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Deleted references found The following plugins need to be cleaned Update.esm, Dawnguard.esm, HearthFires.esm


Question

Posted

I went to use Dyndolod but my access was denied by the program because it said my version was out of date.

So I download the new updates. I'm trying to run it but I am getting this error when it's loading everything in at start up:

https://imgur.com/iD19FBJhttps://imgur.com/iD19FBJhttps://imgur.com/iD19FBJI'm not happy tbh. I had a version working, and then the program turns around and tells me my access is denied. I don't like programs on my computer telling me what to do especially when I spent multiple hours trying to get it to run properly in first place.

 

And now this error. What is the matter with it now?

hig.thumb.jpg.016556f8b7f6a10bf1956fe2c8f7e12a.jpg

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Posted
53 minutes ago, 0wnyx said:

hi again,

i have this time an "deleted references found" error when i run dyndolod:

....

[00:08] xEdit Background Loader: finished
Game: C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\SkyrimSE.exe, Version: 1.6.1170, Date: 2024-10-20 23:23:25
SKSE: C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\skse64_loader.exe, Version: 2.2.6, Date: 2024-01-17 22:11:36
PapyrusUtil DLL: C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\SKSE\Plugins\PapyrusUtil.DLL, Version: 4.6, Game Version: 1.6.1170, Date: 2024-01-19 06:36:10
DynDOLOD DLL: C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\SKSE\Plugins\DynDOLOD.DLL, Version: 3.0.33.0, Game Version: SE/AE 1.5.x/1.6.x, VR 1.4.15, Date: 2024-09-05 03:00:00
Program: D:\dynd\DynDOLOD\DynDOLODx64.exe, Version: 3.0.0.182, Date: 2024-10-10 14:47:00
Started by: C:\Modding\MO2\ModOrganizer.exe, Version: 2.5.0.0, Date: 2023-11-26 22:32:40
External: D:\dynd\DynDOLOD\Edit Scripts\Texconvx64.exe, Version: 1.0.0.0, Date: 2024-09-04 03:00:00
External: D:\dynd\DynDOLOD\Edit Scripts\LODGenx64Win.exe, Version: 3.0.31.0, Date: 2024-10-10 03:00:00
DynDOLOD Resources SE: 3.00 <= 3.00 <= 3.00
TexGen: 3.00 <= 3.00 <= 3.00
<Error: Deleted reference Update.esm [REFR:000C8701] (places TreeDeadShrub [TREE:000A731C] in GRUP Cell Temporary Children of FrostflowLighthouseExterior01 [CELL:00008F29] (in Tamriel "Skyrim" [WRLD:0000003C] at 15,21))>
<Error: Deleted reference Dawnguard.esm [REFR:000EF171] (places StockadeScaffoldBase0Sided01 [STAT:000EF0D7] in GRUP Cell Temporary Children of BthalftExterior01 [CELL:00009857] (in Tamriel "Skyrim" [WRLD:0000003C] at 21,-22))>
<Error: Deleted reference HearthFires.esm [REFR:000E8D9D] (places FXAmbSnowBlowingDriftTip [MSTT:000197CA] in GRUP Cell Temporary Children of BYOHHouse3Exterior02 [CELL:000090A5] (in Tamriel "Skyrim" [WRLD:0000003C] at 7,9))>
Large reference bugs workarounds: disabled (DynDOLOD.DLL: NG, Scripts: NG, Deleted references: yes)
Error: Deleted references found. The following plugins need to be cleaned: Update.esm, Dawnguard.esm, HearthFires.esm.

No question was asked.

https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search
For example, use parts of the log messages or error message to search for posts containing the same messages.
Moved to the appropriate thread for the message. See posts above.

https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages
If there is an error prompt, read the entire message carefully. Many of them describe the problem in detail and offer hints for for a solution.
Read additional explanations and help for a message by clicking on the Click on this link for additional explanations and help for this message link of the message. That will open a corresponding page on this website with further explanations and help for the message.

The message explains what the problem in the load order is: Deleted references found.
The message provides the solution for the problem in the load order: The following plugins need to be cleaned: Update.esm, Dawnguard.esm, HearthFires.esm
The message has a link "Click on this link for additional explanations and help for this message" which opens https://dyndolod.info/Help/DynDOLOD-DLL, which says:
Every plugin containing deleted references needs to be cleaned.
See the Prerequisites section of the Generation Instructions for more.

https://dyndolod.info/Generation-Instructions#Prerequisites
Clean and error check the load order with xEdit. Clean every plugin that LOOT suggests to clean - ... Cleaning of plugins that contain deleted large references is mandatory for the DynDOLOD DLL NG that includes the large reference bugs workarounds.

See https://tes5edit.github.io/docs/7-mod-cleaning-and-error-checking.html

I suggest to follow a proper modding guide to learn the basics how to setup a stable load order and how to mod.

  • 0
Posted
4 hours ago, 0wnyx said:

hi again,

i have this time an "deleted references found" error when i run dyndolod:

....

[00:08] xEdit Background Loader: finished
Game: C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\SkyrimSE.exe, Version: 1.6.1170, Date: 2024-10-20 23:23:25
SKSE: C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\skse64_loader.exe, Version: 2.2.6, Date: 2024-01-17 22:11:36
PapyrusUtil DLL: C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\SKSE\Plugins\PapyrusUtil.DLL, Version: 4.6, Game Version: 1.6.1170, Date: 2024-01-19 06:36:10
DynDOLOD DLL: C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\SKSE\Plugins\DynDOLOD.DLL, Version: 3.0.33.0, Game Version: SE/AE 1.5.x/1.6.x, VR 1.4.15, Date: 2024-09-05 03:00:00
Program: D:\dynd\DynDOLOD\DynDOLODx64.exe, Version: 3.0.0.182, Date: 2024-10-10 14:47:00
Started by: C:\Modding\MO2\ModOrganizer.exe, Version: 2.5.0.0, Date: 2023-11-26 22:32:40
External: D:\dynd\DynDOLOD\Edit Scripts\Texconvx64.exe, Version: 1.0.0.0, Date: 2024-09-04 03:00:00
External: D:\dynd\DynDOLOD\Edit Scripts\LODGenx64Win.exe, Version: 3.0.31.0, Date: 2024-10-10 03:00:00
DynDOLOD Resources SE: 3.00 <= 3.00 <= 3.00
TexGen: 3.00 <= 3.00 <= 3.00
<Error: Deleted reference Update.esm [REFR:000C8701] (places TreeDeadShrub [TREE:000A731C] in GRUP Cell Temporary Children of FrostflowLighthouseExterior01 [CELL:00008F29] (in Tamriel "Skyrim" [WRLD:0000003C] at 15,21))>
<Error: Deleted reference Dawnguard.esm [REFR:000EF171] (places StockadeScaffoldBase0Sided01 [STAT:000EF0D7] in GRUP Cell Temporary Children of BthalftExterior01 [CELL:00009857] (in Tamriel "Skyrim" [WRLD:0000003C] at 21,-22))>
<Error: Deleted reference HearthFires.esm [REFR:000E8D9D] (places FXAmbSnowBlowingDriftTip [MSTT:000197CA] in GRUP Cell Temporary Children of BYOHHouse3Exterior02 [CELL:000090A5] (in Tamriel "Skyrim" [WRLD:0000003C] at 7,9))>
Large reference bugs workarounds: disabled (DynDOLOD.DLL: NG, Scripts: NG, Deleted references: yes)
Error: Deleted references found. The following plugins need to be cleaned: Update.esm, Dawnguard.esm, HearthFires.esm.

Clean your vanilla masters with xEditQuickAutoClean as explained in the documentation.

Also read the previous post^

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Posted
On 2/5/2025 at 3:21 PM, ZIIINGER said:

Deleted references found. The following plugins need to be cleaned: Update.esm, Dawnguard.esm, HearthFires.esm

dyndolod scolds on three plugins, do I need to clean them via SSEEdit?
https://paste.ee/p/LCiWTlEA

Moved to the appropriate thread for the message. See posts above. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search

The message you quoted has a link Click on this link for additional explanations and help for this message that you should click as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages to open a page with explanations and help for the message. It opens https://dyndolod.info/Help/DynDOLOD-DLL, which says under Requirements:
In case of Skyrim SE, Skyrim AE, Enderal SE, Skyrim VR and Enderal VR every plugin that contains deleted references needs to be cleaned. That includes vanilla game plugins like Update.esm etc. See the Prerequisites section of the Generation Instructions for more.

https://dyndolod.info/Generation-Instructions#Prerequisites
Clean and error check the load order with xEdit. Clean every plugin that LOOT suggests to clean - ... Cleaning of plugins that contain deleted large references is mandatory for the DynDOLOD DLL NG that includes the large reference bugs workarounds.

As the message says, the reported plugins need to be cleaned.

See https://dyndolod.info/Messages/Deleted-Reference

See https://tes5edit.github.io/docs/7-mod-cleaning-and-error-checking.html

I suggest to read and follow the installation and generation instructions top to bottom to avoid running into errors one by one.

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Posted
Quote

 

Deleted large references found. The following plugins need to be cleaned: 

ccvsvsse004-beafarmer.esl

 

Except that I already cleaned this plugin with xEdit and even LOOT shows no warnings. Not sure what to do, honestly.

  • 0
Posted
6 hours ago, Alexious said:

Except that I already cleaned this plugin with xEdit and even LOOT shows no warnings. Not sure what to do, honestly.

See sheson's previous message. Click on the error link to discover the problem plugin. Even if you have cleaned all of the vanilla masters, and LOOT shows no warnings, LOOT probably does not have the data for the problem plugin.

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Posted
On 8/25/2024 at 4:06 PM, z929669 said:

There is SOOOO much misinformation about not cleaning vanilla masters (and any plugin for that matter) of UDRs and ITMs.

Just clean them and trust that the xEdit developers know what they're talking about.

We haven't had any issues with cleaning plugins of UDRs and ITMs for 12+ years.

Let Elminster's quote resound:

 

I've read this in a couple places now and I can't reconcile it with the behavior described here. Quoting part of it:

Quote

 

  1. Create a mod that modifies only the magic effect FireDamageConcAimed to change the base cost to 2.5. Save as Effect.esp.
  2. Create a mod that duplicates the Flames spell, which I called Flamer. Note the new spell's FormID. Save as Spell.esp.
  3. Create a mod that both modifies the magic effect base cost to 3.5 and duplicates the Flames spell; this one I called Flaming. Note the new spell's FormID. Save as Combined.esp.
  4. Try various load orders, adding the new spells via the console command player.addspell ModdedFormID.

The effect of the mods depends entirely on their load order, thus proving that auto-calculated costs are calculated at the moment the spell is loaded, including any magic effects in the same or earlier mods, but not including magic effects from mods that come later in the load order.

 

Note that this applies to enchantments as well.

A consequence of this is that, if you modify the base cost of a magic effect, then in order for that base cost change to take effect on autocalculated spells and enchantments that reference it, you must touch that record in your mod, even if you don't intend to make any changes to that spell or enchantment. For example if I want to cut the magicka cost of the Flames spell by half, then I must change the base cost of the magic effect, but I must also copy in an ITM of the Flames spell into my mod, so that the game will recalculate the cost when it loads my mod. If I don't, then while my change to the magic effect will be loaded into the game, the effect of that change will not be reflected in Flames. (It will be reflected in spells loaded after my mod, if they use that same effect.)

I suppose the answer might be "the auto-calculated cost of the spell or enchantment will be reflected on the spell or enchantment entry in your mod." Except, the game doesn't do anything with that. There is no reason to change it, and it's a pain in the ass to cycle through each of them in the CK just to update a value that will anyway be ignored when starting up the game.

I would like to be wrong here! I have a mod that does something like this, except with enchantments, and if there is a different, better thing I should be doing instead, I'm all ears.

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Posted
31 minutes ago, deciplex said:

I've read this in a couple places now and I can't reconcile it with the behavior described here. Quoting part of it:

Note that this applies to enchantments as well.

A consequence of this is that, if you modify the base cost of a magic effect, then in order for that base cost change to take effect on autocalculated spells and enchantments that reference it, you must touch that record in your mod, even if you don't intend to make any changes to that spell or enchantment. For example if I want to cut the magicka cost of the Flames spell by half, then I must change the base cost of the magic effect, but I must also copy in an ITM of the Flames spell into my mod, so that the game will recalculate the cost when it loads my mod. If I don't, then while my change to the magic effect will be loaded into the game, the effect of that change will not be reflected in Flames. (It will be reflected in spells loaded after my mod, if they use that same effect.)

I suppose the answer might be "the auto-calculated cost of the spell or enchantment will be reflected on the spell or enchantment entry in your mod." Except, the game doesn't do anything with that. There is no reason to change it, and it's a pain in the ass to cycle through each of them in the CK just to update a value that will anyway be ignored when starting up the game.

I would like to be wrong here! I have a mod that does something like this, except with enchantments, and if there is a different, better thing I should be doing instead, I'm all ears.

I don't think DynDOLOD DLL NG halts with ITMs but rather provides warnings (in most/all cases?). I think it's UDRs and unresolved FormIDs that halt processing.

When a mod author states that ITMs are intentional, we (Step) obviously would not recommend removing them through cleaning, but this is not something we see often in the mods we use. In most cases, ITMs are not intentional, so we generally recommend cleaning in such cases.

  • 0
Posted
4 hours ago, deciplex said:

I've read this in a couple places now and I can't reconcile it with the behavior described here. Quoting part of it:

Note that this applies to enchantments as well.

A consequence of this is that, if you modify the base cost of a magic effect, then in order for that base cost change to take effect on autocalculated spells and enchantments that reference it, you must touch that record in your mod, even if you don't intend to make any changes to that spell or enchantment. For example if I want to cut the magicka cost of the Flames spell by half, then I must change the base cost of the magic effect, but I must also copy in an ITM of the Flames spell into my mod, so that the game will recalculate the cost when it loads my mod. If I don't, then while my change to the magic effect will be loaded into the game, the effect of that change will not be reflected in Flames. (It will be reflected in spells loaded after my mod, if they use that same effect.)

I suppose the answer might be "the auto-calculated cost of the spell or enchantment will be reflected on the spell or enchantment entry in your mod." Except, the game doesn't do anything with that. There is no reason to change it, and it's a pain in the ass to cycle through each of them in the CK just to update a value that will anyway be ignored when starting up the game.

I would like to be wrong here! I have a mod that does something like this, except with enchantments, and if there is a different, better thing I should be doing instead, I'm all ears.

This is off topic and irrelevant to DynDOLOD and deleted large references.

https://dyndolod.info/Generation-Instructions#Prerequisiteshttps://dyndolod.info/Messages/Deleted-Reference
Cleaning of plugins that contain deleted large references is mandatory for the DynDOLOD DLL NG that includes the large reference bugs workarounds.
ITMs are irrelevant in this context, see There are no intentional ITMs.

DynDOLOD does not care about ITMs, spells or enchantments, once the xEdit background loader successfully loaded all plugins.

If you have questions or problems regarding to ITMs or cleaning, then you should post and ask about that on the xEdit discord or github.

  • 0
Posted

Hello, it is my first time using DynDOLOD cause I got some flickering on my game when passing certain area. Some people told me to try using DynDOLOD and so here i am. But i got a problem here, I got the "Deleted Large Reference Found" Pop up. And it said i need to clean the dirty plugin with xEdit.

The textGen output was fine, there is no problem on that steps.

LOOT said there is  nothing to clean, and there is no error on LOOT displayed. I did run the xEdit anyway. But this pop up keep showed up when i run DynDOLOD.

Am i missing something? Is it because I downloaded Skyrim SE through Steam Console instead of downloading it the normal way and run the downgrade patch? (also i played the SE version 1.5.97).

image : https://imgur.com/a/MfSDEnD

 

 

  • 0
Posted
48 minutes ago, Avrovski said:

Hello, it is my first time using DynDOLOD cause I got some flickering on my game when passing certain area. Some people told me to try using DynDOLOD and so here i am. But i got a problem here, I got the "Deleted Large Reference Found" Pop up. And it said i need to clean the dirty plugin with xEdit.

The textGen output was fine, there is no problem on that steps.

LOOT said there is  nothing to clean, and there is no error on LOOT displayed. I did run the xEdit anyway. But this pop up keep showed up when i run DynDOLOD.

Am i missing something? Is it because I downloaded Skyrim SE through Steam Console instead of downloading it the normal way and run the downgrade patch? (also i played the SE version 1.5.97).

Moved to the appropriate thread for the message. See posts above. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search

Use the Copy message to clipboard link of the message to post its text instead of a screenshot as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post Logs which DynDOLOD log and debug log to upload when making posts.

The message states a fact. The mentioned plugins still contain deleted large references.

Use a mod manager. Start the tools with the mod manager. Ensure the reported data path at the top of the log is correct. See https://dyndolod.info/Messages

https://dyndolod.info/Installation-Instructions
Refer to the manual of the mod manager how to add the DynDOLODx64.exe and TexGenx64.exe executables, for example Mod Organizer, Vortex. If the tools are started without setting a Game Mode with a command line argument, a message window will prompt for the desired Game Mode. For Steam versions of the game, use the game launcher to set the current location of the game in the Windows Registry. See Windows Registry Key for more. See Skyrim Special Edition GOG / Skyrim Anniversary Edition GOG in case the GOG version of the game is used.

There is no reason to downgrade the games plugin when just wanting to use the 1.5.97 game exe. Using outdated game plugins means incompatibilities or errors with newer made mods that were made for the current game plugins. Typically only SkyrimSE.exe and steam_api64.dll need to be the old versions. I suggest to follow a modding guide.

  • 0
Posted

Hello, thank you for the reply. So, i did some things with LOOT & xEdit, and somehow now LOOT able to read the deleted records. I cleaned it with xEdit and everything working now. Thanks.

 

Also, a quick question. Does DynDOLOD give more performance ingame?

  • 0
Posted
58 minutes ago, Avrovski said:

Hello, thank you for the reply. So, i did some things with LOOT & xEdit, and somehow now LOOT able to read the deleted records. I cleaned it with xEdit and everything working now. Thanks.

Also, a quick question. Does DynDOLOD give more performance ingame?

See https://dyndolod.info/FAQ#Performance

It can. It depends on the load order, mods, setting etc. Typically the gained performance due to the various optimizations is traded for better visuals to have same or only slightly increased performance requirement.

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