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DynDOLOD 3.00 Alpha 182


sheson

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1 hour ago, z929669 said:

Read the OP and stop wasting time. You are not providing the logs required. This is not Wabbajack support.

https://ufile.io/lt77q3hz

Oh, here is another upload of two screenshots from SSEEdit, showing that it is entirely your plugins at fault for a cyclical error, because you can see them referencing each other without an ending. I could take more screenshots of this, but I think you understand me by now.

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48 minutes ago, PhxFuryKnight said:

https://ufile.io/lt77q3hz

Oh, here is another upload of two screenshots from SSEEdit, showing that it is entirely your plugins at fault for a cyclical error, because you can see them referencing each other without an ending. I could take more screenshots of this, but I think you understand me by now.

Your debug log shows a large number of script errors related to your Synthesis patch. I think this may be causing the issues. DynDOLOD plugins are created dynamically from your existing plugins. Obviously, you should be sorting with LOOT prior to running DynDOLOD and adding those plugins (and again sorting with LOOT where you got that error).

Sheson probably will be familiar with some of the issues in these logs as they relate to Synthesis, so with the debug log now being provided, he should be able to give you some next steps when he's back online.

In the meantime ...

Based on the logs, I think you either have some mod plugin problems or an install problem with all those not-found-script errors. Review the logs (or even better, the DynDOLOD Summary at ../DynDOLOD/Summary/*) to find out where those scripts are expected and check the related mods for install issues or missing file updates, etc.

Be sure to clean all dirty plugins indicated by LOOT (in the sort before generating DynDOLOD plugins). ITMs and UDRs should all be cleaned from the CC DLC mods (about 40 of them) as well as the other vanilla DLCs and Update.esm using xEditQuickAutoClean. The same should be done for any other of your mods flagged by LOOT.

Once that's done, I would test a regen from scratch without Synthesis patch. If the plugins generated by DynDOLOD don't contain the circular refs, I would test again with Synthesis.

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Is anyone able to give me any clues as to why DynDOLOD isn't finding the files I've generated through TexGen? I found a post on here that said to try using different compression methods if TexGen was crashing with a particular error I encountered, so I did that and then converted then converted them with Texconv, so it's not unlikely I messed something up...

Here are the logs from one attempt at running DynDOLOD. Thanks very much for your help.

TexGen_SSE_Debug_log.txt TexGen_SSE_log.txt

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42 minutes ago, z929669 said:

Your debug log shows a large number of script errors related to your Synthesis patch. I think this may be causing the issues. DynDOLOD plugins are created dynamically from your existing plugins. Obviously, you should be sorting with LOOT prior to running DynDOLOD and adding those plugins (and again sorting with LOOT where you got that error).

Sheson probably will be familiar with some of the issues in these logs as they relate to Synthesis, so with the debug log now being provided, he should be able to give you some next steps when he's back online.

In the meantime ...

Based on the logs, I think you either have some mod plugin problems or an install problem with all those not-found-script errors. Review the logs (or even better, the DynDOLOD Summary at ../DynDOLOD/Summary/*) to find out where those scripts are expected and check the related mods for install issues or missing file updates, etc.

Be sure to clean all dirty plugins indicated by LOOT (in the sort before generating DynDOLOD plugins). ITMs and UDRs should all be cleaned from the CC DLC mods (about 40 of them) as well as the other vanilla DLCs and Update.esm using xEditQuickAutoClean. The same should be done for any other of your mods flagged by LOOT.

Once that's done, I would test a regen from scratch without Synthesis patch. If the plugins generated by DynDOLOD don't contain the circular refs, I would test again with Synthesis.

Thanks. Now it's 3DNPCs I am worried about, because there are roughly triple the missing scripts in that mod than there are in the synthesis patch. x.x I have chosen to forgoe DynDOLOD for the time being until I can resolve this issue.

Edit: I have found that the 3DNPC Update file did not get properly merged, it simply replaced the main file, hence THOSE missing scripts. I will also correct Synthesis and try this again now.

Edited by PhxFuryKnight
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1 hour ago, CBSkyrimModding said:

Is anyone able to give me any clues as to why DynDOLOD isn't finding the files I've generated through TexGen? I found a post on here that said to try using different compression methods if TexGen was crashing with a particular error I encountered, so I did that and then converted then converted them with Texconv, so it's not unlikely I messed something up...

Here are the logs from one attempt at running DynDOLOD. Thanks very much for your help.

TexGen_SSE_Debug_log.txt 777.02 kB · 1 download TexGen_SSE_log.txt 44.42 kB · 1 download

  1. You first need to update to the latest DynDOLOD 3 Alpha 114 into a clean folder.
  2. Modify the INIs as necessary. (I rename my current DynDOLOD path to DynDOLOD_ for reference with e.g., WinMerge)
  3. Remove current TexGen and DynDOLOD optput mods.
  4. Remove any third-party billboards or LOD files.
  5. Sort with LOOT.
  6. Clean dirty plugins indicated by LOOT, including vanilla.
  7. Install latest DynDOLOD Resources mod.
  8. Final sort with LOOT.
  9. Run TexGen,  and install output. (Post this debug log if you find errors in the non-debug log, otherwise, continue to next step)
  10. Run DynDOLOD, and install output.

Then post that debug log if issues (see the OP for details and reference info).

 

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5 hours ago, PhxFuryKnight said:

     Hello!! I don't really have any error log, but for some reason DynDOLOD.esm has added DynDOLOD.esp as a master while it was generating itself, and I can't get LOOT to sort these plugins, due to a cylical interaction detected between the two. 
     I just used this yesterday without issue. My esps + esms are at 243 including DynDOLOD's plugins, and I have never had this issue before. I received it while I was still using DynDOLOD 3 Alpha 111, and since then I have updated to DynDOLOD 3 Alpha 114, the latest version, and have double checked that LOOT is in fact up to date, and am able to sort plugins normally without DynDOLOD present. 
     I even took the liberty to clear ALL metadata from the LOOT tables in case it was user error. I wasn't that. I am also unable to open either esm nor esp in the creation kit as it causes it to crash immediately. I am not able to load either plugin in SSEEdit due to the plugins containing cyclical references. What can I do about this new problem?

Read my first post which log and debug to upload when making posts. Also see my DynDOLOD website https://dyndolod.info/Official-DynDOLOD-Support-Forum

Also upload the plugins.

You can not do anything about this other than to properly report the issue.

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Hello,

I been running into a cyclical reference problem where DynDOLOD.esm is making DynDOLOD.esp its master.
I ran DynDOLOD successfully previously on my load order before.

However after updating it to a newer version and some other non-big changes to my load order, I run into the cyclical reference error after rerunning DynDOLOD
I already tried a clean install of DynDOLOD and it still seem to hit the same issue.

Here are my logs:

 

https://ufile.io/7fv27n3q
 

DynDOLOD_SSE_log.txt

Edited by WholesaleBlowdryer
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11 hours ago, CBSkyrimModding said:

Got it, thanks. I'm following only the Step Skyrim Special Edition Guide as my base and then adding mods after it. Game is running smoothly, only working on LODs at this point). Here are the truncated log (removed multiple passes, wasn't sure if I should remove anything from the records of one pass) and full debug log files. Any clue why DynDOLOD can't find my converted textures?

TexGen_SSE_Debug_log.txt 777.02 kB · 0 downloads TexGen_SSE_log.txt 44.42 kB · 0 downloads

Neither of the TexGen logs show a relevant session of TexGen generating any textures. Use TexGen to generate all desired billboards and install the output as a mod as explained at https://dyndolod.info/Generation-Instructions#1-Generate-The-Required-LOD-Assets-with-TexGen

No DynDOLOD logs were uploaded.

See this related section https://dyndolod.info/Messages/TexGen-Output#No-TexGen-output-detected

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28 minutes ago, WholesaleBlowdryer said:

Hello,

I been running into a cyclical reference problem where DynDOLOD.esm is making DynDOLOD.esp its master.
I ran DynDOLOD successfully previously on my load order before.

However after updating it to a newer version and some other non-big changes to my load order, I run into the cyclical reference error after rerunning DynDOLOD
I already tried a clean install of DynDOLOD and it still seem to hit the same issue.

Here are my logs:

https://ufile.io/7fv27n3q
DynDOLOD_SSE_log.txt 349.42 kB · 1 download

Upload both DynDOLOD plugins that were generated in the session shown the logs.

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1 hour ago, WholesaleBlowdryer said:

Hello,

I been running into a cyclical reference problem where DynDOLOD.esm is making DynDOLOD.esp its master.
I ran DynDOLOD successfully previously on my load order before.

However after updating it to a newer version and some other non-big changes to my load order, I run into the cyclical reference error after rerunning DynDOLOD
I already tried a clean install of DynDOLOD and it still seem to hit the same issue.

Here are my logs:

 

https://ufile.io/7fv27n3q
 

DynDOLOD_SSE_log.txt 349.42 kB · 2 downloads

Same issue for me, once again. I have been at this all night. Attached is my current log from my last run about 30 minutes ago, as well as my DynDOLOD.esm that has been generated, and that has apparently also added DynDOLOD.esp as a master by mistake. 

DynDOLOD_SSE_log.7z

DynDOLOD.esm.7z

And the .esp to view, could not meet max file size, so it's on a seperate post.

DynDOLOD.esp.7z

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22 hours ago, sheson said:

The upload archive does not contain the DynDOLOD log debug log. They are saved when the tools is closed.

Edit: Download this test version of DynDOLODx64.exe https://mega.nz/file/IZJBlYDQ#lL1rg6fExoiY-9oR63dw7OgWrhFA-F5WpfoHMGJxHq4
Delete old bugreport.txt and logs, run the test version and upload the new log, debug log, bugreport.txt if it exists.

Hey Sheson,

I used the test version of Dyndolod you gave me. I got an error at markarth world atlas again, but this time I got an error saying file not found. Attached are my new logs and bug report with Dyndolod debug log this time.

https://ufile.io/mcefvgnb

Best,

LoooneyTunes

Hey Sheson,

I ran the test version of Dyndolod you gave me again and got a different error this time. An OpenGl error.

https://ufile.io/r8b27nnf

Best,

LoooneyTunes

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1 hour ago, z929669 said:
  1. You first need to update to the latest DynDOLOD 3 Alpha 114 into a clean folder.
  2. Modify the INIs as necessary. (I rename my current DynDOLOD path to DynDOLOD_ for reference with e.g., WinMerge)
  3. Remove current TexGen and DynDOLOD optput mods.
  4. Remove any third-party billboards or LOD files.
  5. Sort with LOOT.
  6. Clean dirty plugins indicated by LOOT, including vanilla.
  7. Install latest DynDOLOD Resources mod.
  8. Final sort with LOOT.
  9. Run TexGen,  and install output. (Post this debug log if you find errors in the non-debug log, otherwise, continue to next step)
  10. Run DynDOLOD, and install output.

Then post that debug log if issues (see the OP for details and reference info).

 

Thank you, will do. One more quick question: I've cleaned, sorted, and resolved all issues reported by LOOT, but the Step guide recommends using the following LOD mods:

xLODGen Resource - SSE Terrain Tamriel_Extended
Far Object LOD Improvement Project SSE
DynDOLOD Bright Waterfall Fix for ENB
Aspens Ablaze Add-On - DynDOLOD 3
Glacier LOD Meshes

Just to be clear, in addition to your other instructions, you want me to disable all of these before running a clean pass of TexGen?

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1 hour ago, sheson said:

Memory settings are changed in the BIOS. You should be able to save the current settings to a profile and to return to before changing anything.

Good Morning!

So what I did do yesterday:

I disabled A-XMP on my Bios. All other overclock settings were on Auto. I reran Texgen with the same old result.
For fun I also tried to work with 6 render threads which threw an exception almost immediately after entering the "Create Textures" step.

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