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Posted

Can't run TexGen properly. It gives me fatal error: Background Loader: Fatal: <Exception: "Book Covers Skyrim.esp" requires master "AnotherSortingMod_2017-SSE.esp" to be loaded before it.>

 

Running it through MO2 added executable. .esp files are triple checked and corrected with LOOT and by hand. Also managing .ini with BethINI. What gives? TexGen reads plugins list wrong?

Posted

Can't run TexGen properly. It gives me fatal error: Background Loader: Fatal:

 

Running it through MO2 added executable. .esp files are triple checked and corrected with LOOT and by hand. Also managing .ini with BethINI. What gives? TexGen reads plugins list wrong?

The plugin Book Covers Skyrim.esp defines AnotherSortingMod_2017-SSE.esp as a master. So AnotherSortingMod_2017-SSE.esp needs to be in the load order before Book Covers Skyrim.esp.

I suppose it might be possible to screw up the load order of either ESP by setting ESM/ESL flags on them.

 

The log will also tell you which plugins.txt is used. TexGen/DynDOLOD are a modified build of xEdit. It should report the same error in the load order.

Posted

Hello, i cant get my DynDOLOD to run all the way through to the end i receive an error midway through. Im following DarkLadyLexys guide. Ive tried to find the issue in SSEEDIT but am new to it so i couldnt find the issue.

 

The error and the few lines above are:

[00:03:20.261] RealisticWaterTwo.esp [REFR:00100599] (places _WTRIceFloes01_Anims [MSTT:B303261B] in GRUP Cell Temporary Children of [CELL:0000394A] (in Tamriel "Skyrim" [WRLD:0000003C] at 6,34))
[00:03:20.280] Weather Systems Merged.esp [REFR:0010D59E] (places SkyrimCloudShape02_25 [sTAT:000273D4] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at -25,-8)
[00:03:20.304] CLARALUX SSE.esp [REFR:000B3B7B] (places FXGlowFillRoundDim [sTAT:0002EB0D] in GRUP Cell Temporary Children of WindhelmPalaceOfTheKingsExterior [CELL:00038380] (in WindhelmWorld "Windhelm" [WRLD:0001691D] at 32,10))
[00:03:20.328] Cutting Room Floor.esp [REFR:00080C4E] (places RTWall06InnerCRF [sTAT:1A01F659] in GRUP Cell Temporary Children of RiftenCitySoutheast [CELL:00042243] (in RiftenWorld "Riften" [WRLD:00016BB4] at 43,-25))
[00:03:20.344] Cutting Room Floor.esp [REFR:000FE25E] (places CollisionMarker [sTAT:00000021] in GRUP Cell Temporary Children of RiftenCitySoutheast [CELL:00042243] (in RiftenWorld "Riften" [WRLD:00016BB4] at 43,-25))
[00:03:20.362]
[00:03:20.377]
[00:03:20.416]
[00:03:20.416] Exception in unit process line 85: FormID [0B060D7E] references a master which is not available in file [C3] DynDOLOD.esp
 
thanks if you can help

 

 

Posted

 

Hello, i cant get my DynDOLOD to run all the way through to the end i receive an error midway through. Im following DarkLadyLexys guide. Ive tried to find the issue in SSEEDIT but am new to it so i couldnt find the issue.

 

The error and the few lines above are:

[00:03:20.261] RealisticWaterTwo.esp [REFR:00100599] (places _WTRIceFloes01_Anims [MSTT:B303261B] in GRUP Cell Temporary Children of [CELL:0000394A] (in Tamriel "Skyrim" [WRLD:0000003C] at 6,34))
[00:03:20.280] Weather Systems Merged.esp [REFR:0010D59E] (places SkyrimCloudShape02_25 [sTAT:000273D4] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at -25,-8)
[00:03:20.304] CLARALUX SSE.esp [REFR:000B3B7B] (places FXGlowFillRoundDim [sTAT:0002EB0D] in GRUP Cell Temporary Children of WindhelmPalaceOfTheKingsExterior [CELL:00038380] (in WindhelmWorld "Windhelm" [WRLD:0001691D] at 32,10))
[00:03:20.328] Cutting Room Floor.esp [REFR:00080C4E] (places RTWall06InnerCRF [sTAT:1A01F659] in GRUP Cell Temporary Children of RiftenCitySoutheast [CELL:00042243] (in RiftenWorld "Riften" [WRLD:00016BB4] at 43,-25))
[00:03:20.344] Cutting Room Floor.esp [REFR:000FE25E] (places CollisionMarker [sTAT:00000021] in GRUP Cell Temporary Children of RiftenCitySoutheast [CELL:00042243] (in RiftenWorld "Riften" [WRLD:00016BB4] at 43,-25))
[00:03:20.362]
[00:03:20.377]
[00:03:20.416]
[00:03:20.416] Exception in unit process line 85: FormID [0B060D7E] references a master which is not available in file [C3] DynDOLOD.esp
 
thanks if you can help

 

 

FAQ: Exception in unit xxx line xxx: FormID [xxx] references a master which is not available in file [xx] xxx.esp 
 
A: There is a plugin in the load order with errors. Check the load order for errors with xEdit.exe before generating LOD. Fix all errors. See this video for help. 
 
If you would have search for this error you would have found the same answer already and maybe also the fact that a broken bashed patch is often the cause of the problem.
Posted

I looked at that in the FAQ already i checked for errors across my entire load order in sseedit but didnt find one that i thought connected and i redid batched patch just in case. i only came here because neither worked.

sorry if its a bother

Posted (edited)

I looked at that in the FAQ already i checked for errors across my entire load order in sseedit but didnt find one that i thought connected and i redid batched patch just in case. i only came here because neither worked.

sorry if its a bother

You didn't give any useful information to enable anyone to provide any more help than the usual responses.

 

No log. Nobody knows what plugin is at load order 0B. There was no mention of trying to generate without bashed patch in the load order or generating the bashed patch without the merge patches feature.

 

Since you are following a 3rd party guide, it may help to look at the parts that your load order deviates from the guide.

Edited by sheson
Posted (edited)

I've noticed that texconv.exe has been updated 2 days ago https://github.com/Microsoft/DirectXTex/releases

 

Does DynDOLOD uses the same version?... If not... Can I replace the current one included already?

It is updated all the time. It is is currently only used to be able to load BC7 textures. Unless you notice broken textures with terrain LOD for Skyrim SE/VR or Fallout 4 for there would be really no need. Seems to me most updates are about creating BC7.

 

In any case as long as its command line parameters do not change their meaning you should be able to replace it.

Edited by sheson
Posted

Dyndolod is still looking for Skyrim.ini in Documents\MyGames\Skyrim instead of Skyrim Special Edition.  How can I fix this?

By starting it in SSE mode with the command line parameter -sse as explained in the manual installation instructions.

Posted (edited)

I was generating DynDOLOD while following a modding guide, but then I realized I forgot to check some tickboxes as the guide suggested. Anyway, this process took almost 2 full hours and resulted to more than 7GB of output. I then proceeded to delete it and restart it over and I made sure I ticked all the boxes I had, but this time the process strangely took much less time. something around 30 minutes, and resulted only in almost 2GB of output. Is this normal?

Edited by RedRex46
Posted (edited)

By starting it in SSE mode with the command line parameter -sse as explained in the manual installation instructions.

I have the argument -sse in MO2 but, it still looks for Skyrim and not SSE.

 

Actually, I'm having the same problem with Merge Plugins.  No matter what order I place the master, Merge Plugins says it can't merge the .esp's because of improper plugin order.  I'm beginning to think my MO2 install is borked... 

Edited by MyHouseATL
Posted (edited)

I was generating DynDOLOD while following a modding guide, but then I realized I forgot to check some tickboxes as the guide suggested. Anyway, this process took almost 2 full hours and resulted to more than 7GB of output. I then proceeded to delete it and restart it over and I made sure I ticked all the boxes I had, but this time the process strangely took much less time. something around 30 minutes, and resulted only in almost 2GB of output. Is this normal?

FAQ: LODGen.exe runs a long time
 
A: The selected configuration options require a lot of work. Do not manually close LODGen.exe. Wait for all processes to complete before closing DynDOLOD.
 
A: If there are more objects with LOD, it takes longer and creates larger files. If there are more triangles in the models used for LOD, it takes longer and creates larger files. If there are more triangles in the terrain meshes, it takes longer.
 
A: Do not use the experimental TreeFullFallBack=1 setting without understanding what it does and what it is for.
 
Not a single useful information was given. No log was provided. The options and what they do are explained in the manual or in the hints that pop-up when hovering the mouse.
 
I can not answer questions or support about third party guides. You will have to ask the author.

 

I have the argument -sse in MO2 but, it still looks for Skyrim and not SSE.

 

Actually, I'm having the same problem with Merge Plugins.  No matter what order I place the master, Merge Plugins says it can't merge the .esp's because of improper plugin order.  I'm beginning to think my MO2 install is borked... 

The only thing that is borked is the exectuable setup in MOs drop down. See ..\DynDOLOD\Docs\DynDOLOD-Shortcut.txt

For further help I suggest to see MO manual and guides in order to learn how this mod manager works.

Edited by sheson
Posted

 

The only thing that is borked is the exectuable setup in MOs drop down. See ..\DynDOLOD\Docs\DynDOLOD-Shortcut.txt

For further help I suggest to see MO manual and guides in order to learn how this mod manager works.

 

I have been using MO for years on Oldrim.  I know how to use Tes5Edit, Wrybash, Loot, Bodyslide, FNIS, Merge Plugins, Dual Sheath and DynDOLOD.  It's just for whatever reason, the argument isn't working for SSE in MO2.  I just recently upgraded MO2 and I have been having weird problems with MO2 recognizing SSE.  Everything points to Oldrim every since I upgraded MO2.  (I don't mean I upgraded from MO to MO2, I mean there was a new MO2 that I upgraded to.)  I will post in MO2 forums to see if others are having problems or if it is something I did when I copied the files to the Mod Organizer folder.  

I have been using MO for years on Oldrim.  I know how to use Tes5Edit, Wrybash, Loot, Bodyslide, FNIS, Merge Plugins, Dual Sheath and DynDOLOD.  It's just for whatever reason, the argument isn't working for SSE in MO2.  I just recently upgraded MO2 and I have been having weird problems with MO2 recognizing SSE.  Everything points to Oldrim every since I upgraded MO2.  (I don't mean I upgraded from MO to MO2, I mean there was a new MO2 that I upgraded to.)  I will post in MO2 forums to see if others are having problems or if it is something I did when I copied the files to the Mod Organizer folder.  

Yup, found it.  It was left out in the last update.  If anyone is having these issues, check this:

https://www.nexusmods.com/skyrimspecialedition/mods/6194/?tab=forum&topic_id=5170465

Posted

I have been using MO for years on Oldrim.  I know how to use Tes5Edit, Wrybash, Loot, Bodyslide, FNIS, Merge Plugins, Dual Sheath and DynDOLOD.  It's just for whatever reason, the argument isn't working for SSE in MO2.  I just recently upgraded MO2 and I have been having weird problems with MO2 recognizing SSE.  Everything points to Oldrim every since I upgraded MO2.  (I don't mean I upgraded from MO to MO2, I mean there was a new MO2 that I upgraded to.)  I will post in MO2 forums to see if others are having problems or if it is something I did when I copied the files to the Mod Organizer folder.  

Yup, found it.  It was left out in the last update.  If anyone is having these issues, check this:

https://www.nexusmods.com/skyrimspecialedition/mods/6194/?tab=forum&topic_id=5170465

The INI configurator of MO has nothing to do with DynDOLOD and its command line parameters, or how MO starts executables and applies command line arguments.

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