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Not initializing, No MCM, can not find DynDOLOD.esm, DynDOLOD.esp or Occlusion.esp


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DynDOLOD NG plugin version: 3.0.13.0 | SKSE version: 2.0.20.0 | Game version: 1-5-97-0
DynDOLOD save/load handler installed.
DynDOLOD Papyrus functions installed.
Default Trampoline => 0B / 28B (00.00%)
Trampoline initialized.
Default Trampoline => 14B / 28B (50.00%)
Default Trampoline => 28B / 28B (100.00%)
DynDOLOD Patch installed.
DynDOLOD Cell Events installed.
DynDOLOD Menu Events installed.
DynDOLOD Player Events installed.
Reading file Data/SKSE/Plugins/DynDOLOD_Data/DynDOLOD_NG_Worlds.txt
can not get version from dyndolod.esm
dyndolod.esm not found
dyndolod.esp not found

I don’t know which version the DynDOLOD initialization will not be displayed at the beginning, and the mcm menu will not be displayed. However, the DynDOLOD effect is normal, and the dynamic lod in the distance is normal.

https://ufile.io/hvtychaq

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Posted (edited)

Thank You, I forgot to mention, I am running the Nolvus 5 mod pack. It does not use the normal folder structure that a regular install does. it "does" however come with Dyndolod already installed.. So I tried to just use that as an example one where things should go.  Not sure if it matters, but Nolvus downgrades Skyrim to 15.97... (I used 3.00 to run Dyndolod.. maybe too new for this version? ) they basically mirror your steam installation, downgrade it, and install mods into that mirror copy. That is what is actaully used through MO2 to run the game,  instead of the Steam install. Their folder structures are more of a "parallel" install instead of a "serial" install.. that is the best I can describe it... each mod has it's own path, and doesn't funnel down through something like Data\Meshes\Actor\Character... 

I recently restarted Skyrim, so it will be no issue to start from a new game. Will be less complicated. I am going to test a couple things and will reply back... thanks for your help

EDIT: I thought I had BEES installed, but apparently not... I will try that, and report back

Edited by Iam74Gibson
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Posted (edited)

Hi Sheson I ran blubbos_trees_in_whiterun.esp through SSEEditQuickAutoClean and now no more FormID Is A HITME so it worked.

I have a different problem now... :(

I upgrade to the latest DynDOLOD 169 and now it's not even loading when I start, and I'm not doing anything different, than I've done for the past 3 years, so I'm really confused as to why nothing now.

For the past 3 years everytime there's an update, I made sure certain mods were updated that might be needed, then I've just ran over xLODGen, TexGen, DynDOLOD and loaded my game saves and it's worked, now I don't know what is going on.

The first time I tried to load a game save, it said Dyndolod.esm and Dyndolod.esp were missing. I also tried creating a save, deactivating dynlod, following the steps listed exactly in the MCM and it still didn't work.

Here are recent logs after I ran xLODGen, TexGen, DnyDOLOD Alpha 169 and loading a game save.

Papyrus.0
https://www.mediafire.com/file/r83trbx84mpazbv/Papyrus.0.log/file

DynDOLOD.log
https://www.mediafire.com/file/lycqa6hpkvsgcoy/DynDOLOD.log/file

DynDOLOD_SSE_Debug_log
https://www.mediafire.com/file/ib9833k24l49ert/DynDOLOD_SSE_Debug_log.txt/file

DynDOLOD_SSE_log
https://www.mediafire.com/file/ny9kog1vx6lk99o/DynDOLOD_SSE_log.txt/file

TexGen_SSE_log
https://www.mediafire.com/file/t622ftgznd54syo/TexGen_SSE_log.txt/file

I've attached a screen shot, you can see DynDOLOD.esm and DyDOLOD.esp are listed in the right side pane at the bottom.

JksUbfe.jpg

THANKS

Edited by mooit
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Posted (edited)

After making the last post above, I disabled all the mods in MO2, then enabled them over, reran Loot, now DynDOLOD.esm is at Priority 29, hmm I've also never had it at the bottom of MO2 like the first screen shot and then change to the top order either.

Jks6gQ2.jpg

DynDOLOD still not loading...

Edited by mooit
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Posted
39 minutes ago, mooit said:

Hi Sheson I ran blubbos_trees_in_whiterun.esp through SSEEditQuickAutoClean and now no more FormID Is A HITME so it worked.

I have a different problem now... :(

I upgrade to the latest DynDOLOD 169 and now it's not even loading when I start, and I'm not doing anything different, than I've done for the past 3 years, so I'm really confused as to why nothing now.

For the past 3 years everytime there's an update, I made sure certain mods were updated that might be needed, then I've just ran over xLODGen, TexGen, DynDOLOD and loaded my game saves and it's worked, now I don't know what is going on.

The first time I tried to load a game save, it said Dyndolod.esm and Dyndolod.esp were missing. I also tried creating a save, deactivating dynlod, following the steps listed exactly in the MCM and it still didn't work.

Here are recent logs after I ran xLODGen, TexGen, DnyDOLOD Alpha 169 and loading a game save.

Papyrus.0
https://www.mediafire.com/file/r83trbx84mpazbv/Papyrus.0.log/file

DynDOLOD.log
https://www.mediafire.com/file/lycqa6hpkvsgcoy/DynDOLOD.log/file

DynDOLOD_SSE_Debug_log
https://www.mediafire.com/file/ib9833k24l49ert/DynDOLOD_SSE_Debug_log.txt/file

DynDOLOD_SSE_log
https://www.mediafire.com/file/ny9kog1vx6lk99o/DynDOLOD_SSE_log.txt/file

TexGen_SSE_log
https://www.mediafire.com/file/t622ftgznd54syo/TexGen_SSE_log.txt/file

I've attached a screen shot, you can see DynDOLOD.esm and DyDOLOD.esp are listed in the right side pane at the bottom.

JksUbfe.jpg

THANKS

From the DynDOLOD.log:
dyndolod.esm not found
dyndolod.esp not found

DynDOLOD can not function as expected if the game does not load its plugins.
As reported by the DynDOLOD_SSE_log.txt log, there are plugins of version 1.71, while you are using a runtime that does not support them.
You probably need to install Backported Extended ESL Support. If it is installed, make sure it is working.

https://stepmodifications.org/forum/topic/19529-dyndolodesm-dyndolodesp-occlusionesp-and-synthesisesp-not-found/

https://stepmodifications.org/forum/topic/19336-dyndolod-not-initializing-and-not-showing-up-in-mcm

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Posted (edited)

Hi Sheson,

Backported Extended ESL Support works, and I contacted the Mod author of  Forest Fragments, because the main file Forest Fragments.esp is 1.7

For some reason these two patch files have 1.71, not sure why they aren't 1.7

1.71    Forest Fragments - Schlitzohr's Oakwood Patch.esp
1.71    Forest Fragments - Complete Alchemy & Cooking Overhaul Patch.esp

THANKS

P.S. I also renamed the header versions in SSEEdit to 1.7 and the games loads and runs ok... Is it ok just to do this?

Edited by mooit
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Posted

Thanks sheson. Installing BEES did the trick. Although it's very weird that I need it all of a sudden for DynDOLOD to work now as DynDOLOD had always worked correctly without it and I did nothing to the game version or my LO for that matter aside from removing some flora mods. Rebuilt DynDOLOD to only realize that it never initialized in game... Today some .NET Framework update for Win10 dropped. Maybe that's why.

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Posted
4 hours ago, KamisantaLolz said:

Thanks sheson. Installing BEES did the trick. Although it's very weird that I need it all of a sudden for DynDOLOD to work now as DynDOLOD had always worked correctly without it and I did nothing to the game version or my LO for that matter aside from removing some flora mods. Rebuilt DynDOLOD to only realize that it never initialized in game... Today some .NET Framework update for Win10 dropped. Maybe that's why.

BEES is necessary for game runtime versions 1.5.97-1.6.640 but not for the current version (1.6.1170). It's a hard requirement to have this mod installed if you are using mods with the new plugin format. It has nothing to do with DynDOLOD. See the BEES Nexus Description for more info.

  • 0
Posted
7 hours ago, KamisantaLolz said:

Thanks sheson. Installing BEES did the trick. Although it's very weird that I need it all of a sudden for DynDOLOD to work now as DynDOLOD had always worked correctly without it and I did nothing to the game version or my LO for that matter aside from removing some flora mods. Rebuilt DynDOLOD to only realize that it never initialized in game... Today some .NET Framework update for Win10 dropped. Maybe that's why.

No logs were uploaded.

If you check the list of plugins reported in the DynDOLOD log, you will most likely see that at least one plugin in the list other than the DynDOLOD plugins is version 1.71 instead of 1.7. Version 1.71 was introduced with runtime 1.6.1130. To use plugins of version 1.71 in older runtimes, Backported Extended ESL Support is required.

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Posted
9 hours ago, mooit said:

Hi Sheson,

Backported Extended ESL Support works, and I contacted the Mod author of  Forest Fragments, because the main file Forest Fragments.esp is 1.7

For some reason these two patch files have 1.71, not sure why they aren't 1.7

1.71    Forest Fragments - Schlitzohr's Oakwood Patch.esp
1.71    Forest Fragments - Complete Alchemy & Cooking Overhaul Patch.esp

THANKS

P.S. I also renamed the header versions in SSEEdit to 1.7 and the games loads and runs ok... Is it ok just to do this?

Having to ask if changing the version is OK, is a hint to simply not do it and to just use Backported Extended ESL Support instead.
You have to guarantee that there are no records with a form id less than xx000800

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Posted

I can't seem to get my game to recognize that DynDOLOD is installed and running. I'm running Skyrim AE Steam version 1.6.640, and DynDOLOD version 2.45, Scripts v2.82.9, and Resources v3.00.

I've seen other places online that having different versions of the different DynDOLOD files can cause this issue... But I don't see older versions of the Scripts or Resources files available for download anywhere.

Does anyone have a link to where I can download them?

 

image.thumb.png.862d4448df2c412f27c8fd4662ac30b0.png

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Posted (edited)
11 hours ago, sheson said:

The papyrus log reports: DynDOLOD.esp not found or too high in the load order
This message should have shown in the game, too.

Yes.

11 hours ago, sheson said:

Make sure DynDOLOD.esp is at load order ID 0xFD or lower. Load order ID 0xFE is reserved for light plugins only. 0xFF is for save data.
See https://dyndolod.info/Messages/Plugin-Limit

Also sort DynDOLOD.esm to be the last master plugin to load just before the first non-ESM.
Also sort Occlusion.esp to load after DynDOLOD.esp.

How do I change a plug-in from FE or FF to FD? I'm not familiar with that function in MO2.

The DynDOLOD.esm plug-in has been moved to be the last .esm before my .esp plug-ins start (excluding CC content, which is locked from changes).

I moved the Occlusion.esp plug-in to be after DynDOLOD.esp.

Edit:

Since making these changes, my save is now crashing every time I try to load it.

crash-2024-05-15-17-11-11.log

 

Edited by gath88
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Posted (edited)
4 hours ago, sheson said:

https://dyndolod.info/Messages/Plugin-Limit
Disable, merge or in case of Skyrim Special Edition convert full plugins to light plugins if possible to reduce the number of full plugins.

The game will start with too many plugins without any error messages and it might even work for a while before crashing or exhibiting severe errors.

The crash log shows that DynDOLOD.esp is still at 0xFE, which is reserved for light plugins. A record in DynDOLOD.esp is being replaced by a record from an other light plugin also loading at 0xFE, causing an unresolved form ID error in the game, which causes the reported CTD.

Fix the load order having too many full plugins.

But I don't have too many full plug-ins? I'm at exactly 255. Turning the DynDOLOD.esp plug-in off drops that down to 254. I just checked.

Why would it be counted as an .esl in the mod index if its still being, simultaneously, counted as a .esp by MO2?

I've already "eslified" pretty much everything I can. How much more below 255 am I going to have to get to make this work??

Edit:

Looking more closely, it appears that Occulsion.esp is an .esl. I'm guessing Eslifier did this a while back and I missed it. Would changing this back to a .esp help things (assuming I dropped another full plug-in to keep below 255, ofc)?

Edited by gath88
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Posted (edited)

Like... Yeah, seriously. This doesn't make any damn sense. 

I'm trying to re-generate my DynDOLOD now (to fix the Occ being .esl issue), and it's telling me "too many full modules."

Freaking, HOW??? After turning a few things off, MO2 says I'm down to 250 .esps and .esms now. That IS below the limit. It should be WELL BELOW what DynDOLOD needs to generate, because - last time I checked - DynDOLOD only generates 3 plug-ins.

Where is the disconnect here???

Does DynDOLOD not recognize what Eslifier does, or something?

Edited by gath88
  • 0
Posted
40 minutes ago, gath88 said:

Like... Yeah, seriously. This doesn't make any damn sense. 

I'm trying to re-generate my DynDOLOD now (to fix the Occ being .esl issue), and it's telling me "too many full modules."

Freaking, HOW??? After turning a few things off, MO2 says I'm down to 250 .esps and .esms now. That IS below the limit. It should be WELL BELOW what DynDOLOD needs to generate, because - last time I checked - DynDOLOD only generates 3 plug-ins.

Where is the disconnect here???

Does DynDOLOD not recognize what Eslifier does, or something?

I believe 253 is the effective max (probably including the DynDOLOD-related plugins). I forget what is reserved for the 254th.

MO2 shows you the mods that don't count toward the limit. You cannot judge by the file type.

Sort by Flags and count them to be sure.

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