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On Screen - 'Dyndolod successfully initialized' doesn't display


mooit

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Hi,

I'm running 1.6.640.0 with DynDOLOD Alpha-169, last week I ran across seeing  DynDOLOD DLL NG for the first time.

With SSE 1.6.1170 the  'Dyndolod successfully initialized' message does appear in the upper left of the screen but the message won't appear under 1.6.640.0.

I did use the different versions of DynDOLOD DLL NG for 1.6.1170 and 1.6.640.0.

In the MCM it does show it was  successfully initialized and active.

If I uninstall or disable DynDOLOD DLL NG in MO2 and rerun over TexGen and DynDOLOD the 'Dyndolod successfully initialized' message reappears.

I have two versions of SSE 1.6.640.0 for MO2, one has all the mods updated and the other one isn't. With both versions I see the same thing, as soon as I install DynDOLOD DLL NG, the message won't appear.

I've attached a screen shot showing it ok in MCM under 1.6.640.0.

THANKS

JkNNQgp.jpg

Edited by mooit
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So you need to install the correct versions of all software/mods to correspond with whatever game version you are running. You environment is a factor as well, so this is really a question about meeting the requirements of DynDOLOD + DynDOLOD DLL NG and is hereby redirected to DynDOLOD support where you will get links to suggested reading.

Providing your logs will convey a lot about your environment, so take a look at the logs needed (and requirements) in the DynDOLOD Alpha OP. Also, read all text on the official requirements.

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1 hour ago, mooit said:

Hi,

I'm running 1.6.640.0 with DynDOLOD Alpha-169, last week I ran across seeing  DynDOLOD DLL NG for the first time.

With SSE 1.6.1170 the  'Dyndolod successfully initialized' message does appear in the upper left of the screen but the message won't appear under 1.6.640.0.

I did use the different versions of DynDOLOD DLL NG for 1.6.1170 and 1.6.640.0.

In the MCM it does show it was  successfully initialized and active.

If I uninstall or disable DynDOLOD DLL NG in MO2 and rerun over TexGen and DynDOLOD the 'Dyndolod successfully initialized' message reappears.

I have two versions of SSE 1.6.640.0 for MO2, one has all the mods updated and the other one isn't. With both versions I see the same thing, as soon as I install DynDOLOD DLL NG, the message won't appear.

I've attached a screen shot showing it ok in MCM under 1.6.640.0.

THANKS

JkNNQgp.jpg

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts.
Also upload the papyrus logs as explained.
Also upload c:\Users\[USERNAME]\Documents\My Games\[Skyrim Special Edition|Skyrim VR]\SKSE\DynDOLOD.log as explained at https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds#Testing

It is unclear how the game is started. The message is supposed to only shows once when starting a new game or loading a clean save. It ,might be possible for the message to show while the screen is fading in black after loading.

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Posted (edited)

Hi Sheson,

Ok, I believe I am only missing the Papyrus.0.log.

But if I enable it in Skyrim.ini, the Papyrus.0.log isn't appearing.

[Papyrus]
bEnableLogging=1
bEnableProfiling=0
bEnableTrace=1
bLoadDebugInformation=1
fPostLoadUpdateTimeMS=2000
iMaxAllocatedMemoryBytes=500000

I also created Documents\My Games\Skyrim Special Edition\Logs\Script\Papyrus.0.log with an empty log file and restarted the game several times and the log file is empty. hmm

Now after starting the game the third time in a row, the on screen message 'Dyndolod successfully initialized' finally shows up, hmm odd.

All I can say is, I've been using DynDOLOD 3 for 3 years now, and every game save I load, it has always shown in the upper left side of the screen. It has only acted up now since I started using DynDOLOD DLL NG.

Edited by mooit
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1 hour ago, mooit said:

Hi Sheson,

Ok, I believe I am only missing the Papyrus.0.log.

But if I enable it in Skyrim.ini, the Papyrus.0.log isn't appearing.

[Papyrus]
bEnableLogging=1
bEnableProfiling=0
bEnableTrace=1
bLoadDebugInformation=1
fPostLoadUpdateTimeMS=2000
iMaxAllocatedMemoryBytes=500000

I also created Documents\My Games\Skyrim Special Edition\Logs\Script\Papyrus.0.log with an empty log file and restarted the game several times and the log file is empty. hmm

Now after starting the game the third time in a row, the on screen message 'Dyndolod successfully initialized' finally shows up, hmm odd.

All I can say is, I've been using DynDOLOD 3 for 3 years now, and every game save I load, it has always shown in the upper left side of the screen. It has only acted up now since I started using DynDOLOD DLL NG.

You are probably editing the wrong INI file if and the log is not really enabled. Make sure to use the MO2 INI editor and the setting is not overwritten by SkyrimCustom.ini or [plugin name].ini in the data folder. Or the log ends up in a different folder.

The logs uploaded so far do not indicate a problem related to dynamic LOD or DynDOLOD DLL NG.
Unrelated, there is a broken plugin that needs fixing. See https://dyndolod.info/Messages/Internal-File-FormID-Is-A-HITME

DynDOLOD DLL NG is not the same as using PapyrusUtil or DynDOLOD DLL. Check/upload the papyrus log before assuming there is anything wrong.

It is unclear how the game is started.
The message is supposed to only shows once when starting a new game or loading a clean save.
It might be possible for the message to show while the screen is still black after loading.

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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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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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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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