Jump to content

DynDOLOD 3.00 Alpha 182


sheson

Recommended Posts

1 minute ago, ridex said:

See the OP for the logs to include, depending on your situation.

You need to "Click on this link" in the error message as explained in the OP to understand the issue and what logs to include.

Link to comment
Share on other sites

8 hours ago, ridex said:

Hi, I am having problems with this version of dyndolod, I finished running Textgen without any problems but dyndolon is having the same problem over and over while running. Any ideas about it? If you need more info I can send it. 

As explained on the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages, use the Click on this link for additional explanations and help for this message link to open https://dyndolod.info/Messages/Exceptions and to read the explanations under the heading Access violation.

As explained on the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text, if the option Copy message to clipboard is available on a message prompt, use it to copy and paste the text instead of posting screenshots.

7 hours ago, ridex said:

I will include some logs I just found.
 DynDOLOD_SSE_log.txt 163.59 kB · 0 downloads

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD debug log and bugreport.txt to also upload when making posts.

Link to comment
Share on other sites

Hello

I'm experiencing a CTD in Whiterun since version a162 (a164 included) that I do not have with a156 (I've just redone the generation for the test with the same load order). Evrytime I walk towards the market, I get a CTD with the same type of error message (https://ufile.io/y3hkk7we). I get no error during generation of textures or LOD with version a164. In the SKSE log, there is a mention of a File: "Architecture\WhiteRun\WRBuildings\WRHouseShack02.nif", I tried replacing this (and its textures) with those of the base game in case it might be corrupted but I still crash

If you need the dyndolod log, I'll provide them as well

I'm using Skyrim version 1.6.1130 and updated all the mods (I believe so). Here are my generation settings in case I do something wrong

image.thumb.png.062ea454840e42e4745145e2597a2ec2.png

Edited by Hercules6969
spelling errors
Link to comment
Share on other sites

2 hours ago, Hercules6969 said:

Hello

I'm experiencing a CTD in Whiterun since version a162 (a164 included) that I do not have with a156 (I've just redone the generation for the test with the same load order). Evrytime I walk towards the market, I get a CTD with the same type of error message (https://ufile.io/y3hkk7we). I get no error during generation of textures or LOD with version a164. In the SKSE log, there is a mention of a File: "Architecture\WhiteRun\WRBuildings\WRHouseShack02.nif", I tried replacing this (and its textures) with those of the base game in case it might be corrupted but I still crash

If you need the dyndolod log, I'll provide them as well

I'm using Skyrim version 1.6.1130 and updated all the mods (I believe so). Here are my generation settings in case I do something wrong

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs whihc DynDOLOD log and debug log to upload when making posts.

As explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text, do not post screenshots of the tools, unless it is about visual issues with the user interface.

What SKSE log is mentioning Architecture\WhiteRun\WRBuildings\WRHouseShack02.nif?
Upload that log. too.
Which mod did the NIF come from at the time the crash log was created?
If the crash is repeatable and always mentioning the same base record and NIF, then it is likely it causes the crash.

As a test you could edit the reference 6C0C97DE in DynDOLOD.esm to use a different base record with a different NIF to verify.

Link to comment
Share on other sites

16 hours ago, sheson said:

There are two models overlapping each other. The second model defines Data\Textures\Default.dds, which does not exist.
The overlapping models with the weird geometry happen because the full model has havok, is animated, has particles and lots of things that are not supported and suitable for object LOD.  For LOD generation there should be a static "LOD" model with all these things removed so that only the actual 3D remains and the tools do not try to generate LOD with animation and beams etc with then happen to have the Default.dds.
This affects all 3 files, so all LOD Levels. The LOD always had the problem form the start.

Download and use the latest DynDOLOD Standalone 3 Alpha and DynDOLOD Resources SE 3 versions to generate LOD from scratch. This time without setting this full model to be used for object LOD, since it is not suitable.
Make sure that Backported Extended ESL Support is installed.
Make sure the DynDOLOD DLL NG and Scripts overwrite DynDOLOD Resources SE 3.
Then start the game and test everything works with "coc whiterun" from main menu console. If that works, restart the game and load an interior save and go outside.
If there are any problems in the game post the DynDOLOD log, DynDOLOD debug log and papyrus logs as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs and the c:\Users\deana\Documents\My Games\Skyrim Special Edition\SKSE\DynDOLOD.log as explained at https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds#Testing

Thanks for this. I re-did my whole DynDOLOD and ensured I made a clean save and it's all working now. I think the key was downloading BEES. Everything is looking great on both my existing saves. The last DynDOLOD message I should see in the MCM is "DynDOLOD activated", right? I saw it initialize but had to toggle on "DynDOLOD active" on one of the saves, but everything is looking good now on both - DynDOLOD toggled on in the MCM and the last message is "DynDOLOD activated". Thank you again for your assistance here.

Link to comment
Share on other sites

35 minutes ago, dnmt said:

Thanks for this. I re-did my whole DynDOLOD and ensured I made a clean save and it's all working now. I think the key was downloading BEES. Everything is looking great on both my existing saves. The last DynDOLOD message I should see in the MCM is "DynDOLOD activated", right? I saw it initialize but had to toggle on "DynDOLOD active" on one of the saves, but everything is looking good now on both - DynDOLOD toggled on in the MCM and the last message is "DynDOLOD activated". Thank you again for your assistance here.

If it is active in the MCM and the last message is DynDOLOD activated you should be good.

Link to comment
Share on other sites

18 hours ago, sheson said:

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs whihc DynDOLOD log and debug log to upload when making posts.

As explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text, do not post screenshots of the tools, unless it is about visual issues with the user interface.

What SKSE log is mentioning Architecture\WhiteRun\WRBuildings\WRHouseShack02.nif?
Upload that log. too.
Which mod did the NIF come from at the time the crash log was created?
If the crash is repeatable and always mentioning the same base record and NIF, then it is likely it causes the crash.

As a test you could edit the reference 6C0C97DE in DynDOLOD.esm to use a different base record with a different NIF to verify.

Hi

The nif came from Winedave https://www.nexusmods.com/skyrimspecialedition/mods/28950, I replaced it with parallax meshes from pfusher and the CTD is gone. What is strange is that I have been using WIndave parallax meshes from the begining with the older versions of Dyndolod without CTD... I kept windave textures. What is important for me is that it's fixed now...

Thanks for taking the time to answer. You're doing a wonderful work for us!

Edited by Hercules6969
Link to comment
Share on other sites

6 minutes ago, Hercules6969 said:

Hi

The nif came from Winedave https://www.nexusmods.com/skyrimspecialedition/mods/28950, I replaced it with parallax meshes from pfusher and the CTD is gone. What is strange is that I have been using WIndave parallax meshes from the begining with the older versions of Dyndolod without CTD... I kept windave textures. What is important for me is that it's fixed now...

Thanks for taking the time to answer. You're doing a wonderful work for us!

The requested logs were not provided.

If the NIF was the same file, then the difference is because of changes in the load order or settings now requiring to add a reference using that NIF, while before there wasn't.

Link to comment
Share on other sites

  • sheson changed the title to DynDOLOD 3.00 Alpha 165

Hello, I generated a new dyndolod on v165 and when I try and load my save skyrim says it's missing all of the plugins from dyndolod.

My last run was on dyndolod v158 and that worked fine.

Please help me, it's new years and I just want to play the game, I've been dealing with blue screens, and failed generations for 2 days now... I just want to play the game.

Link to comment
Share on other sites

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log and debug log to upload when making posts.

The game not loading plugins has nothing to with the tool creating a plugin.

When start the game and test everything works with "coc whiterun" from main menu console. If that works, restart the game and load an interior save and go outside.

Link to comment
Share on other sites

7 minutes ago, sheson said:

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log and debug log to upload when making posts.

The game not loading plugins has nothing to with the tool creating a plugin.

When start the game and test everything works with "coc whiterun" from main menu console. If that works, restart the game and load an interior save and go outside.

I was told this is where to go for help.
Here are my texgen and dyndolod logs, the issue is with my plugin though.
I can load into the game however the plugins are disabled, I think it's the new 1.71 plugin type conflicting with skyrim 1.6.640.

https://mega.nz/file/kwZG2Sob#UaVTRv61Udnmw0paFOpNWPSKcY7thSfmERgXB59A79U

Link to comment
Share on other sites

I looked at dyndolod in xedit and the plugin format is 1.8 and that could be causing it to not load on older skyrim versions.

Edit: I changed the plugin format to 1.7 in xEdit and the dyndolod plugins finally load... Though I don't trust that everything will be fine lol
Would you be able to have Dyndolod support older versions of the game with a setting that changes the plugin generation or is that out of scope?

Edited by StrayHALO_MAN
Link to comment
Share on other sites

39 minutes ago, StrayHALO_MAN said:

I looked at dyndolod in xedit and the plugin format is 1.8 and that could be causing it to not load on older skyrim versions.

Edit: I changed the plugin format to 1.7 in xEdit and the dyndolod plugins finally load... Though I don't trust that everything will be fine lol
Would you be able to have Dyndolod support older versions of the game with a setting that changes the plugin generation or is that out of scope?

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log and debug log to upload when making posts.

The DynDOLOD plugins use the highest version found in plugins in the load order.

Permanently remove all plugin that have a too high version and/or make sure that Backported Extended ESL Support is installed.

Link to comment
Share on other sites

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.