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Posted

The errors were actually from the previous 2.37 beta 3 generation, which actually also resulted in an error too- no json stuff on new game, but there is a message that DynDOLOD.esp is missing. 

 

I do not have the logs of that previous generation, unfortunately. I mistakenly posted the same link to the SSEEdit error logs, thinking that I posted the DynDOLOD logs.

 

I'm going to regenerate again via the new version (2.38) and post the log when its done. 

If 2.38 still has errors compare with generation from 2.36

Posted

No errors here, but still the same problem.

 

https://www.dropbox.com/s/3laeby01dduebma/DynDOLOD_SSE_log.txt?dl=0

 

Check the papyrus log for additional error messages.

 

What happens with LOD/plugins/json generated by 2.36 and changing nothing else? Keep using papyrus scripts from DynDOLOD Resource 2.37 beta.

 

Then, as already mentioned, check if both plugins contain the form id xx000910, a Keyword KYWD with a random bunch of numbers that both should be equal.

 

Compare with plugins generated by 2.36. Compare the DynDOLOD_World.json, only the random "bunchofnumbers" should be different. 

Posted (edited)

Here's the papyrus log. https://www.dropbox.com/s/xwjennh6x8dndvi/Papyrus.0.log?dl=0 

 

As for the error messages in it, there was nothing more than what was already known.

 

"DynDOLOD.esp not found"

 

"DynDOLOD can not find master data in DynDOLOD_Tamriel.json"

 

I did find this strange however:

 

"[06/20/2018 - 09:44:00PM] [sHESON_DynDOLOD_Quest <DynDOLOD_Quest (0E000911)>] Load DynDOLOD_Tamriel.json TRUE

[06/20/2018 - 09:44:00PM] [sHESON_DynDOLOD_Quest <DynDOLOD_Quest (0E000911)>] Load DynDOLOD_Tamriel_Objects.json TRUE"
 
It seemingly reports loading DynDOLOD_Tamriel.json as true, while another error message says otherwise.
 
 
I'll generate using only 2.38 plus 2.37 Resources and papyrus scripts and report what happens.
Edited by Martimius
Posted (edited)

Here's the papyrus log. https://www.dropbox.com/s/xwjennh6x8dndvi/Papyrus.0.log?dl=0 

 

As for the error messages in it, there was nothing more than what was already known.

 

"DynDOLOD.esp not found"

 

"DynDOLOD can not find master data in DynDOLOD_Tamriel.json"

 

I did find this strange however:

 

"[06/20/2018 - 09:44:00PM] [sHESON_DynDOLOD_Quest ] Load DynDOLOD_Tamriel.json TRUE

[06/20/2018 - 09:44:00PM] [sHESON_DynDOLOD_Quest ] Load DynDOLOD_Tamriel_Objects.json TRUE"

 

It seemingly reports loading DynDOLOD_Tamriel.json as true, while another error message says otherwise.

 

 

I'll generate using only 2.38 plus 2.37 Resources and papyrus scripts and report what happens.

There is nothing strange about it loading DynDOLOD_Tamriel.json or DynDOLOD_Tamriel_Objects.json. That is not the error.

 

The message "DynDOLOD.esp not found" happens because either the SKSE papyrus function Game.GetModByName("DynDOLOD.esp") returns 255 or the native papyrus function Game.GetFormFromFile(0x00000910, "DynDOLOD.esp") returns an empty string instead a bunch of numbers.

 

So if DynDOLOD.esp is activated and unless DynDOLOD.esp is at load order 254 or 255 and since SKSE installation does not change just because you use different standalones, it is unlikely that this triggers the message.

 

It is more likely the second function triggers the message. So, with xEdit check if both plugins contain the form id xx000910, a Keyword KYWD with a random bunch of numbers that both should be equal. The same bunch of numbers should be in the json files.

 

If there are no errors reported in papyrus log we can assume the functions work correctly.

 

Compare with plugins generated by 2.36. Compare the DynDOLOD_World.json, only the random "bunchofnumbers" should be different.

 

I can't run the DynDOLOD now- it says it has an access violation.

 

https://www.dropbox.com/s/p4tdgpco1nuc79p/DynDOLOD_SSE_log.txt?dl=0

You probably need reboot - the plugins.txt seems to be just a base install too and not the full mod list. Make sure to have at least one ESP in the load order in addition the unofficial patch.

 

Do not install DynDOLOD into windows folder to avoid problems with UAC or antivirus. That includes C:\Users\ and C:\Users\[username]\Desktop\

Edited by sheson
Posted

There is nothing strange about it loading DynDOLOD_Tamriel.json or DynDOLOD_Tamriel_Objects.json. That is not the error.

 

The message "DynDOLOD.esp not found" happens because either the SKSE papyrus function Game.GetModByName("DynDOLOD.esp") returns 255 or the native papyrus function Game.GetFormFromFile(0x00000910, "DynDOLOD.esp") returns an empty string instead a bunch of numbers.

 

So if DynDOLOD.esp is activated and unless DynDOLOD.esp is at load order 254 or 255 and since SKSE installation does not change just because you use different standalones, it is unlikely that this triggers the message.

 

It is more likely the second function triggers the message. So, with xEdit check if both plugins contain the form id xx000910, a Keyword KYWD with a random bunch of numbers that both should be equal. The same bunch of numbers should be in the json files.

 

If there are no errors reported in papyrus log we can assume the functions work correctly.

 

Compare with plugins generated by 2.36. Compare the DynDOLOD_World.json, only the random "bunchofnumbers" should be different.

 

 

You probably need reboot - the plugins.txt seems to be just a base install too and not the full mod list. make sure to have at least one ESP in the load order.

 

Do not install DynDOLOD into windows folder to avoid problems with UAC or antivirus. That includes C:\Users\ and C:\Users\[username]\Desktop\

The thing is, it isn't. The DynDOLOD folder is on the desktop, being run from inside MO2, which is located in a dedicated folder of the C: drive. I only get the access violation when using the Mo2 profile with only PapyrusUtil and DynDOLOD Resources enabled. When I run it on my normal profile with my usual load order, the generation runs as usual.

Posted (edited)

The thing is, it isn't. The DynDOLOD folder is on the desktop, being run from inside MO2, which is located in a dedicated folder of the C: drive. I only get the access violation when using the Mo2 profile with only PapyrusUtil and DynDOLOD Resources enabled. When I run it on my normal profile with my usual load order, the generation runs as usual.

The windows Desktop is a special windows folder in C:\Users\[username]\Desktop\. The OS or antivirus may object to executables being executed there or reading/writing.

The exception happens because there is no additional ESPs after the unofficial patch. That will be fixed in the next beta.

 

Now all of this is unrelated to the scripting not being able to find the expected data in the plugins.

 

Actually, check if the DynDOLDO SkyYU MCM Information page is able to show the version and bunch of numbers for the plugins and jsons.

Edited by sheson
Posted (edited)

Thank the Gods- I don't know how- but DynDOLOD works!

 

I disabled the last two plugins I installed, and DynDOLOD successfully initializes! Albeit DynDOLOD.esp was not at either 254 or 255 on the load order (according to modwat.ch it's at 251) on my Mod Organizer 2 plugins list it was actually the 255th (because it accounts for the vanilla master files too); and even though considering active plugins, my load order would definitely not exceed the Skyrim limit of 255 active plugins, it seems I have reached my load order limit- at least to use DynDOLOD

Edited by Martimius
Posted (edited)

Thank the Gods- I don't know how- but DynDOLOD works!

 

I disabled the last two plugins I installed, and DynDOLOD successfully initializes! Albeit DynDOLOD.esp was not at either 254 or 255 on the load order (according to modwat.ch it's at 251) on my Mod Organizer 2 plugins list it was actually the 255th (because it accounts for the vanilla master files too); and even though considering active plugins, my load order would definitely not exceed the Skyrim limit of 255, it seems I have reached my load order limit- at least to use DynDOLOD.

Doh! WTH is modwatch not showing vanilla plugins?

 

Oh well, enjoy then.

Edited by sheson
Posted

Doh! WTH is modwatch not showing vanilla plugins?

 

Oh well, enjoy then.

Thanks! Why is that though- that DynDOLOD acts up if it's nearing the plugin limit, even some of those plugins aren't even active?

Posted (edited)

Thanks! Why is that though- that DynDOLOD acts up if it's nearing the plugin limit, even some of those plugins aren't even active?

There can be no plugins at load order 254 because that load order is reserved for paid mod while 255 is for temporary form ids.

 

By definition, if GetModByName returns 255 it means the plugin is not present. In reality I should also check if it returns 254 and print appropriate messages.

 

Edit: Doing some test with the SKSE papyrus function it is seems to be buggy and not always report the correct load order of the plugin - which might result in wrongly reporting that the plugin is not loaded.

I will change the scripting to use different methods.

Edited by sheson
Posted

Install the required DynDOLOD Resources SE 2.37 beta.

 

 

Doh... through my testing, I forgot to swap back.  That was it.  TexGen/DynDOLOD 2.38 generated perfectly this time, without any exit errors in the logs.  Thanks for all your hard work.

Posted

eheh shesson I have no idea how many trees there are in Tamriel but the LOD file for Ultra Trees using setting TreeLOD=0 & TreeFullFallBack=1 I waited over 5 hours xD (using an i7-7700k :p ) for LODGEN64 to wrap up a 12GB DynDOLOD_Output :p

This morning i tried to load into a COC to Whiterun via main menu. Usually takes 2-3 mins on my ultra modded setup 4k... well during the loading i thought to myself, "hey this might take a while" , so i started my laundry, fed the cat, did the cats litter box, passed the vacuum cleaner in my room thoroughly, took a coffee, went out for a smoke twice and came back to it still loading xD. I gave up I am just gonna let DynDOLOD do its thing on default :) eh eh. PS: no errors btw. U r fantastic man.

Posted

Ever since updating from 2.36 to 2.38 I'm getting CTDs all over the place. No new mods, just reinstalled all my billboards, deleted any trace of DynDOLOD and did a fresh install of 2.38 exactly how I would have done with the older version. Now opening a door to a new cell will crash my game ~1 out of every 4 times. I'm positive it's the DynDOLOD .esp because after disabling it the game never crashes. I can't for the life of me find any links to the old 2.36 version, it looks like they've all disappeared. Would anyone be so kind as to send me a link to the 2.36 standalone and resources .zips so I can have my game working again?

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