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DynDOLOD 3.00 Alpha 169


sheson

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[Window Title]
DynDOLOD

[Main Instruction]
Can not copy [CELL:9E37F34D] (in CWILustratoriumWorld "Lustratorium" [WRLD:9D37F110]) from CollegeOfWinterholdImmersive.esp into DynDOLOD.esp.

[Content]
Access violation at address 000000000105A76B in module 'DynDOLODx64.exe'. Read of address 0000000000000000 CollegeOfWinterholdImmersive.esp [CELL:9E37F34D] (in CWILustratoriumWorld "Lustratorium" [WRLD:9D37F110])

 

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1 hour ago, Ultivek said:

[Window Title]
DynDOLOD

[Main Instruction]
Can not copy [CELL:9E37F34D] (in CWILustratoriumWorld "Lustratorium" [WRLD:9D37F110]) from CollegeOfWinterholdImmersive.esp into DynDOLOD.esp.

[Content]
Access violation at address 000000000105A76B in module 'DynDOLODx64.exe'. Read of address 0000000000000000 CollegeOfWinterholdImmersive.esp [CELL:9E37F34D] (in CWILustratoriumWorld "Lustratorium" [WRLD:9D37F110])

 

I'm encountering this as well with version 6.2 of Immersive College Of Winterhold

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34 minutes ago, z929669 said:

See the sticky post at the top of this forum. It's probably your AV.

Thank you for the quick response.

I seem to have fixed my issue. I had downloaded the updated versions of DynDOLOD 3 and DynDOLOD Resources but had somehow missed the step of actually installing DynDOLOD 3. Rookie mistake... bleh!

Anyways, I will definitely add an exception within my AV just in case.

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8 hours ago, Ultivek said:

[Window Title]
DynDOLOD

[Main Instruction]
Can not copy [CELL:9E37F34D] (in CWILustratoriumWorld "Lustratorium" [WRLD:9D37F110]) from CollegeOfWinterholdImmersive.esp into DynDOLOD.esp.

[Content]
Access violation at address 000000000105A76B in module 'DynDOLODx64.exe'. Read of address 0000000000000000 CollegeOfWinterholdImmersive.esp [CELL:9E37F34D] (in CWILustratoriumWorld "Lustratorium" [WRLD:9D37F110])

Moved to the DynDOLOD 3 Alpha thread. Read the first post which log, debug log and bugreport.txt (if it exists) to upload when makin posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum

Always use the latest versions as explained on the first post. https://dyndolod.info/Changelog This looks like the bug that was already reported and fixed in Alpha 110

As explained on the first post, click the "Click on this link for additional explanations and help for this message" to open https://dyndolod.info/Messages/Can-Not-Copy-Record for more explanations and help.

Search this thread for similar posts and answer as epxlained on the first post. https://stepmodifications.org/forum/search/?&q="can not copy [CELL"&type=forums_topic&quick=1&item=17510

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On 1/7/2023 at 12:31 AM, sheson said:

Test with this version of DynDOLOD DLL NG https://mega.nz/file/JIxxWLyR#WQ5Da9xkK-jRVANdI31lmYA1BTngNKrkUB7OxgJBn9U

If the issue does not happen and if there are no other weird side effects, this is an actual fix.

Simple tested, the bug won't happen and Dyndolod installed successfully. I think it is fixed !

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Firstly, I will say that the documentation for this mod is awesome and makes the mod relatively easy to get running despite the mod's inherent extreme complexity. However, I would like to suggest a slight improvement to the information messages that could reduce confusion somewhat.

Running: Dyndolod 3.0 alpha 110, xEdit 4.0.4, MO2 2.4.4, all plugins are stock unmodified from 1.6.640 but executables downgraded to 1.6.353.

I had originally registered to ask about the enabling of the large reference workaround, as the program did not allow for the large reference workaround to be activated due to there being deleted references, despite all MO2 LOOT sorted plugins that have the "dirty" flag being cleaned with xEdit Quick Auto Clean following the documentation https://dyndolod.info/Generation-Instructions. I previously had read that cleaning was unnecessary and buggy before this, but did it here as the documentation specified that said advice was misinformation. However, I still was unable to activate large reference workaround after cleaning these plugins, with the error "Large reference bugs workarounds: disabled (DynDOLOD.DLL: NG, Scripts: NG, Deleted references: yes)"

When going through the logs that were generated at that point, it did not specify which of these plugins had the offending deleted references, even though the plugins must have already been analyzed to determine that deleted references exist.

It was only after generating the LOD once, that the deleted references showed up in the logs as warnings and I was able to clean these plugins. After cleaning these plugins, I was able to activate the large reference option. Said plugins that had deleted references but were not flagged as dirty were:

ccvsvsse004-beafarmer.esl
ccbgssse016-umbra.esm
ccbgssse005-goldbrand.esl

I'm not sure if this is a problem with MO2 or LOOT that does not flag these plugins as requiring cleaning despite having deleted references, but I would like to suggest that the message also display which plugins have deleted references without requiring LOD generation to be carried out first. For example something like this would have helped me figure out what was going wrong:

"Large reference bugs workarounds: disabled (DynDOLOD.DLL: NG, Scripts: NG, Deleted references: yes)"

"Deleted references found in: ccvsvsse004-beafarmer.esl,ccbgssse016-umbra.esm,ccbgssse005-goldbrand.esl"

Again, thanks for the excellent work with the mod and the documentation!

Edited by adhocspamdie
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1 hour ago, adhocspamdie said:

Firstly, I will say that the documentation for this mod is awesome and makes the mod relatively easy to get running despite the mod's inherent extreme complexity. However, I would like to suggest a slight improvement to the information messages that could reduce confusion somewhat.

Running: Dyndolod 3.0 alpha 110, xEdit 4.0.4, MO2 2.4.4, all plugins are stock unmodified from 1.6.640 but executables downgraded to 1.6.353.

I had originally registered to ask about the enabling of the large reference workaround, as the program did not allow for the large reference workaround to be activated due to there being deleted references, despite all MO2 LOOT sorted plugins that have the "dirty" flag being cleaned with xEdit Quick Auto Clean following the documentation https://dyndolod.info/Generation-Instructions. I previously had read that cleaning was unnecessary and buggy before this, but did it here as the documentation specified that said advice was misinformation. However, I still was unable to activate large reference workaround after cleaning these plugins, with the error "Large reference bugs workarounds: disabled (DynDOLOD.DLL: NG, Scripts: NG, Deleted references: yes)"

When going through the logs that were generated at that point, it did not specify which of these plugins had the offending deleted references, even though the plugins must have already been analyzed to determine that deleted references exist.

It was only after generating the LOD once, that the deleted references showed up in the logs as warnings and I was able to clean these plugins. After cleaning these plugins, I was able to activate the large reference option. Said plugins that had deleted references but were not flagged as dirty were:

ccvsvsse004-beafarmer.esl
ccbgssse016-umbra.esm
ccbgssse005-goldbrand.esl

I'm not sure if this is a problem with MO2 or LOOT that does not flag these plugins as requiring cleaning despite having deleted references, but I would like to suggest that the message also display which plugins have deleted references without requiring LOD generation to be carried out first. For example something like this would have helped me figure out what was going wrong:

"Large reference bugs workarounds: disabled (DynDOLOD.DLL: NG, Scripts: NG, Deleted references: yes)"

"Deleted references found in: ccvsvsse004-beafarmer.esl,ccbgssse016-umbra.esm,ccbgssse005-goldbrand.esl"

Again, thanks for the excellent work with the mod and the documentation!

I just updated https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds with this information:
In case a deleted reference is found, the debug log will contain a line like this:
[DeletedReferencesChecks] <Debug: Deleted reference Update.esm [REFR:000C8701] (places TreeDeadShrub [TREE:000A731C] in GRUP Cell Temporary Children of FrostflowLighthouseExterior01 [CELL:00008F29] (in Tamriel "Skyrim" [WRLD:0000003C] at 15,21))>

The checks stop after finding the first deleted reference for now. Once the experimental workarounds are not experimental anymore and become the default for SE, there might be more detailed log messages, prompts etc. For now it is on the down-low on purpose.

Curios that LOOT did not report those plugins for you.

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Hey hey, what's up homie. Noticed you included my delicious DynDOLOD TexGen Fixes (Summerset Isle-Rigmor-Project Aho-Gray Cowl-Beyond Reach) mod in the output comments. Very nice, lovely. I also do fixes for Root Block, Potential Wild Edits & Texture Resolutions. Pretty much every sort of fix except things relating to scripts. Can you update the descriptions on the output logs & useful 3rd party mods page? I also always try to encourage users to post these bugs on the original mod pages. As not everything can be "fixed"... Also, if we have LOD Unloading Bug Fix active while DynDOLOD is on, will that cause any problems? Because sometimes I'll play dynDOLOD off or on.

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1 hour ago, mattski123 said:

Hey hey, what's up homie. Noticed you included my delicious DynDOLOD TexGen Fixes (Summerset Isle-Rigmor-Project Aho-Gray Cowl-Beyond Reach) mod in the output comments. Very nice, lovely. I also do fixes for Root Block, Potential Wild Edits & Texture Resolutions. Pretty much every sort of fix except things relating to scripts. Can you update the descriptions on the output logs & useful 3rd party mods page? I also always try to encourage users to post these bugs on the original mod pages. As not everything can be "fixed"... Also, if we have LOD Unloading Bug Fix active while DynDOLOD is on, will that cause any problems? Because sometimes I'll play dynDOLOD off or on.

https://dyndolod.info/Mods/Useful-3rd-Party-Mods
LOD Unloading Bug Fix - dynamic LOD already fixes this engine bug so the mod is typically not needed. Install the mod only in case dynamic LOD is not used.

I am nor aware of any issues if both are active.

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1 hour ago, mostwanted11 said:

The sea of ghosts area is filled with stuff like this around Dawnstar and Winterhold, I'm not sure which settings am I supposed to use in Dyndolod.

SkyrimSE_F2pJMdr4R1.jpg

DynDOLODx64_sBInTE2OxP.png

Moved to the DynDOLOD 3 Alpha thread. Read the first post which log and debug log to upload when making posts.

To fix holes in the ocean, simply generate occlusion with DynDOLODhttps://dyndolod.info/Help/Occlusion-Data
Any quality setting will work and generate working occlusion data for the current load order.

https://dyndolod.info/Generation-Instructions
Activate the plugins(s). In case Occlusion.esp was generated, it should be the last plugin to load right after DynDOLOD.esp.

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9 minutes ago, sheson said:

Moved to the DynDOLOD 3 Alpha thread. Read the first post which log and debug log to upload when making posts.

To fix holes in the ocean, simply generate occlusion with DynDOLODhttps://dyndolod.info/Help/Occlusion-Data
Any quality setting will work and generate working occlusion data for the current load order.

https://dyndolod.info/Generation-Instructions
Activate the plugins(s). In case Occlusion.esp was generated, it should be the last plugin to load right after DynDOLOD.esp.

But I already have occlusion generated. That's the problem.

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