hsxkd0y81z5/DynDOLOD_SSE_log.txt?dl=0

 

Can someone help me with this? I really have no idea what to do-_- It worked fine up until now. TexGen also worked just fine

 

Look backward in this thread or use search. Why not check latest version 2.54?

Posted

Hey sheson,

 

i got a problem with the whiterun castle lod. For some reason a part of it doesnt seem to be static (only windows are there) and i cant see it from big distances. When i walk closer towards it, it pops in. Here is a screenshot: https://imgur.com/a/Z5rgQBa . Could this be caused by dyndolod, or is it some kind of conflict?

Posted

Hey sheson,

 

i got a problem with the whiterun castle lod. For some reason a part of it doesnt seem to be static (only windows are there) and i cant see it from big distances. When i walk closer towards it, it pops in. Here is a screenshot: https://imgur.com/a/Z5rgQBa . Could this be caused by dyndolod, or is it some kind of conflict?

 

You probably modified the DynDOLOD INI for a second run for Open Cities but did not revert the changes when doing another 1st/single run. Another reason could be that DynDOLOD Resources Core Files are not fully installed  - incomplete archive download or unzipping silently failed.

 

If is none of that, go close once the full model loaded, get its reference form id and check via xEdit if a plugin overwrites it or the base record.

Posted

You probably modified the DynDOLOD INI for a second run for Open Cities but did not revert the changes when doing another 1st/single run. Another reason could be that DynDOLOD Resources Core Files are not fully installed  - incomplete archive download or unzipping silently failed.

 

If is none of that, go close once the full model loaded, get its reference form id and check via xEdit if a plugin overwrites it or the base record.

Ok thanks, gonna check it.

Posted

Hello there,

 

somehow DynDOLOD doesn't feel like spicing up my distant objects:

 

Before running DynDOLODhttps://puu.sh/Cbisn/44e01cc9cc.jpg

After running DynDOLODhttps://puu.sh/Cbion/f0f925a86a.jpg

 

These are my settings:

https://puu.sh/CbmeG/c596568e43.png

https://puu.sh/CbmdC/fac3869829.png

 

My setup is Lexy's famous LOTD running Enhanced Landscapes, Enhanced Vanilla Trees (classic version converted via CK).

Early on I'm having "Indistinguishable Billboards for Skyrim SE" with Enhanced Landscapes, EVT and their appropriate Billboards coming right after in my load order.

 

Is there a problem related to my Billboards used or does the problem lie somewhere else? I even tried a step-by-step guide for creating LODs with Enhanced Landscapes and EVT:

https://www.nexusmods.com/skyrimspecialedition/articles/570

 

Unfortunately it didn't change anything.

 

Thanks in advance!

Posted

Hello there,

 

somehow DynDOLOD doesn't feel like spicing up my distant objects:

 

Before running DynDOLODhttps://puu.sh/Cbisn/44e01cc9cc.jpg

After running DynDOLODhttps://puu.sh/Cbion/f0f925a86a.jpg

 

These are my settings:

https://puu.sh/CbmeG/c596568e43.png

https://puu.sh/CbmdC/fac3869829.png

 

My setup is Lexy's famous LOTD running Enhanced Landscapes, Enhanced Vanilla Trees (classic version converted via CK).

Early on I'm having "Indistinguishable Billboards for Skyrim SE" with Enhanced Landscapes, EVT and their appropriate Billboards coming right after in my load order.

 

Is there a problem related to my Billboards used or does the problem lie somewhere else? I even tried a step-by-step guide for creating LODs with Enhanced Landscapes and EVT:

https://www.nexusmods.com/skyrimspecialedition/articles/570

 

Unfortunately it didn't change anything.

 

Thanks in advance!

If you have a problem with objects (structures, dirtcliffs, rocks, roads etc. you should try to make a comparision screenshot of LOD and not focus on full model trees in the foreground.

 

The tree LOD generation is the same as xEdit/xLODGen and depends on the billboards you installed and the brightness setting in the advanced options.

 

FAQ: Game: Tree LOD too bright/dark
 
A: To make tree LOD brighter/darker, click the advanced button in the wizard for more options, including setting tree LOD brightness. To just update tree LOD select desired worlds top left, uncheck 'Generate static LOD', uncheck 'Create texture atlas', uncheck 'Generate DynDOLOD', then click OK. 
 
 
FAQ: Game: Tree LOD: LOD trees do not match close-up full model trees 
 
A: Doublecheck billboards and billboard load order. Open console, click on full model tree to get form id like 000185C7. Lookup this FormID top left in xEdit, bringing up the tree reference in the right pane. Find the form id of the 'NAME - Base', like TreeAspen01 [TREE:0006A9E6]. Search in Textures\Terrain\LODGen\ subfolders for files with that number, like TreeAspen01_0006A9E6.dds and TreeAspen01_0006A9E6.txt. Replace files with correct versions. 
 
A: The DynDOLOD log will print a detailed list for each tree which billboard (and 3D LOD model if applicable) it is using. Use the base form id like 0006A9E6 to easily find the entries in the log.
Posted

Hello there,

 

somehow DynDOLOD doesn't feel like spicing up my distant objects:

 

Before running DynDOLODhttps://puu.sh/Cbisn/44e01cc9cc.jpg

After running DynDOLODhttps://puu.sh/Cbion/f0f925a86a.jpg

 

These are my settings:

https://puu.sh/CbmeG/c596568e43.png

https://puu.sh/CbmdC/fac3869829.png

 

My setup is Lexy's famous LOTD running Enhanced Landscapes, Enhanced Vanilla Trees (classic version converted via CK).

Early on I'm having "Indistinguishable Billboards for Skyrim SE" with Enhanced Landscapes, EVT and their appropriate Billboards coming right after in my load order.

 

Is there a problem related to my Billboards used or does the problem lie somewhere else? I even tried a step-by-step guide for creating LODs with Enhanced Landscapes and EVT:

https://www.nexusmods.com/skyrimspecialedition/articles/570

 

Unfortunately it didn't change anything.

 

Thanks in advance!

well, I could be wrong here but to me, it looks the texture isn't being applied to the billboards. It also looks like form the screenshot you chose the Medium Preset I advise trying the High Preset.

Posted (edited)

You probably modified the DynDOLOD INI for a second run for Open Cities but did not revert the changes when doing another 1st/single run. Another reason could be that DynDOLOD Resources Core Files are not fully installed  - incomplete archive download or unzipping silently failed.

 

If is none of that, go close once the full model loaded, get its reference form id and check via xEdit if a plugin overwrites it or the base record.

Just checked the form ids in xedit and found a difference: https://imgur.com/a/6Y8ny2p . After giving id 0f005dca the same record flags as id c003317f, it worked just fine and was static. I am unsure what could have caused this, since i didnt alter the dyndolod ini at all, nor did i modify any rules. I also reinstalled the core files before generating new lod. Never had this problem before. Never had open cities installed.

Edited by Tacocat
Posted (edited)

Just checked the form ids in xedit and found a difference: https://imgur.com/a/6Y8ny2p . After giving id 0f005dca the same record flags as id c003317f, it worked just fine and was static. I am unsure what could have caused this, since i didnt alter the dyndolod ini at all, nor did i modify any rules. I also reinstalled the core files before generating new lod. Never had this problem before. Never had open cities installed.

The top should have static LOD and then does not require the Is Full LOD flag. The Is Full LOD flag makes it so that the full models shows all the time. It will now conflict with the Glow LOD windows. Is Full LOD flagged object do not show on the map.

 

Objects not getting object LOD usually means the LOD model for is not installed or there was some problem generating object LOD.

Just reinstalling DynDOLOD Resources is not the same as making sure they are fully installed. Compare folders. Verify if Meshes\lod\whiterun\wrcastlestonetowertop01_lod_2.nif exists.

 

Check if DynDOLOD\Edit Scripts\DynDOLOD\cache\DynDOLOD_SSE_meshes.txt contains a line meshes\lod\whiterun\wrcastlestonetowertop01_lod_2.nif

 

Check if DynDOLOD\Edit Scripts\Export\LODGen_SSE_Tamriel.txt contains a line like 

0F005DCA 00000000 29218.218750 2639.484131 -167.527588 0.0000 0.0000 45.0000 1.0 WRCastleStoneTowerTop01 00000000 -LargeRef meshes\architecture\whiterun\wrbuildings\wrcastlestonetowertop01.nif meshes\lod\whiterun\wrcastlestonetowertop01_lod_2.nif meshes\lod\whiterun\wrcastlestonetowertop01_lod_2.nif meshes\lod\whiterun\wrcastlestonetowertop01_lod_2.nif

Open meshes\terrain\Tamriel\Objects\Tamriel.4.4.0.bto in nifksope and check if you can see the top part of the castle together with all the other object LOD.

 

Check if the last line in DynDOLOD\Logs\LODGen_SSE_Tamriel_log.txt is Code: 0

Edited by sheson
Posted

The top should have static LOD and then does not require the Is Full LOD flag. The Is Full LOD flag makes it so that the full models shows all the time. It will now conflict with the Glow LOD windows. Is Full LOD flagged object do not show on the map.

 

Objects not getting object LOD usually means the LOD model for is not installed or there was some problem generating object LOD.

Just reinstalling DynDOLOD Resources is not the same as making sure they are fully installed. Compare folders. Verify if Meshes\lod\whiterun\wrcastlestonetowertop01_lod_2.nif exists.

 

Check if DynDOLOD\Edit Scripts\DynDOLOD\cache\DynDOLOD_SSE_meshes.txt contains a line meshes\lod\whiterun\wrcastlestonetowertop01_lod_2.nif

 

Check if DynDOLOD\Edit Scripts\Export\LODGen_SSE_Tamriel.txt contains a line like 

0F005DCA 00000000 29218.218750 2639.484131 -167.527588 0.0000 0.0000 45.0000 1.0 WRCastleStoneTowerTop01 00000000 -LargeRef meshes\architecture\whiterun\wrbuildings\wrcastlestonetowertop01.nif meshes\lod\whiterun\wrcastlestonetowertop01_lod_2.nif meshes\lod\whiterun\wrcastlestonetowertop01_lod_2.nif meshes\lod\whiterun\wrcastlestonetowertop01_lod_2.nif

Open meshes\terrain\Tamriel\Objects\Tamriel.4.4.0.bto in nifksope and check if you can see the top part of the castle together with all the other object LOD.

 

Check if the last line in DynDOLOD\Logs\LODGen_SSE_Tamriel_log.txt is Code: 0

Ok, i made sure dyndolod is fully installed and checked if Meshes\lod\whiterun\wrcastlestonetowertop01_lod_2.nif exists and it did. 

 

DynDOLOD\Edit Scripts\DynDOLOD\cache\DynDOLOD_SSE_meshes.txt contains the line meshes\lod\whiterun\wrcastlestonetowertop01_lod_2.nif.

 

Check if DynDOLOD\Edit Scripts\Export\LODGen_SSE_Tamriel.txt - it does not contain the formid 0F005DCA but it does contain the mesh lines.

 

Open meshes\terrain\Tamriel\Objects\Tamriel.4.4.0.bto in nifksope and check if you can see the top part of the castle together with all the other object LOD. - oh noes, i got no objects folder ._. Can u tell me whats actually the best way to create those needed files? Can i use xlodgen?

Posted

Ok, i made sure dyndolod is fully installed and checked if Meshes\lod\whiterun\wrcastlestonetowertop01_lod_2.nif exists and it did. 

 

DynDOLOD\Edit Scripts\DynDOLOD\cache\DynDOLOD_SSE_meshes.txt contains the line meshes\lod\whiterun\wrcastlestonetowertop01_lod_2.nif.

 

Check if DynDOLOD\Edit Scripts\Export\LODGen_SSE_Tamriel.txt - it does not contain the formid 0F005DCA but it does contain the mesh lines.

 

oh noes, i got no objects folder ._. Can u tell me whats actually the best way to create those needed files? Can i use xlodgen?

DynDOLOD\Edit Scripts\Export\LODGen_SSE_Tamriel.txt it is possible the first two digists ofthe form id is different when the load order of the DynDOLOD plugin was different. The entire form id will be different for each new LOD generation. But as long as the line is there with the same position numbers 29218.218750 2639.484131 -167.527588 it is fine.

 

The best way is to use DynDOLOD to create drastically improved static object LOD... it does so by default unless it is unchecked on the advanced options.

 

When DynDOLOD generates static object LOD it creates meshes\terrain\[worldspace]\objects to the output folder with all the *.bto static object LOD files.

 

Check the end of the DynDOLOD log DynDOLOD\Logs\DynDOLOD_SSE_log.txt for errors when generating LOD for Tamriel and for LODGen errors. Then check DynDOLOD\Logs\LODGen_SSE_Tamriel_log.txt for errors.

Posted

DynDOLOD\Edit Scripts\Export\LODGen_SSE_Tamriel.txt it is possible the first two digists ofthe form id is different when the load order of the DynDOLOD plugin was different. The entire form id will be different for each new LOD generation. But as long as the line is there with the same position numbers 29218.218750 2639.484131 -167.527588 it is fine.

 

The best way is to use DynDOLOD to create drastically improved static object LOD... it does so by default unless it is unchecked on the advanced options.

 

When DynDOLOD generates static object LOD it creates meshes\terrain\[worldspace]\objects to the output folder with all the *.bto static object LOD files.

 

Check the end of the DynDOLOD log DynDOLOD\Logs\DynDOLOD_SSE_log.txt for errors when generating LOD for Tamriel and for LODGen errors. Then check DynDOLOD\Logs\LODGen_SSE_Tamriel_log.txt for errors.

Hmm, ok. Does dyndolod place those generated meshes into its own folder or directly into meshes\terrain\[worldspace]\objects? Cause after generating meshes with xlodgen and placing them into meshes\terrain\[worldspace] i didnt get any prompt to overwrite any files (i ran dyndolod before). I also didnt uncheck the generation in the advanced options. Weird. I will download dyndolod again, in case something messed with my existing folder.

Posted (edited)

Hmm, ok. Does dyndolod place those generated meshes into its own folder or directly into meshes\terrain\[worldspace]\objects? Cause after generating meshes with xlodgen and placing them into meshes\terrain\[worldspace] i didnt get any prompt to overwrite any files (i ran dyndolod before). I also didnt uncheck the generation in the advanced options. Weird. I will download dyndolod again, in case something messed with my existing folder.

DynDOLOD generates all files into the output folder that the user defines in the options window. This includes the plugins, the tree and object LOD in meshes and textures folders and the data files in the SKSE folder. That output then needs to be installed into the games data folder - the how depends on the used mod manager.

 

I suggest to read the DynDOLOD documentation and watch the included videos if any of that is unclear.

 

Just to make sure, the term [worldspace] is a placeholder and in this case is Tamriel.

Edited by sheson
Posted

Hello sheson, i seem to be having a problem with the recent dyndolod and realistic waters two. everywhere in skyrim works but one area. and thats the college of winterhold. im using Lexy's LOTD Se build with the only deviation being open cities. I made sure to RTFM and followed the gamerpoets guide for open cities generation. and im 100% sure its these two mods as when i disable dyndolod and go to the college, no CTD. and if i disable RWT but keep dyndolod, same thing no CTD's. ive tried reinstalling RWT, i tried remaking dyndolod, making sure to replace my ini with the default one, and doing the same process for open cities. still CTD anytime i get near to the college.i also made sure to do the proper uninstall process from the mcm menu. any help would be greatly appreciated :(

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.