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Posted
Hi there, I'm having trouble getting DynDOLOD to work with Majestic Mountains enabled. It works fine without that mod enabled but gives me the following error with it turned on.

TexGen runs fine. I'm running the 64-bit versions of both tools from within MO2 (v 2.1.5) for Skyrim SE.

 

 

[DynDOLOD.esp] Adding master "MajesticMountains.esp"

[04:27]  

[04:27] Exception in unit process line 85: Assertion failure (C:\Delphi\projects\DynDOLOD\wbImplementation.pas, line 5107)

[04:27]  

[04:27] Check log lines above the exception for additional hints. Check the FAQ and search official forum https://forum.step-project.com/forum/101-shesons-dyndolod-support/ for those errors.

[04:27]  

[04:27] 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 https://forum.step-project.com/forum/101-shesons-dyndolod-support/

[04:27] Error during Applying script "DynDOLOD Worlds": Assertion failure (C:\Delphi\projects\DynDOLOD\wbImplementation.pas, line 5107)

 

Please let me know if you need any more info :)

 

Thanks

Posted (edited)
  On 10/2/2018 at 1:39 AM, geraintwd said:

Hi there, I'm having trouble getting DynDOLOD to work with Majestic Mountains enabled. It works fine without that mod enabled but gives me the following error with it turned on.

TexGen runs fine. I'm running the 64-bit versions of both tools from within MO2 (v 2.1.5) for Skyrim SE.

 

 

[DynDOLOD.esp] Adding master "MajesticMountains.esp"

[04:27]  

[04:27] Exception in unit process line 85: Assertion failure (C:\Delphi\projects\DynDOLOD\wbImplementation.pas, line 5107)

[04:27]  

[04:27] Check log lines above the exception for additional hints. Check the FAQ and search official forum https://forum.step-project.com/forum/101-shesons-dyndolod-support/ for those errors.

[04:27]  

[04:27] 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 https://forum.step-project.com/forum/101-shesons-dyndolod-support/

[04:27] Error during Applying script "DynDOLOD Worlds": Assertion failure (C:\Delphi\projects\DynDOLOD\wbImplementation.pas, line 5107)

 

Please let me know if you need any more info :)

 

Thanks

The error is probably happen before the Adding of MajesticMountains.esp. As the message suggests post error report with entire contents (not just the last couple lines) of ..\DynDOLOD\bugreport.txt and ..\DynDOLOD\logs\DynDOLOD_SSE_log.txt

Edited by sheson
Posted (edited)
  On 10/2/2018 at 6:04 AM, sheson said:

The error is probably happen before the Adding of MajesticMountains.esp. As the message suggests post error report with entire contents (not just the last couple lines) of ..\DynDOLOD\bugreport.txt and ..\DynDOLOD\logs\DynDOLOD_SSE_log.txt

Thanks Sheson and sorry! :;): I was tired as it was really late and I was going to sleep! I can't paste the entire contents of the SSE log here as it's over 9K lines and makes the browser unresponsive :unsure:  so I've pasted a link to a .rar containing the two text files below. Hope that's OK! Thanks again for taking the time to look at this - you're making my Skyrim look amazing!

 

https://1drv.ms/u/s!AkIWRdtj_OPsx1zVBQss-03qCMCN

Edited by geraintwd
Posted (edited)
  On 10/2/2018 at 7:13 PM, geraintwd said:

Thanks Sheson and sorry! :;): I was tired as it was really late and I was going to sleep! I can't paste the entire contents of the SSE log here as it's over 9K lines and makes the browser unresponsive :unsure:  so I've pasted a link to a .rar containing the two text files below. Hope that's OK! Thanks again for taking the time to look at this - you're making my Skyrim look amazing!

 

https://1drv.ms/u/s!AkIWRdtj_OPsx1zVBQss-03qCMCN

Have you check load order in xEdit for errors and fixed the ones that are possible to fix?

 

Is this error repeatable?

 

Your Majestic Mountain installation contains several different plugins. Check if you can narrow it down to a specific plugin. I have no problems with MajesticMountains_Landscape.esm and MajesticMountains.esp.

Edited by sheson
Posted

I hadn't previously checked for errors but, now that I have, I'm not sure I'm going to be able to fix all of them. Majestic Mountains.esp has 159 "Could not be resolved" errors, all similar to the below:

RockCliff07SnowRocks01_Snow [STAT:000B679A]
     STAT \ Model \ MODS - Alternate Textures \ Alternate Texture \ New Texture -> [01002E34] < Error: Could not be resolved >

I'm guessing that this is due to the mod taking a different approach to other mountain texture replacers. From the mod description page:

  Quote

 

 

"One of the biggest difference is the mountain texture. There were two textures used for the mountains originally. But one of this textures was barely used.
While looking into this texture data I've decided to merge the two textures into a big one. I've adjusted the uvw data and created a fitting lod."

 

The worst culprit for errors seems to be Weapons Armor Clothing & Clutter Fixes.esp, which has a staggering 614 "Could not be resolved" errors and 30 warnings about "Unused data".

 

There are a couple of mods like Arthmoor's Whistling Mine and Solitude Expansion that have a few "Warning: Navmesh triangle not found" messages.

Also, ICAIO has 36 "target is not persistent" messages.

 

Are these the type of errors likely to cause issues with DynDOLOD? How bad are they for my game in general? 

 

Is there a quick way to automatically delete 614 "Could not be resolved" errors? If I have to do it by hand, I'd rather just not use WACCF altogether, especially as the WACCF_Armor and Clothing Extension.esp has a further 96 of them.

 

The only additional .esp with Majestic Mountains is the moss one.

 

I've tested the following scenarios when creating the lod:

Fixed UDRs in SnowElfCrown.esp and stonehenge + hilltops.esp - same error occurs immediately after adding Majestic Mountains.esp as a master.

Removed WACCF mod and Extension in left pane of MO2 - same error occurs immediately after adding Majestic Mountains.esp as a master.

Removed ICAIOsame error occurs immediately after adding Majestic Mountains.esp as a master.

Removed MajesticMountains_Moss.esp only -  same error occurs immediately after adding Majestic Mountains.esp as a master.

Disabled EVERY .esp EXCEPT USSEP and Majestic Mountains.esp - different error occurs, immediately after adding Majestic Mountains.esp as a master (logs in linked file below)

Removed Majestic Mountains mod entirely (esm and 2 esps) - DynDOLOD completes with no errors.

 

It is starting to look as though MM might be at least a part of the problem, even if it is in conjunction with something else. Even after removing the two mods that had the largest number of errors in SSEEdit, DynDOLOD still spits the dummy at exactly the same point in its process. 

 

You mentioned that Majestic Mountains.esp works for you - did you go through it and remove the 159 "Could not be resolved" errors?

 

Link below is for a .rar file with the logs from the last session (only USSEP and Majestic Mountains enabled). I also realised that the log is not replaced but appended each session, so I've removed previous sessions from it and kept only the last one!

 

https://1drv.ms/f/s!AkIWRdtj_OPsx2T0m8oNHuQpiPaL

 

Let me know if I should test anything else or if you need any more info!

 

Thanks :)

 

Posted (edited)
  On 10/3/2018 at 5:18 PM, geraintwd said:

I hadn't previously checked for errors but, now that I have, I'm not sure I'm going to be able to fix all of them. Majestic Mountains.esp has 159 "Could not be resolved" errors, all similar to the below:

 

RockCliff07SnowRocks01_Snow [STAT:000B679A]
     STAT \ Model \ MODS - Alternate Textures \ Alternate Texture \ New Texture -> [01002E34] < Error: Could not be resolved >
I'm guessing that this is due to the mod taking a different approach to other mountain texture replacers. From the mod description page:

 

The worst culprit for errors seems to be Weapons Armor Clothing & Clutter Fixes.esp, which has a staggering 614 "Could not be resolved" errors and 30 warnings about "Unused data".

 

There are a couple of mods like Arthmoor's Whistling Mine and Solitude Expansion that have a few "Warning: Navmesh triangle not found" messages.

Also, ICAIO has 36 "target is not persistent" messages.

 

Are these the type of errors likely to cause issues with DynDOLOD? How bad are they for my game in general? 

 

Is there a quick way to automatically delete 614 "Could not be resolved" errors? If I have to do it by hand, I'd rather just not use WACCF altogether, especially as the WACCF_Armor and Clothing Extension.esp has a further 96 of them.

 

The only additional .esp with Majestic Mountains is the moss one.

 

I've tested the following scenarios when creating the lod:

Fixed UDRs in SnowElfCrown.esp and stonehenge + hilltops.esp - same error occurs immediately after adding Majestic Mountains.esp as a master.

Removed WACCF mod and Extension in left pane of MO2 - same error occurs immediately after adding Majestic Mountains.esp as a master.

Removed ICAIOsame error occurs immediately after adding Majestic Mountains.esp as a master.

Removed MajesticMountains_Moss.esp only -  same error occurs immediately after adding Majestic Mountains.esp as a master.

Disabled EVERY .esp EXCEPT USSEP and Majestic Mountains.esp - different error occurs, immediately after adding Majestic Mountains.esp as a master (logs in linked file below)

Removed Majestic Mountains mod entirely (esm and 2 esps) - DynDOLOD completes with no errors.

 

It is starting to look as though MM might be at least a part of the problem, even if it is in conjunction with something else. Even after removing the two mods that had the largest number of errors in SSEEdit, DynDOLOD still spits the dummy at exactly the same point in its process. 

 

You mentioned that Majestic Mountains.esp works for you - did you go through it and remove the 159 "Could not be resolved" errors?

 

Link below is for a .rar file with the logs from the last session (only USSEP and Majestic Mountains enabled). I also realised that the log is not replaced but appended each session, so I've removed previous sessions from it and kept only the last one!

 

https://1drv.ms/f/s!AkIWRdtj_OPsx2T0m8oNHuQpiPaL

 

Let me know if I should test anything else or if you need any more info!

 

Thanks :)

 

A current MajesticMountains.esp installed with the the current game version does not have unresolved errors in my load order. My hunch would be that at least the Update.esm is outdated or that cleaning it went wrong.

 

Other than that I can not really help with errors in 3rd party plugins. You need to ask the mod authors for help with their plugins.

Edited by sheson
  • +1 1
Posted

Has anyone EVER seen a weird graphical glitch in SSE that may POSSIBLY be associated with DynDOLOD?

 

It would have been better if I had made a video, but I don't have any experience doing screen recording. Basically, though: Every once in a while, when I am OUTSIDE in Tamriel, I get flickering, grey, geometric shapes that seem to radiate out from a specific point in the screen. They continue to flicker even if I leave the mouse completely still.

 

I took some screenshots below - though you obviously can't actually seem them flickering!

 

https://photos.app.goo.gl/sEmTsmgPVzfDqiCk7

 

- They often (though not quite always) appear when exiting an indoor cell.

- Sometimes, the effect will disappear upon exiting and re-entering - but this does NOT always work, (I currently have a test case where no number of re-entries will make it disappear.)

- Usually, the effect seems to concentrate at one specific place AND perspective. (I.e., if I look in a different direction OR move away but keep looking in the same direction, the effect USUALLY gradually disappears.)

- I've had the effect recently with several completely different load orders.

- Fullscreen vs. Windowed Fullscreen makes no difference, as do changes to anti-aliasing settings.

 

I'm not 100% sure that the glitch is related to DnyDOLOD - but I have noticed that I only get it when DnyDOLOD is activated in MO2. For example, with the current savegame, if I deactivate DnyDOLOD in MO2, restart the game and re-enter the outdoor cell, the flickering never appears. If I save outdoors WHILE the flickering is happening, then exit, deactivate DnyDOLOD and re-start, the flickering resumes - but if I then exit and re-enter the outdoor cell, the flickering is gone.

 

However: if I simply deactivate DnyDOLOD in the MCM, it makes no difference to this problem. I can exit and re-enter the cell as many times as I like - the flickering still comes back. 

 

(Maybe there's something going on with a corrupt texture or mesh?? However: DnyDOLOD's logs do not seem to have reported report anything - though I'll be happy to double check!)

 

BTW, I initially thought it might actually be a problem with my GPU or drivers - but I've only ever seen it in modded SSE, and I don't have any other problems. (I'm running a 1080 TI with no overclock on a 6700k i7, also with no overclock.)

Posted
  On 10/3/2018 at 6:05 PM, sheson said:

A current MajesticMountains.esp installed with the the current game version does not have unresolved errors in my load order. My hunch would be that at least the Update.esm is outdated or that cleaning it went wrong.Other than that I can not really help with errors in 3rd party plugins. You need to ask the mod authors for help with their plugins.

You sir have hit the nail right on the head! A while back (probably more than a couple of updates ago), I cleaned my DLC esms and update.esm for UDRs and ITMs.

 

When I started this mod build, I put the cleaned versions in my data folder and have been using them since. Obviously it didn't occur to me that update.esm might occasionally be updated!

 

Fortunately, I had the sense to keep backups, so I've reverted to the (more or less - I disabled updates for SSE in Steam since the last update broke several SKSE mods) current version and cleaned that in SSEEdit.

 

Now my mods have no "could not be resolved" errors and DynDOLOD works perfectly with Majestic Mountains enabled.

 

Thank you so much for your patience and taking the time to help me, even though I am clearly an idiot!

Posted
  On 10/4/2018 at 11:19 AM, mikegray said:

P.S. I figured out how to record videos and upload them ... 

 

https://www.youtube.com/watch?v=20UKrgu6tfs

that sir is not dyndolod -- to me it looks like a graphics card or driver issue. maybe something like ENB could cause that. i would be really surprised if that was dyndolod causing it.

 

 

  On 10/4/2018 at 1:53 PM, geraintwd said:

You sir have hit the nail right on the head! A while back (probably more than a couple of updates ago), I cleaned my DLC esms and update.esm for UDRs and ITMs.

 

When I started this mod build, I put the cleaned versions in my data folder and have been using them since. Obviously it didn't occur to me that update.esm might occasionally be updated!

 

Fortunately, I had the sense to keep backups, so I've reverted to the (more or less - I disabled updates for SSE in Steam since the last update broke several SKSE mods) current version and cleaned that in SSEEdit.

 

Now my mods have no "could not be resolved" errors and DynDOLOD works perfectly with Majestic Mountains enabled.

 

Thank you so much for your patience and taking the time to help me, even though I am clearly an idiot!

"could not be resolved" means that the linked reference is not present. Many records in a plugin will have information that points to another record, either in the same plugin or a different one. If plugin A makes reference to something in Plugin B, but then for whatever reason Plugin B cannot be found or is not loaded properly, xEdit will show the "could not be resolved" error where the reference should be

 

how exactly this applies to you im not sure, as I dont fully understand what's going on with your situation. But if you were able to resolve it, thats all that matters.

 

But cleaning plugins or masters, in theory, should not affect references/ref links in any way. Cleaning will remove ITM records (but not actually remove the master record) and will find records that have the Delete flag and change it to an 'initially disabled' flag (UDR). This is what is meant by "undelete and disable references". Records get a "delete" flag anytime a mod author uses the delete function inside creation kit. If you click on an object in the world, hit delete key, it will remove the object from the default world, which adds the "delete" flag to that object reference, essentially telling the game not to render it.

 

EDIT: forgot to mention, I also have majestic mountains, and most/all of the other plugins that were mentioned and no probs here. only issue ive had recently was with the update, forcing me to downgrade back to 1.5.50

Posted
  On 10/7/2018 at 4:34 AM, michaelrw said:

that sir is not dyndolod -- to me it looks like a graphics card or driver issue. maybe something like ENB could cause that. i would be really surprised if that was dyndolod causing it.

 

Weird, huh?

 

And I agree - it looks more like a GPU/driver problem to me - only, I honestly haven't seen ANYTHING of the sort in any other game or situation. First thing I did back when I first got this glitch (about 6 months ago) was to turn off all my overclocks, reboot, restart the game. Sadly, no dice. But just to be sure, I haven't OC'd anything (CPU or GPU) since. 

 

Any putative connection to DynDOLOD never even crossed my mind, until I happened notice that exiting the flicker-cell, killing the game, deactivating DynDOLOD, restarting and re-entering the cell made the flicker disappear. (I wasn't even targeting DynDOLOD but trying to see if deactivating one DynDOLOD's masters might make a difference.)

 

Anyway, so far, DnyDOLOD is the first plugin whose deactivation seems to have any effect.

 

BTW, I DO have an ENB (latest build with Rudy - nothing exotic), and that was also one of my first hunches. Disabling ENB and re-entering doesn't seem to change anything - and I haven't noticed any other correlations over the last few months.

 

A couple other things come to mind:

 

- Maybe there's a funky interaction between DynDOLOD and some of the more exotic stuff going on in my Smashed Patch?? Smash does ALL KINDS of whacky stuff, and I have no idea what a lot of it even is, so I kind of wonder whether it is feeding some settings into DnyDOLOD that glitch out. (However: Since DnyDOLOD doesn't have any dependency on my Smashed Patch, I'm really not sure how that could work ... This is tin hat territory.)

 

- More reasonable: Maybe I accidentally ran "SSE NIF Optimizer" on a mesh it shouldn't have touched, and it's somehow corrupted in such a way that it doesn't actually REGISTER as corrupted (i.e., no messages in the DynDOLOD logs), but it's causing a weird interaction.

 

P.S. Here's my modwat.ch page:

https://modwat.ch/u/mikeroygray/plugins

  • 3 weeks later...
Posted (edited)

Since 2.44 I'm not able to create any LOD for Bruma anymore. It always throws me the same error (But I don't remember the exact words currently...Sorry) It's something like: "This file cannot be mapped as master in the load order".

It only happens when I uncomment BSHEARTLAND in the worldspace ignore list and select it in the worlds window.

I tried to generate Dyndolod for Bruma seperately, but this way it throws me another error, something like: "DynDOLOD_SSE_childworldlod_BSHeartland.txt not found". And this file obviously doesn't exist anywhere.

 

On all previous versions of Dyndolod I was using, I never had a problem with it Bruma.

 

 

Ooops, seems I posted in the wrong section. I'm using SSE.

Edited by sheson
Posted (edited)
  On 10/28/2018 at 2:32 AM, Godis said:

Since 2.44 I'm not able to create any LOD for Bruma anymore. It always throws me the same error (But I don't remember the exact words currently...Sorry) It's something like: "This file cannot be mapped as master in the load order".

It only happens when I uncomment BSHEARTLAND in the worldspace ignore list and select it in the worlds window.

I tried to generate Dyndolod for Bruma seperately, but this way it throws me another error, something like: "DynDOLOD_SSE_childworldlod_BSHeartland.txt not found". And this file obviously doesn't exist anywhere.

 

On all previous versions of Dyndolod I was using, I never had a problem with it Bruma.

 

 

Ooops, seems I posted in the wrong section. I'm using SSE.

 

As asked ("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"), post the entire log. Then we wouldn't have to wonder about the exact error messages.
 
The message DynDOLOD_SSE_childworldlod_BSHeartland.txt is expected, because the files does not exist.
Edited by sheson
Posted (edited)

Is there is a way without generating NEW output (hence using my old dyndolod.output and texgen.output) and creating new esm / esp files for 2.44?

 

Cheers!

Edited by DX3M
Posted (edited)
  On 10/28/2018 at 12:43 PM, DX3M said:

Is there is a way without generating NEW output (hence using my old dyndolod.output and texgen.output) and creating new esm / esp files for 2.44?

 

Cheers!

As the TexGen message to save users from themselves and the TexGen manual explain, old TexGen output should be removed before generating new output.

 

DynDOLOD 2.44 can only update plugins that were made with DynDOLOD 2.44. The stop message appears when incompatible DynDOLOD plugins are loaded.

 

Use DynDOLOD 2.43 to update existing plugins version 2.30 or generate from scratch with DynDOLOD 2.44.

Edited by sheson

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