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Posted

Hello

I tried to use the 2.63 version on my PC but Avast keeps putting dyndolod.exe in quarantine. IDP.ALEXA.51 is what's found. I got the download from Nexus, any idea if it is safe? I remember having some issues with those exe when they are very recent but avast usualy admits it's a false positive a few minutes after I send them for analysis, but doesn't seem like it this time.....

I'm gonna try with the link in this forum to see if it is better..

Posted

Hello

I tried to use the 2.63 version on my PC but Avast keeps putting dyndolod.exe in quarantine. IDP.ALEXA.51 is what's found. I got the download from Nexus, any idea if it is safe? I remember having some issues with those exe when they are very recent but avast usualy admits it's a false positive a few minutes after I send them for analysis, but doesn't seem like it this time.....

I'm gonna try with the link in this forum to see if it is better..

FAQ: Virus?

 
A: Nexus automatically scans every upload. Look for the green/blue circle checkmark for each file on the files tab. 
 
A: Check with https://www.virustotal.com to rule out false positives. 
Posted

I followed the instructions here but I still can't get dyndolod to work :(

I've attached my log and would appreciate any help. Thanks.

The log shows TexGen completed successfully without any errors.

Posted (edited)

in the game it says the dyndolod is successful too without errors but im getting a lot of pop-in. are there any other logs i should attach? this log file was too big to upload here

https://drive.google.com/open?id=1AjAH0nJC2zy7bGUj8kStyAcER9nbu5Xu

There are many different generations in the log file. For the last one the log shows DynDOLOD completed successfully without any errors.

 

Always enable tree LOD generation.

 

>I followed the instructions here but I still can't get dyndolod to work :(

 

What is this supposed to mean? It you got TexGen and DynDOLOD to work just fine.

Define what you mean by pop-in.

 

Maybe make a before/after screenshot from Whiterun surroundings from the Throat of the World to compare.

Edited by sheson
Posted

Hey sheson, 

 

good to see that Dyndolod is still getting updates. 

 

I know this is a concern that will probably cause some PTSD for you (just joking..), but is there any TL;DR conclusions regarding the Large Reference bugs and possible solutions?

 

I want to go back to hardcore modding, but I can't stand having this weird flickering after installing mods like RWT2 and JK's Skyrim. I don't remember if Arthmoor's mods are safe to use with respect to the Large Reference bugs - if they aren't, that means pretty much everyone would be prone to experiencing these bugs because those mods are essential.

 

Kind Regards

David

Posted (edited)

Hey sheson, 

 

good to see that Dyndolod is still getting updates. 

 

I know this is a concern that will probably cause some PTSD for you (just joking..), but is there any TL;DR conclusions regarding the Large Reference bugs and possible solutions?

 

I want to go back to hardcore modding, but I can't stand having this weird flickering after installing mods like RWT2 and JK's Skyrim. I don't remember if Arthmoor's mods are safe to use with respect to the Large Reference bugs - if they aren't, that means pretty much everyone would be prone to experiencing these bugs because those mods are essential.

 

Kind Regards

David

The bugs are caused by non ESM flagged plugins containing overwrites for large references. Setting IsInitiallyDisabled on a large reference in any plugin type can trigger the bugs.

 

Setting uLargeRefLODGridSize=5 will disable the system. A solution is to set the ESM flag on such plugins and then run Skyrim SE - Generate Large References.pas included xEdit.

 

DynDOLOD prints a list of every large reference modified by a non ESM flagged plugin.

Edited by sheson
Posted (edited)

The bugs are caused non ESM flagged plugins containing overwrites for large references. Setting IsInitiallyDisabled on a large reference in any plugin type can trigger the bugs.

 

Setting uLargeRefLODGridSize=5 will disable the system. A solution is to set the ESM flag on such plugins and then run Skyrim SE - Generate Large References.pas included xEdit.

 

DynDOLOD prints a list of every large reference modified by a non ESM flagged plugin.

Thank you for the hint with the xEdit script. I would highly suggest to add this to the RTFM in case that hasn’t been included to date Edited by David2408
Posted

It should be good enough to simply reinstall all of those normally with MO to replace the files that somehow became corrupted.

2 of my 8 memory DIMMs was failing, I removed them and Dyndolod work as intended now

I noticed the issue by running memtest (Some of my RAM intensible workloads was crashing recently...)

 

Thank for your help

Posted (edited)

Hey guys, I seem to be having an issue with Dyndolod finishing. I've followed Lexy's LOTD guide and at the last step of generating the LODs. I keep getting to a point where i get this error (full paste bin below):

 

[00:18:29.631] Creating atlas textures F:\Games\steamapps\common\Skyrim Special Edition\SkyrimSEModding\ModOrganizer2\mods\DynDOLOD Output\Textures\DynDOLOD\LOD\DynDOLOD_DLC01FalmerValley.dds from 45 textures
[00:18:50.414] <Error creating textures for atlas: Access violation at address 000000000041F9EC in module 'DynDOLODx64.exe'. Read of address 0000000000000090>
[00:18:56.252]
[00:18:56.252] Exception in unit userscript line 344: Access violation at address 0000000000421385 in module 'DynDOLODx64.exe'. Read of address 0000000000000000

 

https://pastebin.com/CGaGZuJh

 

I've made sure, I think, that all the relevant folders have full access permissions but I'm at loss on what else to do...

 

Any help would be much appreciated.

Edited by shodan
Posted (edited)

Hey guys, I seem to be having an issue with Dyndolod finishing. I've followed Lexy's LOTD guide and at the last step of generating the LODs. I keep getting to a point where i get this error (full paste bin below):

 

[00:18:29.631] Creating atlas textures F:\Games\steamapps\common\Skyrim Special Edition\SkyrimSEModding\ModOrganizer2\mods\DynDOLOD Output\Textures\DynDOLOD\LOD\DynDOLOD_DLC01FalmerValley.dds from 45 textures
[00:18:50.414]
[00:18:56.252]
[00:18:56.252] Exception in unit userscript line 344: Access violation at address 0000000000421385 in module 'DynDOLODx64.exe'. Read of address 0000000000000000

 

https://pastebin.com/CGaGZuJh

 

I've made sure, I think, that all the relevant folders have full access permissions but I'm at loss on what else to do...

 

Any help would be much appreciated.

 

From the DynDOLOD Standalone archive copy the content of the 'DynDOLOD' folder, which contains the files DynDOLOD.exe, TexGen.exe, DynDOLOD_QuickStart.html and the sub folders 'Docs' and 'Edit Scripts' with all their content into a new 'DynDOLOD' folder outside of special OS folders like 'Programs Files' or 'Program Files (x86)', the SteamApps or game folders and Mod Organizers virtual file structure. Do not mix with old versions or xEdit installation.

 

DynDOLOD Standalone has been installed to F:\Games\steamapps\common\Skyrim Special Edition\DynDOLOD Special Edition\

DynDOLOD Standalone is not a Steam application. DynDOLOD Standalone is not part of any game.

 

... set the output path to a dedicated directory. It should be outside of the game and MO virtual file structure. 

 
Somehow you managed to set the output path to  F:\Games\steamapps\common\Skyrim Special Edition\SkyrimSEModding\ModOrganizer2\mods\DynDOLOD Output\
 
Which is again, inside Steam/Game folders and also a folder controlled by MO.
 
 
Fix these issues first. If the problem continues, test if it is possible to generate LOD for DLC01FalmerValley only.
 
 
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
Edited by sheson
Posted

Thanks for the quick reply Sheson, will give that a try. It's strange as Lexys guide I'm following suggested putting the output path as the MO mod folder.

 

Sounds like I'm best off having Dyndolod in the root of a drive along with the output folder and then manually adding it to the MO mods folder when completed?

Posted

Thanks for the quick reply Sheson, will give that a try. It's strange as Lexys guide I'm following suggested putting the output path as the MO mod folder.

 

Sounds like I'm best off having Dyndolod in the root of a drive along with the output folder and then manually adding it to the MO mods folder when completed?

From the manual:

 

Copy/move generated files from output path including DynDOLOD plugins and the folders 'meshes', 'skse' and 'textures' to Skyrim 'Data' directory. If updating an existing DynDOLOD plugins overwrite all older files. If using a mod manager compress the files into an archive and install the archive as a mod as shown in the videos.

Posted

So moving the installation and output into the root worked a charm! Feeling slightly foolish to not have read those steps properly in the first place.

 

Thanks for your help and your hardwork, Sheson !

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