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Posted

See the last few message at the end of the log that say

 

Gave up waiting for C:\SteamLibrary\steamapps\common\Skyrim Special Edition\DynDOLOD\Logs\LODGen_SSE_Tamriel_log.txt to become available.

 

This is rather odd, as it didn't even seem to waited at all (should be at least some minutes). That indicates there was a problem with the spawned LODGen64.exe that generates the static object LOD.

 

Check the LODGen logs like ..DynDOLOD\Logs\LODGen_SSE_Tamriel_log.txt for clues. They should end with 

Log ended at xx:xx:xx
Code: 0

 

 

Unrelated, you should probably clean the UDRs from EconomyOverhaulandSpeechcraftImprovements.esp

Hmm, should have seen that myself. Even weirder, there are no such files as LODGen_SSE_Tamriel_log.txt! How can that be?

Posted

Hmm, should have seen that myself. Even weirder, there are no such files as LODGen_SSE_Tamriel_log.txt! How can that be?

That happens when LODGenx64.exe does not get to write a log because an error is stopping it prematurely.

 

Run it manually by starting LODGenx64.exe from a command prompt and check for error messages. If it works ("Nothing to do") without command line parameters, copy an execution line from the log that is right beneath a line stating Executing LODGenx64.exe and starts with "C:\SteamLibrary\steamapps\common\Skyrim Special Edition\DynDOLOD\Edit Scripts\LODGenx64.exe" --inputfile ...

Posted

That happens when LODGenx64.exe does not get to write a log because an error is stopping it prematurely.

 

Run it manually by starting LODGenx64.exe from a command prompt and check for error messages. If it works ("Nothing to do") without command line parameters, copy an execution line from the log that is right beneath a line stating Executing LODGenx64.exe and starts with "C:\SteamLibrary\steamapps\common\Skyrim Special Edition\DynDOLOD\Edit Scripts\LODGenx64.exe" --inputfile ...

Did it, worked fine with following log: https://pastebin.com/GC0Dn8hh

Posted

Did it, worked fine with following log: https://pastebin.com/GC0Dn8hh

Then it should also work when started from within DynDOLOD. Possible causes this does not happen are UAC or antivirus. Either add exceptions or try running everything as admin. Installing DynDOLOD into its down dedicated folder instead of any game folders might help.

 

You can also just install the BTO meshes created in the output folder from the manual run. Just repeat for the other worldspaces.

Posted (edited)

Hello, first to nothing, thanks for this great tool, I have had used DYNDOLOD in skyrim LE, without problems, and the first release of DYNDOLOD for special edition, without problemas as well. But after a lot of hour and tries using 2.36  version I just managed to complete de process WITHOUT Dynamic LODS, if I activate Dynamic Distant Objects a problem reveals (seems it is at the end of the process), when I close the process It gives me archives and the .esm and .esp inside the output folder.

-I have read about checking the mods for errors, I identificated them and deactivated, but the problem persist.

-Followed guides, manuals, videos to ensure I was doing everything correctly. 

-No overclock, no overheating, no antivirus activated.

-The load order seems to be fine, using loot and without the bashed patch activated.

 

Doesn't matter what I do always the same error, and I don't get it, that path folder doesn't even exist:

 

Exception in unit userscript line 325: Assertion failure (C:\Delphi\projects\DynDOLOD\wbImplementation.pas, line 2216) 

 

Would be great if you give me any advice or suggestion, thanks for everything. C:

PD: My firstborn is already yours, and I can give you my brother's firstborn too...<3

DynDOLOD_SSE_log.txt

Edited by SLOWMAN87
Posted (edited)

Hello, first to nothing, thanks for this great tool, I have had used DYNDOLOD in skyrim LE, without problems, and the first release of DYNDOLOD for special edition, without problemas as well. But after a lot of hour and tries using 2.36  version I just managed to complete de process WITHOUT Dynamic LODS, if I activate Dynamic Distant Objects a problem reveals (seems it is at the end of the process), when I close the process It gives me archives and the .esm and .esp inside the output folder.

 

-I have read about checking the mods for errors, I identificated them and deactivated, but the problem persist.

-Followed guides, manuals, videos to ensure I was doing everything correctly. 

-No overclock, no overheating, no antivirus activated.

-The load order seems to be fine, using loot and without the bashed patch activated.

 

Doesn't matter what I do always the same error, and I don't get it, that path folder doesn't even exist:

 

Exception in unit userscript line 325: Assertion failure (C:\Delphi\projects\DynDOLOD\wbImplementation.pas, line 2216) 

 

Would be great if you give me any advice or suggestion, thanks for everything. C:

 

PD: My firstborn is already yours, and I can give you my brother's firstborn too...

Use xEdit to remove the erroneously added duplicate xx000800 DLC2SolstheimWorld and all its children from Genesis Watchtowers Reborn.esp.

 

You should probably clean the UDRs from Kato's Ivarstead.esp, also.

 

Then LOD generation should work without a problem.

Edited by sheson
Posted (edited)

Use xEdit to remove the erroneously added duplicate xx000800 DLC2SolstheimWorld and all its children from Genesis Watchtowers Reborn.esp.

 

You should probably clean the UDRs from Kato's Ivarstead.esp, also.

 

Then LOD generation should work without a problem.

Wow! it did work! thank you sheson, your help and mods means a lot for us! Two more firstborn to the list!!! xD xD xD

Edited by SLOWMAN87
Posted

RE: SSE Beta7

 

So I get a CTD upon loading into Solstheim, 100 percent of the time, despite having earlier been able to successfully load in with DynDOLOD active (I'd run it before actually finalizing my load order because I wanted to see if my self-ported Spice of Life Forts would work). After running it a second (and third, and fourth ... lol) time from scratch and starting a new game I get the crash.

 

I do not CTD, however, with just the meshes/textures enabled. So, esp/esm enabled, always CTD. Esp/esm disabled, all dandy.

 

link to my log (was too big for pastebin)

 

It told me it was successful at the end. Help would be appreciated. :) 

Posted (edited)

RE: SSE Beta7

 

So I get a CTD upon loading into Solstheim, 100 percent of the time, despite having earlier been able to successfully load in with DynDOLOD active (I'd run it before actually finalizing my load order because I wanted to see if my self-ported Spice of Life Forts would work). After running it a second (and third, and fourth ... lol) time from scratch and starting a new game I get the crash.

 

I do not CTD, however, with just the meshes/textures enabled. So, esp/esm enabled, always CTD. Esp/esm disabled, all dandy.

 

link to my log (was too big for pastebin)

 

It told me it was successful at the end. Help would be appreciated. :) 

The log is reporting deleted references and missing models (just above the long list of plugins modifying large references causing texture flicker)

 

Clean the reported plugins and make sure the missing models are installed. Then generate LOD again.

 

If that does not fix it, see the readme.txt how to use debug mode to check for meshes used by dynamic LOD causing a problem.

 

If that does not help, it is usually quick to find the cause of a consistent problem by removing chunks of data from the plugins. We can go into more detail of  the above did not help.

Edited by sheson
Posted (edited)

Oh hell. A quick spot check shows those are from the original DLC esms. I forgot I verified my files and didn't reclean them. Let's hope that's the problem. Will report back.

Edited by Noobsayer
Posted

OK. I (re)cleaned the game .esms, I temporarily removed CACO (I have a beta SSE version from the author) even though if I recall in vanilla it was also missing models; I found the missing NSUTR models from vanilla and ported them.

 

... I think the real problem was a stupid on my end though. I'd originally ported Ash Rocks (not to be confused with Better Dynamic Ash) and had merged a single record in my custom merged patch. I later removed Ash Rocks for BDA, but my merged patch was still pointed to a mesh from Ash Rocks. I fixed that too, and all is well.

 

Thanks so much for showing me where to look. :)

Posted

OK. I (re)cleaned the game .esms, I temporarily removed CACO (I have a beta SSE version from the author) even though if I recall in vanilla it was also missing models; I found the missing NSUTR models from vanilla and ported them.

 

... I think the real problem was a stupid on my end though. I'd originally ported Ash Rocks (not to be confused with Better Dynamic Ash) and had merged a single record in my custom merged patch. I later removed Ash Rocks for BDA, but my merged patch was still pointed to a mesh from Ash Rocks. I fixed that too, and all is well.

 

Thanks so much for showing me where to look. :)

It's great that the log helped to sort this out and you got it working.

Posted (edited)

Hi sheson, I'm glad to see you're active and helping folks out. I'm getting this error from DynDOLODx64.exe, using MO2 for SSE: [0300A92D] < Error: Could not be resolved >

The thing is, the plugin at 03 is HearthFires.esm. Also, searching for the formID 0300A92D doesn't show anything in SSEEdit. Any advice?

Here's the full log if you need it: https://drive.google.com/open?id=11n4PrNYvN6Sqt4HbypDCIhrx8JXaIk1-

Edited by Irregulator
Posted

Hi sheson, I'm glad to see you're active and helping folks out. I'm getting this error from DynDOLODx64.exe, using MO2 for SSE: [0300A92D]

The thing is, the plugin at 03 is HearthFires.esm. Also, searching for the formID 0300A92D doesn't show anything in SSEEdit. Any advice?

Here's the full log if you need it: https://drive.google.com/open?id=11n4PrNYvN6Sqt4HbypDCIhrx8JXaIk1-

FAQ: Exception in unit xxx line xxx: [xxxxxxxx]

 
A: There is a plugin in the load order that links to a non existing form id. Check the load order for errors with xEdit.exe before generating LOD. Fix all errors. See this video for help. 

 

The form with the ID 0300A92D is missing, but a plugin is trying to use it. Doing the suggested error check in xEdit usually reveals the plugin. The plugin may have its masters confused.

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