Jump to content

Recommended Posts

Posted

Simple question (I hope). Followed instructions but confused myself slightly as had to backtrack - redid the master files after reading updated instructions and decided last minute to add post-processing group so unsure if I've ballsed something up. 

Question: Warnings in DynDoLod are these normal? (attached)

Screenshot 2022-09-03 111649.png

Posted
2 hours ago, darkglobe87 said:

Simple question (I hope). Followed instructions but confused myself slightly as had to backtrack - redid the master files after reading updated instructions and decided last minute to add post-processing group so unsure if I've ballsed something up. 

Question: Warnings in DynDoLod are these normal? (attached)

Screenshot 2022-09-03 111649.png

Yes, they are "normal", meaning that those mods will throw out "large reference" errors. The mod authors would need to resolve the large references in their mods, but that is highly unlikely to happen. It is safe to ignore those errors. It will/ can cause graphic anomalies in game, however.

  • Thanks 1
Posted (edited)

I've also had these and didn't know what to do with them. Another one from my current DynDOLOD summary, which i also didn't quite understand or knew how to interpret; the mentioned plugin is cleaned and checked for errors:

Spoiler

Warning: Property not found mycell in scripts\ccasvsse001_doorunlockscript.pex ccasvsse001-almsivi.esm [REFR:05000F2B] (places ccASVSSE001_DoorUnlockTrig [ACTI:05000F26] in GRUP Cell Persistent Children of [CELL:040142EC] (in DLC2SolstheimWorld "Solstheim" [WRLD:04000800]) at 8,5)

 

Edited by CorneliusC
Posted
1 hour ago, CorneliusC said:

I've also had these and didn't know what to do with them. Another one from my current DynDOLOD summary, which i also didn't quite understand or knew how to interpret; the mentioned plugin is cleaned and checked for errors:

  Reveal hidden contents


Warning: Property not found mycell in scripts\ccasvsse001_doorunlockscript.pex ccasvsse001-almsivi.esm [REFR:05000F2B] (places ccASVSSE001_DoorUnlockTrig [ACTI:05000F26] in GRUP Cell Persistent Children of [CELL:040142EC] (in DLC2SolstheimWorld "Solstheim" [WRLD:04000800]) at 8,5)

 

That too is a known error. The property is (apparently) missing from the mentioned script in the Creation. I *think* I read a while ago that someone (USSEP?) has it on their fix list, but I can't be sure. I have yet to delve into the "Ghosts of the Tribunal" CC, so I don't know if it is an issue in game.

Posted

Thanks guys. Not done this for yeeeeeeeeears (I'm talking pre-LE). 

Issue I have is I started this build using Step 2.0.0. then realised it'd been updated, so went back and amended. Also I then decided to go with ENB which I never usually do. (big mistake, my Radeon RX 580 can't handle it well) so I thought maybe I'd made an error but I've spent like a week after work getting to this point I really don't want to have to start over!
 

Posted
2 hours ago, darkglobe87 said:

Thanks guys. Not done this for yeeeeeeeeears (I'm talking pre-LE). 

Issue I have is I started this build using Step 2.0.0. then realised it'd been updated, so went back and amended. Also I then decided to go with ENB which I never usually do. (big mistake, my Radeon RX 580 can't handle it well) so I thought maybe I'd made an error but I've spent like a week after work getting to this point I really don't want to have to start over!
 

*chuckles* Been there, done/doing that. My mod list is in a perpetual state of flux, because I keep finding mods that look interesting, on top of the STEP install. So I am basically having to redo TexGen and DynDOLOD regularly.

A rule of thumb that I use (whether correct or not) is that missing texture and mesh errors need to be fixed (unless if you use CACO, that has missing textures from items in its unused in the game test cell);

the above mentioned script error for almsivi is "normal);

large reference errors can be ignored, though can/will cause flickering in game.

Posted

Thanks guys. I was expecting a frosty response to my questions because I'm clearly a n00b ha. I just blindly follow instructions, and I hope you guys understand we don't all MAKE mods and have working knowledge of how Bethesda make their games.

This is a long way off from downloading that pre-made Morrowind overhaul (this is what got me started with making Skyrim look better!)

So there's no way to remove the large reference errors, then. I've cleaned everything using xEdit (that took long enough too!)

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.