sheson Posted January 16, 2020 Author Posted January 16, 2020 hi, i am facing this error. any guidance on what should i do? [00:00:00.866] Scanning 300 rules for reference FormIDs for selected worlds[00:00:00.878] Found reference 000EE66D using base element 000EE66E SBardsCollegeTower_LOD[00:00:00.888] Reading Large Reference Data for Tamriel[00:00:07.707][00:00:07.707] Exception in unit prepare line 581: Access violation at address 00000000015A5B67 in module 'DynDOLODx64.exe'. Read of address 0000000000000000[00:00:07.707][00:00:07.707] 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.[00:00:07.707][00:00:07.707] 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/[00:00:07.708] Error: Access violation at address 00000000015A5B67 in module 'DynDOLODx64.exe'. Read of address 0000000000000000 You should read all log messages and follow their suggestions.
samlee860407 Posted January 16, 2020 Posted January 16, 2020 You should read all log messages and follow their suggestions.Yes. I remove Tamriel (Skyrim) - Skyrim.esm and it works. But what is happening to that esm? I mean what might I do wrong on that part?
sheson Posted January 16, 2020 Author Posted January 16, 2020 Yes. I remove Tamriel (Skyrim) - Skyrim.esm and it works. But what is happening to that esm? I mean what might I do wrong on that part? Why not follow the suggestion of the log message that I highlighted? 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
samlee19860407 Posted January 16, 2020 Posted January 16, 2020 Why not follow the suggestion of the log message that I highlighted? 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 Oh...sorry. Hmm..my previous account when try to post the entire log, it says post too long. Then I can't visit this thread again using that account =.=' bugreport.txt - https://pastebin.com/ze0m2KhA DynDOLOD_SSE_log.txt - https://pastebin.com/uQ6tLtgX
sheson Posted January 16, 2020 Author Posted January 16, 2020 (edited) Oh...sorry. Hmm..my previous account when try to post the entire log, it says post too long. Then I can't visit this thread again using that account =.=' bugreport.txt - https://pastebin.com/ze0m2KhA DynDOLOD_SSE_log.txt - https://pastebin.com/uQ6tLtgXOpen the load order in xEdit and check the entire load order for errors. There are probably "could not be resolved" errors in a plugin. Those need to be fixed. If that does not find any "unresolved" errors, type 3C into the form id field top left and hit enter key. Post a list of every plugin that is listed in the right window that came up. The header row starts [00] Skyrim.esm, [01] Update.esm... The DynDOLOD_SSE_log.txt seems incomplete. It does not show the generation with the error. You can truncate it to only that one, then try pasting it again. Edited January 16, 2020 by sheson
samlee19860407 Posted January 16, 2020 Posted January 16, 2020 Open the load order in xEdit and check the entire load order for errors. There are probably "could not be resolved" errors in a plugin. Those need to be fixed. If that does not find any "unresolved" errors, type 3C into the form id field top left and hit enter key. Post a list of every plugin that is listed in the right window that came up. The header row starts [00] Skyrim.esm, [01] Update.esm... The DynDOLOD_SSE_log.txt seems incomplete. It does not show the generation with the error. You can truncate it to only that one, then try pasting it again.Sorry. The DynDOLOD_SSE_Log is wrong. This is the correct one . https://pastebin.com/Up8saYFW. Will do the xedit check for errors later and see.
Sharlikran Posted January 17, 2020 Posted January 17, 2020 (edited) Latest builds still using libloot python: Both versions work with Loot 15.x and are backwards compatible with previews versions of LOOT.This is the proposed workaround to prevent persistent cells from being written to the bash patch and it prevents the bash patch from having large refs in world cells.For Windows 7 and 8.1 users. Built with pyinstaller rather then py2exe.:Win 7 and 8.1 LOOT 15.xFor Windows 10 users. Built with py2exe:Win 10 LOOT 15.x Edited January 27, 2020 by Sharlikran
samlee19860407 Posted January 17, 2020 Posted January 17, 2020 Latest builds still using libloot python: Both versions work with Loot 15.x and are backwards compatible with previews versions of LOOT. This is the proposed workaround to prevent persistent cells from being written to the bash patch and it prevents the bash patch from having large refs in world cells. For Windows 7 and 8.1 users. Built with pyinstaller rather then py2exe.: Win 7 and 8.1 LOOT 15.x For Windows 10 users. Built with py2exe: Win 10 LOOT 15.x Latest builds still using libloot python: Both versions work with Loot 15.x and are backwards compatible with previews versions of LOOT. This is the proposed workaround to prevent persistent cells from being written to the bash patch and it prevents the bash patch from having large refs in world cells. For Windows 7 and 8.1 users. Built with pyinstaller rather then py2exe.: Win 7 and 8.1 LOOT 15.x For Windows 10 users. Built with py2exe: Win 10 LOOT 15.xYou mean I should use the wrye bash version you posted so that I don't have the problem of reading large reference Data for Tamriel?
samlee19860407 Posted January 17, 2020 Posted January 17, 2020 Open the load order in xEdit and check the entire load order for errors. There are probably "could not be resolved" errors in a plugin. Those need to be fixed. If that does not find any "unresolved" errors, type 3C into the form id field top left and hit enter key. Post a list of every plugin that is listed in the right window that came up. The header row starts [00] Skyrim.esm, [01] Update.esm... The DynDOLOD_SSE_log.txt seems incomplete. It does not show the generation with the error. You can truncate it to only that one, then try pasting it again. Btw, "Post a list of every plugin that is listed in the right window that came up. The header row starts [00] Skyrim.esm, [01] Update.esm..." For this, is there any way to copy the whole header row faster? cause there seems to be a lot of plugins there. I need to write it down 1 by 1? Or any way to copy all of it?
Zanderat Posted January 18, 2020 Posted January 18, 2020 Latest builds still using libloot python: Both versions work with Loot 15.x and are backwards compatible with previews versions of LOOT. This is the proposed workaround to prevent persistent cells from being written to the bash patch and it prevents the bash patch from having large refs in world cells. For Windows 7 and 8.1 users. Built with pyinstaller rather then py2exe.: Win 7 and 8.1 LOOT 15.x For Windows 10 users. Built with py2exe: Win 10 LOOT 15.xHow does this compare to ver. 307.202001172135? Thanks.
samlee19860407 Posted January 18, 2020 Posted January 18, 2020 OK. Problem solved. My esm was cleaned wrongly. Sorry about my stupid idiotic mistake :(
sheson Posted January 18, 2020 Author Posted January 18, 2020 OK. Problem solved. My esm was cleaned wrongly. Sorry about my stupid idiotic mistake :( No worries, thanks for letting us know. For future versions I'll try to add a proper error message to that exception.
vrnord Posted January 18, 2020 Posted January 18, 2020 (edited) I'm having an issue with my tree billboards I hope you can help with. I use 3d ultra tree lods for LOD 4, and billboards for LOD 8 and 16. The nearer LOD 8 billboards look great, but very distant LOD 16 billboards are often misformed or a wrong size, and then they pop into the correct shape/size when I get closer (when it transitions to LOD 8 ). Here is one of the more egregious examples: https://imgur.com/a/j9Mjxl4 I don't understand how this is happening though - wouldn't LOD 8 and LOD 16 use the same image and text file, so if LOD 8 is correct 16 should be too? This was happening on an older version of Dyndolod but I just updated to the current version and it is still happening. Skyrim VRGenerated tree lodsdeleted cache first and did the correct "save from inside location" procedure when reinstalling Dyndolod Appreciate any help you can suggest! Edited January 18, 2020 by vrnord
sheson Posted January 18, 2020 Author Posted January 18, 2020 I'm having an issue with my tree billboards I hope you can help with. I use 3d ultra tree lods for LOD 4, and billboards for LOD 8 and 16. The nearer LOD 8 billboards look great, but very distant LOD 16 billboards are often misformed or a wrong size, and then they pop into the correct shape/size when I get closer (when it transitions to LOD 8 ). Here is one of the more egregious examples: https://imgur.com/a/j9Mjxl4 I don't understand how this is happening though - wouldn't LOD 8 and LOD 16 use the same image and text file, so if LOD 8 is correct 16 should be too? This was happening on an older version of Dyndolod but I just updated to the current version and it is still happening. Skyrim VRGenerated tree lodsdeleted cache first and did the correct "save from inside location" procedure when reinstalling Dyndolod Appreciate any help you can suggest!Yes, it should be technically impossible for the same billboard setting to be different in different LOD levels. There is point or no reason to delete files in the cache folder. All the files are write only. Make extra sure all *.bto are from the same LOD generations and none of the latest DynDOLOD output files are overwritten by any other files. MO users often do not check properly and often forget the Overwrite folder for example. If you are certain nothing is overwritten, load a Tamriel.8.x.x.bto and a Tamriel.16.x.x.bto with NifSkope (start from within MO so it has access to all textures) from the same area and check if you see the same. it is normal for billboards in the BTO to not have transparency.
vrnord Posted January 18, 2020 Posted January 18, 2020 I can confirm all BTO files were just generated today. I reviewed several LOD 16 BTO files in Nifskope and weirdly every chunk of landscape has only tree billboards from one specific dead tree mod - but that is not what it looks like in-game.
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