mattski123 Posted October 16, 2021 Share Posted October 16, 2021 (edited) [Main Instruction] Access violation at address 000000000172CCA9 in module 'DynDOLODx64.exe'. [Content] Read of address 0000000000000000. I haver take ownership on and dyndolod added to exclusions including the folders themselves. https://easyupload.io/2bha1q Edited October 16, 2021 by mattski123 Link to comment Share on other sites More sharing options...
sheson Posted October 16, 2021 Author Share Posted October 16, 2021 41 minutes ago, mattski123 said: [Main Instruction] Access violation at address 000000000172CCA9 in module 'DynDOLODx64.exe'. [Content] Read of address 0000000000000000. I haver take ownership on and dyndolod added to exclusions including the folders themselves. https://easyupload.io/2bha1q Test with this version. It should run through. Pay attention to texture not divisible by 4 message(s). Link to comment Share on other sites More sharing options...
mattski123 Posted October 16, 2021 Share Posted October 16, 2021 1 hour ago, sheson said: Test with this version. It should run through. Pay attention to texture not divisible by 4 message(s). Finished successfully! Did you want me to send you the finished logs? Also what was the difference in exes? Link to comment Share on other sites More sharing options...
Sandman53 Posted October 16, 2021 Share Posted October 16, 2021 13 hours ago, sheson said: Also upload the debug log of DynDOLOD as explained on the first post. Do not install any 3rd party billboards as explained in the included manual. Use TexGen to generate them all. Fix this error reported in the log: <Error: Texture textures\rbroriksteadtextures\planks_lod.dds resolution 256x171 not divisible by 4 used by meshes\rbroriksteadmeshes\mergedhousewithwall13lod.nif RedBag's Rorikstead.esp 000Inn2FarmsMergedRBRorikstead [STAT:4B000D62]> Probably this mod https://www.nexusmods.com/skyrimspecialedition/mods/56114/ Texture resolutions need to be power of 2, like 128,256,512,1024 etc. for textures that are used directly. The UV of the custom "LOD" model using this texture is not inside 0.0 and 1.0 so the LOD for it has to use the texture directly instead of the version on the object LOD texture atlas. Just wanted to let you know that after fixing the textures everything worked as expected. Thank you! Link to comment Share on other sites More sharing options...
PRieST Posted October 17, 2021 Share Posted October 17, 2021 (edited) Hey sheson, with the alpha which introduced the script checking, I now have a hand full of script warnings. One example is this one <Warning: Property not found myexplosion in scripts\dlc2expspiderdeadspiderscript.pex Audio Overhaul Skyrim.esp DLC2ExpSpiderShockBombENEMY [ACTI:04028631]> I looked it up, but I can't see why I get the warning in this case, because even the vanilla record of the dragonborn.esm calls the 'myexplosion' property: https://ibb.co/WDvRCQL The logs are found here Beside that I also got this one <Error: File not found scripts\soscivsnore.pex SoundsOfSkyrim.esp [REFR:76008974] (places SoSCivSnoreTrigger [STAT:76007348] in GRUP Cell Temporary Children of IvarsteadExterior03 [CELL:000097A1] (in Tamriel "Himmelsrand" [WRLD:0000003C] at 17,-16))> which is kinda weird, because the file in fact is existing and all other records, which point to the script, don't produce the error and are looking the same - only the actor reference is not identical Record which caused the error: https://ibb.co/LQTYg2d Another one from the mod: https://ibb.co/NYg3RqH Edited October 17, 2021 by PRieST Link to comment Share on other sites More sharing options...
sheson Posted October 17, 2021 Author Share Posted October 17, 2021 1 hour ago, PRieST said: Hey sheson, with the alpha which introduced the script checking, I now have a hand full of script warnings. One example is this one <Warning: Property not found myexplosion in scripts\dlc2expspiderdeadspiderscript.pex Audio Overhaul Skyrim.esp DLC2ExpSpiderShockBombENEMY [ACTI:04028631]> I looked it up, but I can't see why I get the warning in this case, because even the vanilla record of the dragonborn.esm calls the 'myexplosion' property: https://ibb.co/WDvRCQL The logs are found here Beside that I also got this one <Error: File not found scripts\soscivsnore.pex SoundsOfSkyrim.esp [REFR:76008974] (places SoSCivSnoreTrigger [STAT:76007348] in GRUP Cell Temporary Children of IvarsteadExterior03 [CELL:000097A1] (in Tamriel "Himmelsrand" [WRLD:0000003C] at 17,-16))> which is kinda weird, because the file in fact is existing and all other records, which point to the script, don't produce the error and are looking the same - only the actor reference is not identical Record which caused the error: https://ibb.co/LQTYg2d Another one from the mod: https://ibb.co/NYg3RqH From ..\DynDOLOD\docs\help\LogMessages.html Property not found * in scripts\*.pex A property (variable) is defined for a papyrus script, but its definition does not exist in the script. This can happen in case scripts are updated or being overwritten. In case the property does not exist in the script anymore intentionally, remove the no longer needed entry from the script properties on the mentioned record. The error message for the missing property myexplosion is suppressed (in debug log only) for the master record in Dragonborn. I will have to extend that to plugins that overwrite it. If the OS reports an existing file as not found it might have to with UAC or antivir. I did not get any such error message testing SoundsOfSkyrim myself just now. Is that error repeatable? Is the file found if using xEdit Asset Browser (CTRL+F3)? Link to comment Share on other sites More sharing options...
PRieST Posted October 17, 2021 Share Posted October 17, 2021 (edited) 37 minutes ago, sheson said: The error message for the missing property myexplosion is suppressed (in debug log only) for the master record in Dragonborn. I will have to extend that to plugins that overwrite it. If the OS reports an existing file as not found it might have to with UAC or antivir. I did not get any such error message testing SoundsOfSkyrim myself just now. Is that error repeatable? Is the file found if using xEdit Asset Browser (CTRL+F3)? But if Windows is messing with that, would not all records report it as missing or does DynDOLOD only mentions the last record found which has the same error? Yes, the file is shown/found in xEdit: https://ibb.co/0CXJzXn Will have to check if this is repeatable. 37 minutes ago, sheson said: From ..\DynDOLOD\docs\help\LogMessages.html Property not found * in scripts\*.pex A property (variable) is defined for a papyrus script, but its definition does not exist in the script. This can happen in case scripts are updated or being overwritten. In case the property does not exist in the script anymore intentionally, remove the no longer needed entry from the script properties on the mentioned record. Maybe you have seen it, but I got some more warning in the same spectrum with Improved Shadowmarks - pointing to the 'attachedto' property, is this kind of the same error? Maybe because it's expanding 'ObjectReference' to use the 'AttachedTo' property? Quote Scriptname TGRPlayerHouseShadowmarkScript extends ObjectReference Edit: Yes the error with Sounds of Skyrim is repeatable and points everytime to the same record: Quote <Error: File not found scripts\soscivsnore.pex SoundsOfSkyrim.esp [REFR:76008974] (places SoSCivSnoreTrigger [STAT:76007348] in GRUP Cell Temporary Children of IvarsteadExterior03 [CELL:000097A1] (in Tamriel "Himmelsrand" [WRLD:0000003C] at 17,-16))> Maybe something is wrong with the actor which should get the property/script applied? All other records seem to be fine/look the same, as said before. Edited October 17, 2021 by PRieST Link to comment Share on other sites More sharing options...
sheson Posted October 17, 2021 Author Share Posted October 17, 2021 33 minutes ago, PRieST said: But if Windows is messing with that, would not all records report it as missing or does DynDOLOD only mentions the last record found which has the same error? Yes, the file is shown/found in xEdit: https://ibb.co/0CXJzXn Will have to check if this is repeatable. Maybe you have seen it, but I got some more warning in the same spectrum with Improved Shadowmarks - pointing to the 'attachedto' property, is this kind of the same error? Maybe because it's expanding 'ObjectReference' to use the 'AttachedTo' property? That is why I ask if the the message is repeatable. However, false positives from Windows Defender seem to be all over the place for the recent months. Certain message may only be reported once for the first occurrence. Have you tried to extract the script from the BSA? Improved Shadowmarks.esp is not a vanilla plugin and tgrplayerhouseshadowmarkscript.pex is not a vanilla script. Link to comment Share on other sites More sharing options...
PRieST Posted October 17, 2021 Share Posted October 17, 2021 (edited) 26 minutes ago, sheson said: That is why I ask if the the message is repeatable. Certain message are may only be reported once for the occurrence. Have you tried to extract the script from the BSA? Improved Shadowmarks.esp is not a vanilla plugin and tgrplayerhouseshadowmarkscript.pex is not a vanilla script. Ok, will solve the issues with Improved Shadowmarks than. Ah, I think I found what was wrong with Sounds of Skyrim...the bsa was packed wrong (maybe my own error) and so the path was 'sounds of skyrim complete\scripts\...' instead of 'data\scripts'....which also means the mod can't work at all in this state. After unpacking the error isnt' there as I recognized the wrong path and changed it. So this is also solved, thanks. Edit:Checked again, after repacking the bsa, no error, so it was the wrong path...it's even seen with the file browser in xEdit... It is 'Sounds of Skyrim Complete LITE' which I am using...will make an error report on the modpage. But still, why does it only show up with one record and not all of them in the DynDOLOD log? Edited October 17, 2021 by PRieST Link to comment Share on other sites More sharing options...
sheson Posted October 17, 2021 Author Share Posted October 17, 2021 22 minutes ago, PRieST said: Ok, will solve the issues with Improved Shadowmarks than. Ah, I think I found what was wrong with Sounds of Skyrim...the bsa was packed wrong (maybe my own error) and so the path was 'sounds of skyrim complete\scripts\...' instead of 'data\scripts'....which also means the mod can't work at all in this state. After unpacking the error isnt' there as I recognized the wrong path and changed it. So this is also solved, thanks. It should be just scripts\*.pex in the BSA as shown by xEdit Asset Browser. Link to comment Share on other sites More sharing options...
PRieST Posted October 17, 2021 Share Posted October 17, 2021 (edited) 25 minutes ago, sheson said: It should be just scripts\*.pex in the BSA as shown by xEdit Asset Browser. Yes, it is corrected now: https://ibb.co/P5nrhYs (left side is the wrong one, original from that mod) and so the error is also gone. PS: Ignore the filenaming itself, I had to do this, because of my loadorder/own changes to the mod. After rerunning DynDOLOD the only warning left is the one with 'myexplosion'... To solve it, I just have to delete the property from the record? As you have mentioned this is infact in error in dragonborn.esm itself? Edited October 17, 2021 by PRieST Link to comment Share on other sites More sharing options...
sheson Posted October 17, 2021 Author Share Posted October 17, 2021 2 hours ago, PRieST said: Yes, it is corrected now: https://ibb.co/P5nrhYs (left side is the wrong one, original from that mod) and so the error is also gone. PS: Ignore the filenaming itself, I had to do this, because of my loadorder/own changes to the mod. After rerunning DynDOLOD the only warning left is the one with 'myexplosion'... To solve it, I just have to delete the property from the record? As you have mentioned this is infact in error in dragonborn.esm itself? Just ignore the warning for now. Link to comment Share on other sites More sharing options...
skinjack Posted October 17, 2021 Share Posted October 17, 2021 (edited) Hi Sheson, I am having an issue with the latest two versions of DynDOLOD that previous versions had not reported before. This may be a problem better addressed by the author(s) of SSEEdit, but I thought I would report it here as well in case it is a new development that needs to be addressed. Here is a link to my latest debug_log (there was no debug_log): https://www.mediafire.com/file/d0hzm05mh1sjswh/DynDOLOD_SSE_Debug_log.txt/file I know exactly where in SSEEdit this issue appears via this screenshot: https://imgur.com/bLRaT1j however I am not familiar with the troubleshooting techniques for this sort of error. As you can see, the two objects on the left side cannot be resolved. I know how to REMOVE these errors in the Properties on the right side via the video the warning links to, but not when they are in the NAME - Base entry. I don't even have the option of removing them in the right pane, only editing. If I remove them in the left pane and then rerun DynDOLOD it still flags them as an issue and proceeds no further, and I am not sure if I can even remove the entire sub-block further up the hierarchal chain. At the very least I am informing you of the problem I am encountering with these versions. It may just be my build, but as stated I have never had this issue until now. The mod is the same zip file I have used for years and his mod (although now removed from Nexus) has not changed in a long time. Do you have any idea what is going on in the log and how I can fix this so DynDOLOD no longer sees it as an error? I'm not sure if this is a memory issue like last time, but I did ensure I was running the 64 bit version this time. EDIT: Sorry, I was on the right track. Just had someone point out I was removing them correctly, but my references to delete message had updated to others in that mod and I hadn't noticed. EDIT: Got it fixed. That particular mod is a minefield of errors. Hope it didn't remove any of the King trees. Thanks for listening to me complain. Outside of the fact that DynDOLOD seems to notice more errors than other versions, the errors were not from this mod but that one. Edited October 17, 2021 by skinjack Link to comment Share on other sites More sharing options...
sheson Posted October 18, 2021 Author Share Posted October 18, 2021 9 hours ago, skinjack said: Hi Sheson, I am having an issue with the latest two versions of DynDOLOD that previous versions had not reported before. This may be a problem better addressed by the author(s) of SSEEdit, but I thought I would report it here as well in case it is a new development that needs to be addressed. Here is a link to my latest debug_log (there was no debug_log): https://www.mediafire.com/file/d0hzm05mh1sjswh/DynDOLOD_SSE_Debug_log.txt/file I know exactly where in SSEEdit this issue appears via this screenshot: https://imgur.com/bLRaT1j however I am not familiar with the troubleshooting techniques for this sort of error. As you can see, the two objects on the left side cannot be resolved. I know how to REMOVE these errors in the Properties on the right side via the video the warning links to, but not when they are in the NAME - Base entry. I don't even have the option of removing them in the right pane, only editing. If I remove them in the left pane and then rerun DynDOLOD it still flags them as an issue and proceeds no further, and I am not sure if I can even remove the entire sub-block further up the hierarchal chain. At the very least I am informing you of the problem I am encountering with these versions. It may just be my build, but as stated I have never had this issue until now. The mod is the same zip file I have used for years and his mod (although now removed from Nexus) has not changed in a long time. Do you have any idea what is going on in the log and how I can fix this so DynDOLOD no longer sees it as an error? I'm not sure if this is a memory issue like last time, but I did ensure I was running the 64 bit version this time. EDIT: Sorry, I was on the right track. Just had someone point out I was removing them correctly, but my references to delete message had updated to others in that mod and I hadn't noticed. EDIT: Got it fixed. That particular mod is a minefield of errors. Hope it didn't remove any of the King trees. Thanks for listening to me complain. Outside of the fact that DynDOLOD seems to notice more errors than other versions, the errors were not from this mod but that one. Yes, either these references need to be removed or the NAME - Base needs to set to a valid base record which is not NULL has to be set, otherwise unresolved or NULL Name - Base records cause CTD. The errors are reported by the xEdit error check. DynDOLOD is a modified xLODGen, which is a tool mod of xEdit. Link to comment Share on other sites More sharing options...
mattski123 Posted October 18, 2021 Share Posted October 18, 2021 Hey, when it comes to water seams, can we use this mod: https://www.nexusmods.com/skyrimspecialedition/mods/13963 Also, I have a Fix Waterflow script (if that's better) but I was wondering, which mod would be best to use and do I test it before or after running dyndolod? https://www.nexusmods.com/skyrimspecialedition/mods/5221 Link to comment Share on other sites More sharing options...
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