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DynDOLOD 3.00 Alpha 182


sheson

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9 hours ago, sheson said:

Can you check DynDOLOD.esp for errors with xEdit to see if anything is being reported?

 

[00:00] Start: Checking for Errors
[00:00] Checking for Errors in [5B] DynDOLOD.esp
[00:06] cuttingroomflooresp_01a42a_DynDOLOD_PATCH [REFR:5B1371FE] (places WRDragonDoor01 "Door" [DOOR:000252C7] in GRUP Cell Temporary Children of [CELL:0001A280] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 4,-3))
[00:06]     REFR \ XNDP - Navigation Door Link \ Teleport Marker Triangle -> <Warning: Navmesh triangle not found in "[NAVM:00069688] (in GRUP Cell Temporary Children of WhiterunExterior01 [CELL:0000961B] (in Tamriel "Skyrim" [WRLD:0000003C] at 4,-3))">
[00:16] still checking for Errors in [5B] DynDOLOD.esp
[00:16] Done: Checking for Errors, Processed Records: 73420, Errors found: 1, Elapsed Time: 00:16

image.thumb.png.0bbb4c3054e7f98b67b58978e138d279.png

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48 minutes ago, Joe9075 said:

 


[00:00] Start: Checking for Errors
[00:00] Checking for Errors in [5B] DynDOLOD.esp
[00:06] cuttingroomflooresp_01a42a_DynDOLOD_PATCH [REFR:5B1371FE] (places WRDragonDoor01 "Door" [DOOR:000252C7] in GRUP Cell Temporary Children of [CELL:0001A280] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 4,-3))
[00:06]     REFR \ XNDP - Navigation Door Link \ Teleport Marker Triangle -> <Warning: Navmesh triangle not found in "[NAVM:00069688] (in GRUP Cell Temporary Children of WhiterunExterior01 [CELL:0000961B] (in Tamriel "Skyrim" [WRLD:0000003C] at 4,-3))">
[00:16] still checking for Errors in [5B] DynDOLOD.esp
[00:16] Done: Checking for Errors, Processed Records: 73420, Errors found: 1, Elapsed Time: 00:16

image.thumb.png.0bbb4c3054e7f98b67b58978e138d279.png

Check if removing the reference from the DynDOLOD.esp changes anything. Let me know if you need additional information how to do that.

Error checking latest Cuttingroomfloor.esp version from AFK mods shows the same error for me. You too?

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44 minutes ago, sheson said:

Check if removing the reference from the DynDOLOD.esp changes anything. Let me know if you need additional information how to do that.

Error checking latest Cuttingroomfloor.esp version from AFK mods shows the same error for me. You too?

[00:00] Start: Checking for Errors
[00:00] Checking for Errors in [0C] Cutting Room Floor.esp
[00:01] [REFR:0C013168] (places FarmhouseLDoor01 "Wooden Door" [DOOR:00029CB0] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at -8,-7)
[00:01]     REFR \ XNDP - Navigation Door Link \ Teleport Marker Triangle -> <Warning: Navmesh triangle not found in "[NAVM:000E8588] (in GRUP Cell Temporary Children of POITundra14 [CELL:00009A91] (in Tamriel "Skyrim" [WRLD:0000003C] at -8,-7))">
[00:01] [REFR:0C014248] (places FarmhouseLDoor01 "Wooden Door" [DOOR:00029CB0] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at -2,15)
[00:01]     REFR \ XNDP - Navigation Door Link \ Teleport Marker Triangle -> <Warning: Navmesh triangle not found in "[NAVM:000D6010] (in GRUP Cell Temporary Children of StonehillsExterior01 [CELL:000093B6] (in Tamriel "Skyrim" [WRLD:0000003C] at -2,15))">
[00:01] [REFR:0C01A42A] (places WRDragonDoor01 "Door" [DOOR:000252C7] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at 4,-3)
[00:01]     REFR \ XNDP - Navigation Door Link \ Teleport Marker Triangle -> <Warning: Navmesh triangle not found in "[NAVM:00069688] (in GRUP Cell Temporary Children of WhiterunExterior01 [CELL:0000961B] (in Tamriel "Skyrim" [WRLD:0000003C] at 4,-3))">
[00:01] [REFR:0C030FD9] (places FarmhouseLDoor01 "Wooden Door" [DOOR:00029CB0] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at -2,16)
[00:01]     REFR \ XNDP - Navigation Door Link \ Teleport Marker Triangle -> <Warning: Navmesh triangle not found in "[NAVM:000D6013] (in GRUP Cell Temporary Children of StonehillsExterior02 [CELL:00009395] (in Tamriel "Skyrim" [WRLD:0000003C] at -2,16))">
[00:01] [REFR:0C2B524B] (places FarmhouseLDoor01 "Wooden Door" [DOOR:00029CB0] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at -3,15)
[00:01]     REFR \ XNDP - Navigation Door Link \ Teleport Marker Triangle -> <Warning: Navmesh triangle not found in "[NAVM:000E88EE] (in GRUP Cell Temporary Children of [CELL:000093B7] (in Tamriel "Skyrim" [WRLD:0000003C] at -3,15))">
[00:01] WERoad02 "Nobles Traveling with Bodyguard" [QUST:001027A5]
[00:01]     QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ Alias -> <Warning: Quest Alias not found in "WERoad02 "Nobles Traveling with Bodyguard" [QUST:001027A5]">
[00:01]     QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ Alias -> <Warning: Quest Alias not found in "WERoad02 "Nobles Traveling with Bodyguard" [QUST:001027A5]">
[00:01]     QUST \ VMAD - Virtual Machine Adapter \ Aliases \ Alias \ Object Union \ Object v2 \ Alias -> <Warning: Quest Alias not found in "WERoad02 "Nobles Traveling with Bodyguard" [QUST:001027A5]">
[00:01]     QUST \ VMAD - Virtual Machine Adapter \ Aliases \ Alias \ Object Union \ Object v2 \ Alias -> <Warning: Quest Alias not found in "WERoad02 "Nobles Traveling with Bodyguard" [QUST:001027A5]">
[00:02] Done: Checking for Errors, Processed Records: 4633, Errors found: 6, Elapsed Time: 00:02

Also I would appreciate the instructions if you don't mind

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25 minutes ago, Joe9075 said:

[00:00] Start: Checking for Errors
[00:00] Checking for Errors in [0C] Cutting Room Floor.esp
[00:01] [REFR:0C013168] (places FarmhouseLDoor01 "Wooden Door" [DOOR:00029CB0] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at -8,-7)
[00:01]     REFR \ XNDP - Navigation Door Link \ Teleport Marker Triangle -> <Warning: Navmesh triangle not found in "[NAVM:000E8588] (in GRUP Cell Temporary Children of POITundra14 [CELL:00009A91] (in Tamriel "Skyrim" [WRLD:0000003C] at -8,-7))">
[00:01] [REFR:0C014248] (places FarmhouseLDoor01 "Wooden Door" [DOOR:00029CB0] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at -2,15)
[00:01]     REFR \ XNDP - Navigation Door Link \ Teleport Marker Triangle -> <Warning: Navmesh triangle not found in "[NAVM:000D6010] (in GRUP Cell Temporary Children of StonehillsExterior01 [CELL:000093B6] (in Tamriel "Skyrim" [WRLD:0000003C] at -2,15))">
[00:01] [REFR:0C01A42A] (places WRDragonDoor01 "Door" [DOOR:000252C7] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at 4,-3)
[00:01]     REFR \ XNDP - Navigation Door Link \ Teleport Marker Triangle -> <Warning: Navmesh triangle not found in "[NAVM:00069688] (in GRUP Cell Temporary Children of WhiterunExterior01 [CELL:0000961B] (in Tamriel "Skyrim" [WRLD:0000003C] at 4,-3))">
[00:01] [REFR:0C030FD9] (places FarmhouseLDoor01 "Wooden Door" [DOOR:00029CB0] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at -2,16)
[00:01]     REFR \ XNDP - Navigation Door Link \ Teleport Marker Triangle -> <Warning: Navmesh triangle not found in "[NAVM:000D6013] (in GRUP Cell Temporary Children of StonehillsExterior02 [CELL:00009395] (in Tamriel "Skyrim" [WRLD:0000003C] at -2,16))">
[00:01] [REFR:0C2B524B] (places FarmhouseLDoor01 "Wooden Door" [DOOR:00029CB0] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at -3,15)
[00:01]     REFR \ XNDP - Navigation Door Link \ Teleport Marker Triangle -> <Warning: Navmesh triangle not found in "[NAVM:000E88EE] (in GRUP Cell Temporary Children of [CELL:000093B7] (in Tamriel "Skyrim" [WRLD:0000003C] at -3,15))">
[00:01] WERoad02 "Nobles Traveling with Bodyguard" [QUST:001027A5]
[00:01]     QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ Alias -> <Warning: Quest Alias not found in "WERoad02 "Nobles Traveling with Bodyguard" [QUST:001027A5]">
[00:01]     QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ Alias -> <Warning: Quest Alias not found in "WERoad02 "Nobles Traveling with Bodyguard" [QUST:001027A5]">
[00:01]     QUST \ VMAD - Virtual Machine Adapter \ Aliases \ Alias \ Object Union \ Object v2 \ Alias -> <Warning: Quest Alias not found in "WERoad02 "Nobles Traveling with Bodyguard" [QUST:001027A5]">
[00:01]     QUST \ VMAD - Virtual Machine Adapter \ Aliases \ Alias \ Object Union \ Object v2 \ Alias -> <Warning: Quest Alias not found in "WERoad02 "Nobles Traveling with Bodyguard" [QUST:001027A5]">
[00:02] Done: Checking for Errors, Processed Records: 4633, Errors found: 6, Elapsed Time: 00:02

Also I would appreciate the instructions if you don't mind

Make a backup of DynDOLOD.esp somewhere outside the MO2 mods folders. Load DynDOLOD.esp in xEdit like you did when error checking it. It should have load order id 5B. It is the number in front of the plugin file name in the left tree view of xEdit. If it changed adjust the first two digits 5B of the reference form ID 5B1371FE accordingly.

Enter the reference form id 5B1371FE into the FormID top left of xEdit and hit enter key. You can now right click the highlight record in the tree view in the left window or the top row that says [5B] DynDOLOD.esp in the right window and select "remove". Confirm any messages, then close xEdit. It should prompt you to save the plugin.

In case there is a problem renaming the plugin, you will find the saved plugin with a file-stamp in the filename in MO2 overwrite folder. Right click to "Rename" to DynDOLOD.esp. Then test if problem still happens. 

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51 minutes ago, sheson said:

Make a backup of DynDOLOD.esp somewhere outside the MO2 mods folders. Load DynDOLOD.esp in xEdit like you did when error checking it. It should have load order id 5B. It is the number in front of the plugin file name in the left tree view of xEdit. If it changed adjust the first two digits 5B of the reference form ID 5B1371FE accordingly.

Enter the reference form id 5B1371FE into the FormID top left of xEdit and hit enter key. You can now right click the highlight record in the tree view in the left window or the top row that says [5B] DynDOLOD.esp in the right window and select "remove". Confirm any messages, then close xEdit. It should prompt you to save the plugin.

In case there is a problem renaming the plugin, you will find the saved plugin with a file-stamp in the filename in MO2 overwrite folder. Right click to "Rename" to DynDOLOD.esp. Then test if problem still happens. 

Removed the reference, still crashed.
Crash_2022_6_11_14-45-49.txt

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1 hour ago, Joe9075 said:

Removed the reference, still crashed.
Crash_2022_6_11_14-45-49.txt

OK, then lets troubleshoot by doing a binary search for the problematic record:

The goal is to remove as many worldspaces, cells and references as possible from DynDOLOD.esp while still keeping the problematic record that causes the game to crash.

Make a backup of DynDOLOD.esp
Load DynDOLOD.esp into xEdit and unfold DynDOLOD.esp in the left tree view and then unfold "Worldspace"
You can mark worldspace records with left Shift key and mouse button like usual in Windows. Mark everything but Tamriel and Windhelmworld and right click remove. Save. Test in game.
We expect it still to crash.
Make a backup of this plugin.
Load it in xEdit and now remove Windhelmworld. Save.Test in game. 
If it still crashes make a backup and continue below, if not load the back from before than contains Tamriel and Windhelmworld, then remove Tamriel instead. Save. Test.

You now have either a plugin that should have only  Tamriel or Windhelmworld remaining. It really should be Tamriel...

Make a backup.
Load plugin in xEdit 
Unfold Worldspace, then unfold Tamriel.
Remove 00000D74 Cell, while keeping the Blocks. Save.Test.
If it doesn't crash, load the backup and remove all the Blocks instead to only keep 00000D74 Cell.
Otherwise, make backup, remove half the blocks, save, test. If it crashes rinse and repeat, other load backup and remove the other half. Once you are down to a single Block, do the asme with the subblocks, then with the cells. Always remove half, test, if it doesn't crash load backup and remove the other half, until you only one cell left.

Now you either have a plugin with 00000D74 persistent Cell or a Block/subblock, temporary cell. In that case let me know which temporary cell is left. They typically only contains one or a couple references.

If the crash happen with the 00000D74 persistent cell, make backup, load in xEdit, unfold the persistent cell and remove all the overwrites at the top. The records with red/yellow background.
If crash does not happen, load back up and remove all the other records, then do the cycle to remove half overwrites until you only have one overwrite left causing the problem.

Otherwise, do the cycle removing half of the references that do have an EditorID Tamriel_Firstborn* or Tamriel_Minion. Best to sort by the EditorID column for that.

It sounds like a lot of work but once you get the hang of it but by removing half, test remove other half if necessary it goes typically pretty quick to find at least one record causing the problem.

Let me know what you find or ask for clarification if something didn't make sense.

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59 minutes ago, sheson said:

OK, then lets troubleshoot by doing a binary search for the problematic record:

The goal is to remove as many worldspaces, cells and references as possible from DynDOLOD.esp while still keeping the problematic record that causes the game to crash.

Make a backup of DynDOLOD.esp
Load DynDOLOD.esp into xEdit and unfold DynDOLOD.esp in the left tree view and then unfold "Worldspace"
You can mark worldspace records with left Shift key and mouse button like usual in Windows. Mark everything but Tamriel and Windhelmworld and right click remove. Save. Test in game.
We expect it still to crash.
Make a backup of this plugin.
Load it in xEdit and now remove Windhelmworld. Save.Test in game. 
If it still crashes make a backup and continue below, if not load the back from before than contains Tamriel and Windhelmworld, then remove Tamriel instead. Save. Test.

You now have either a plugin that should have only  Tamriel or Windhelmworld remaining. It really should be Tamriel...

Make a backup.
Load plugin in xEdit 
Unfold Worldspace, then unfold Tamriel.
Remove 00000D74 Cell, while keeping the Blocks. Save.Test.
If it doesn't crash, load the backup and remove all the Blocks instead to only keep 00000D74 Cell.
Otherwise, make backup, remove half the blocks, save, test. If it crashes rinse and repeat, other load backup and remove the other half. Once you are down to a single Block, do the asme with the subblocks, then with the cells. Always remove half, test, if it doesn't crash load backup and remove the other half, until you only one cell left.

Now you either have a plugin with 00000D74 persistent Cell or a Block/subblock, temporary cell. In that case let me know which temporary cell is left. They typically only contains one or a couple references.

If the crash happen with the 00000D74 persistent cell, make backup, load in xEdit, unfold the persistent cell and remove all the overwrites at the top. The records with red/yellow background.
If crash does not happen, load back up and remove all the other records, then do the cycle to remove half overwrites until you only have one overwrite left causing the problem.

Otherwise, do the cycle removing half of the references that do have an EditorID Tamriel_Firstborn* or Tamriel_Minion. Best to sort by the EditorID column for that.

It sounds like a lot of work but once you get the hang of it but by removing half, test remove other half if necessary it goes typically pretty quick to find at least one record causing the problem.

Let me know what you find or ask for clarification if something didn't make sense.

I removed every worldspace record in dyndolod.esp, it still crashed.
However, when I removed WindhelmWorld and tested it, there was no crash.

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9 hours ago, Joe9075 said:

Edit: meant to say "every worldspace record in dyndolod.esp besides for WindhelmWorld and Tamriel" in the first line.

Just continue removing thins, while keep the version of the plugin that still crashes. Make a backup, then remove Windhelmworld. I expect it to still crash with only Tamriel. Other load the back and remove Tamriel and keep Windhelmworld.

Once you have only one worldspace left left, start continue by removing the persistent cell. Otherwise the blocks and so one as explained above.

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Trying to figure out if I am stupid or not... I am creating a fresh install of Skyrim AE. But No matter where I seem to put these programs... I keep getting the same error when I try running TexGenX64... I literally put it in c:\DynDOLOD\ as requested and it still gives me the same error.

image.thumb.png.d91d04449f6431bc1b05f1d6e33d31c8.png

EDIT: I am stupid... I initially installed it via MO and then moved it out as it requested me to do so... But  since the meta.ini file was still there, it wasn't liking that.

Edited by mouse0270
Found the issue
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18 hours ago, sheson said:

Just continue removing thins, while keep the version of the plugin that still crashes. Make a backup, then remove Windhelmworld. I expect it to still crash with only Tamriel. Other load the back and remove Tamriel and keep Windhelmworld.

Once you have only one worldspace left left, start continue by removing the persistent cell. Otherwise the blocks and so one as explained above.

I seem to have found the problematic record. Its 5B13CE51, a Placed Object within the WindhelmWorld worldspace and its 0001691F Cell. Deleting it stopped the crashing.
image.thumb.png.7c0e6355979b31ab572ad91be3aa930a.png

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On 6/13/2022 at 1:20 AM, Joe9075 said:

I seem to have found the problematic record. Its 5B13CE51, a Placed Object within the WindhelmWorld worldspace and its 0001691F Cell. Deleting it stopped the crashing.
image.thumb.png.7c0e6355979b31ab572ad91be3aa930a.png

You removed all other worldspaces but the WindhelmWorld and all other references from 0001691F Cell Persistent and the game still crashed?
The game does not crash if the reference is removed and the Cell is empty?

There is no such thing as a bad cell. This probably means a dynamic LOD reference insside the Far Grid area (21 x 21 cells by default) around this cell might be using a problematic assets.

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On 6/10/2022 at 9:52 AM, TomForStep said:

After running TexGen and DynDOLOD 3 Alpha 94, everything seems to be fine so far except for those missing textures in Windhelm as seen below in the spoiler section. It happens both with Skyrim 2020 Parallax (for Windhelm) or with Northfire's Windhelm Parallax meshes. What could be the issue?

  Reveal hidden contents

grafik.thumb.png.d195c2faffc6f2087143d90e6733340d.png

grafik.thumb.png.375ee4dd571d9c22f4909127b748da23.png

 

 


 

 

On 6/10/2022 at 10:11 AM, sheson said:

Read the first post which log and debug log to upload when making posts.

This looks like parallax textures are missing or wrong snow shader for them. For example https://www.nexusmods.com/skyrimspecialedition/mods/52111

Thank you for taking the time to answer and for sharing these great tools with us! Here's some more information:

Console output looks like this for the corresponding object:

Base defined/last changed -> Skyrim.esm
Ref defined/last changed -> Skyrim.esm

  • When I enable the three DynDOLOD plugins, the textures are missing as seen in the screenshots.

Console output then looks like this:

Base defined/last changed -> DynDOLOD.esm

Ref defined -> Skyrim.esm

Ref last changed -> DynDOLOD.esm

Is the change of Base/Ref expected behaviour? Why don't the textures show up when DynDOLOD is active?

Here are the logs: https://ufile.io/jfwapyzg

 

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37 minutes ago, TomForStep said:

 

Thank you for taking the time to answer and for sharing these great tools with us! Here's some more information:

Console output looks like this for the corresponding object:

Base defined/last changed -> Skyrim.esm
Ref defined/last changed -> Skyrim.esm

  • When I enable the three DynDOLOD plugins, the textures are missing as seen in the screenshots.

Console output then looks like this:

Base defined/last changed -> DynDOLOD.esm

Ref defined -> Skyrim.esm

Ref last changed -> DynDOLOD.esm

Is the change of Base/Ref expected behaviour? Why don't the textures show up when DynDOLOD is active?

Here are the logs: https://ufile.io/jfwapyzg

 

Have you generated LOD for the exact load order of the plugins or did the order of plugins or their content change afterwards?
Finalize the load order before generating LOD, including sorting plugins and generating the BDS patches.
If you did that, it might have to be the other way around, finalize the load order, generate LOD and then run the BDS patcher afterwards. Sort its plugin to load after DynDOLOD.esp.

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9 hours ago, sheson said:

You removed all other worldspaces but the WindhelmWorld and all other references from 0001691F Cell Persistent and the game still crashed?
The game does not crash if the reference is removed and the Cell is empty?

Yes

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