sheson Posted October 11, 2021 Author Posted October 11, 2021 19 minutes ago, Illana said: Can anyone tell me how to fix this error? "Load order FileID [02] can not be mapped to file FileID for file "Occlsuion.esp"" Click the "Help for this message" link as explained in the first post. If this does not help any further, upload the logfiles and bugreport as explained in the first post. As explained on the first post, do not post screenshots of error messages. Use the "Copy message top clipboard" link instead and then paste the text.
skinjack Posted October 11, 2021 Posted October 11, 2021 Sorry again. Similar issue. Of course he only had the issue once, it took me several times to get DynDOLOD to run through properly. And no, I haven't looked at the Event Log yet. I just got up, answered your question, and then was looking at a reply in the SkyUI posts and watching a suggested video. I was looking up event logs per your request and they don't look anything like the above, so I'm not sure I'm even in the right place. I apologize for my lack of knowledge in this area. I upgraded this computer to Windows 10 when I had it built and nothing is where I remember it from Windows 7. And I really haven't explored the Windows 10 system very much on this machine. That's why I didn't do any of the successive upgrades. I was happy with 7 until they stopped supporting it, and then I was strong-armed into upgrading. Antivirus could be the issue. I run Norton, and they are notorious for taking a lot of things out of your control and then burying how to undo them. I really need to sit down and look at anti-virus programs again before this subscription is up. And by hundreds of comment, I simply meant that there were NOT a lot of people complaining about a similar issue that we were so it must be our setups that are the issue, not some new bug we discovered for this Alpha. I'm not blaming DynDOLOD in any way. Its most likely my machine or setup causing any issues I have. As I said before, everything seems to be running fine now. Next time I run DynDOLOD I will try to remember to get an event log if I have issues so that I can pass it along with the debug_log and bugreport.
sheson Posted October 11, 2021 Author Posted October 11, 2021 15 hours ago, z929669 said: This is my first time experiencing this. Not a DynDOLOD issue but rather a model issue I am thinking. The aspen hybrids are very dark relative to full and other trees seem fine. Any idea offhand what might cause this? Using default TexGen settings, and only the aspens seem impacted. I'm thinking it is something with the crowns, but they are copied over from the full models as usual. Model examples follow if you care to have a look (tree mesh rule is Level0/Level1/Level2 with all else default): This happens because the UV of the branches has coordinates < 0.0. After inserting new vertices and triangles in order to have untitled UV, LODGen runs the face normals and update tangents spell. In this case this destroys the original normals. You can replicate the problem in NifSkope by running the face normal spell there. In case you do not want want to fix the UV to be inside 0.0 and 1.0, you could try to add spherenormals to the shape name to test if that helps. Also next LODGen included in the next alpha will properly respect the "Texture Clamp Mode" on on the BSShaderProperty. So you can just set CLAMP_S_CLAMP_T to "fix" the UV to be inside 0.0 and 1.0 without having to edit the UV itself.
z929669 Posted October 11, 2021 Posted October 11, 2021 23 minutes ago, sheson said: This happens because the UV of the branches has coordinates < 0.0. After inserting new vertices and triangles in order to have untitled UV, LODGen runs the face normals and update tangents spell. In this case this destroys the original normals. You can replicate the problem in NifSkope by running the face normal spell there. In case you do not want want to fix the UV to be inside 0.0 and 1.0, you could try to add spherenormals to the shape name to test if that helps. Also next LODGen included in the next alpha will properly respect the "Texture Clamp Mode" on on the BSShaderProperty. So you can just set CLAMP_S_CLAMP_T to "fix" the UV to be inside 0.0 and 1.0 without having to edit the UV itself. Thanks so much for the analysis. Very helpful.
mattski123 Posted October 11, 2021 Posted October 11, 2021 Hey, this mod called Skyrim Platform just released and it also has an easier way to convert .psc files to .ts files. Can you please update this to speed up the scripting processes? Let me know!
z929669 Posted October 11, 2021 Posted October 11, 2021 20 hours ago, z929669 said: Running latest alpha for the first time after upgrade from Alpha 44 (clean directory). TexGen runs fine, but DynDOLODx64 is failing without reson. LODGenx64 completes without issue long after DynDOLOD fails. No bugreport.txt, and no DynDOLOD log or debug log generated. Tree report is fine. This is now acting like my xLODGenx64 unresolved issues. I am running DynDOLOD in the same manner with same settings as I have been for months now. Alpha 44 ran without issue, and this is essentially a repeat using Alpha 47. It seems the error occurred during logging of this file or immediately after: App window closed. Event: Faulting application name: DynDOLODx64.exe, version: 3.0.0.0, time stamp: 0x615ec9a2 Faulting module name: KERNELBASE.dll, version: 10.0.19041.1202, time stamp: 0xc9db1934 Exception code: 0x0eedfade Fault offset: 0x0000000000034f99 Faulting process id: 0x7c08 Faulting application start time: 0x01d7be43e42f7282 Faulting application path: C:\Modding\Tools\DynDOLOD\DynDOLODx64.exe Faulting module path: C:\Windows\System32\KERNELBASE.dll Report Id: dd705d9e-af4b-46e4-acd9-879a7c1b1261 Faulting package full name: EDIT: Ran without issue the second try. No changes otherwise. EDIT2: This is my first time experiencing this. Not a DynDOLOD issue but rather a model issue I am thinking. The aspen hybrids are very dark relative to full and other trees seem fine. Any idea offhand what might cause this? Using default TexGen settings, and only the aspens seem impacted. I'm thinking it is something with the crowns, but they are copied over from the full models as usual. Model examples follow if you care to have a look (tree mesh rule is Level0/Level1/Level2 with all else default): @sheson Setting string to SphereNormals at BsTriShape node resolved!
AiElias Posted October 12, 2021 Posted October 12, 2021 9 hours ago, z929669 said: I just want to point out that I believe the doc states (or sheson stated somewhere) that transition changes should be tested with collision and without speedmult ≥ 500. I do all of my LOD testing without collision and at high speed in sneak mode, but not for transitions (which are fairly stark when flying around like this). I still think this is important for LOD testing regardless. Player speed is much slower than this and depending on the load on a system, it can result in the player being closer to the transition that would normally be possible. Furthermore, because of the distant shadows in ENB, trees appear different from above than below and thus should be assessed from the perspective they're seen most, below.
AiElias Posted October 12, 2021 Posted October 12, 2021 11 hours ago, sheson said: If grass LOD was generated with mode 1 and the gap goes away when using uGridsToLoad 5, then NGIO might be hardcoded to 5 cells for DynDOLODGrassMode = 1. If that is the case set Set DynDOLODGrassMode = 2 and use mode 2 for grass LOD generation to use uLargeRefLODGridSize cells distance. Or keep using sane uGridsToLoad 5. Setting GrassMode to 2 seems to be working much better though I'm still not convinced it's working correctly with both full grass and lod grass sometimes being loaded at the same time. I have opened up a bug report on the NGIO page, hopefully meh321 will get back to me. If not, I might bug him on Discord. XD Thanks!
DoubleYou Posted October 12, 2021 Posted October 12, 2021 @AiElias What I would do is set DynDOLODGrassMode=0 and define the grass distance to the appropriate distance for uGridsToLoad=7: OverwriteGrassDistance=10240 OverwriteGrassFadeRange=15824 I believe NGIO works out all things to do with iGrassCellRadius automatically. You would set DynDOLOD to setting 1 on grass LOD generation since you are specifying only to render full grass to uGridsToLoad=7 and not the Large Ref distance.
sheson Posted October 12, 2021 Author Posted October 12, 2021 7 hours ago, mattski123 said: Hey, this mod called Skyrim Platform just released and it also has an easier way to convert .psc files to .ts files. Can you please update this to speed up the scripting processes? Let me know! Explain how this is supposed to speed up anything. The crucial parts for the large array data are already compiled SKSE DLL plugins. Or the other way around, what part of the current scripting do you believe could be or needs speeding up? 6 hours ago, z929669 said: @sheson Setting string to SphereNormals at BsTriShape node resolved! That is fantastic. Good to know this works. I may add that it's done automatically for the cases where "crown" needs the face normal spell.
mattski123 Posted October 12, 2021 Posted October 12, 2021 2 hours ago, sheson said: Explain how this is supposed to speed up anything. The crucial parts for the large array data are already compiled SKSE DLL plugins. Or the other way around, what part of the current scripting do you believe could be or needs speeding up? That is fantastic. Good to know this works. I may add that it's done automatically for the cases where "crown" needs the face normal spell. To be honest idk, I just saw that it said it speeds things up and went with that. Sorry. On 10/9/2021 at 7:24 PM, sheson said: Also upload the log and debug log as explained tin the frst post. Check the mentioned plugin with xEdit error check. In case the record is being overwritten by another plugin error check that, too. Hey, here's the other logs: https://drive.google.com/file/d/1kOhiRz2mCbaa1L19UoNV5aRADx1Tq2rM/view?usp=sharing also, when checking for errors these came up: [00:00] ArnimaHammerWeaponMGEF "Hammer" [MGEF:1017ADC1] [00:00] MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [1017ADC7] < Error: Could not be resolved > [00:00] ArnimaRangerDirectionEnchantment "Direction Ench" [ENCH:1054817D] [00:00] ENCH \ Effects \ Effect \ EFID - Base Effect -> Found a NULL reference, expected: MGEF [00:10] still checking for Errors in [10] arnima.esm [00:21] still checking for Errors in [10] arnima.esm [00:31] still checking for Errors in [10] arnima.esm [00:41] still checking for Errors in [10] arnima.esm [00:42] ArnimaDenizeQuestDVDenizeZenalta [DLBR:102CAD3C] [00:42] DLBR \ SNAM - Starting Topic -> Found a NULL reference, expected: DIAL Not sure what they mean if anything, but doesn't look like anything to do with world spaces. But I'm not sure.
sheson Posted October 12, 2021 Author Posted October 12, 2021 1 hour ago, mattski123 said: Hey, here's the other logs: https://drive.google.com/file/d/1kOhiRz2mCbaa1L19UoNV5aRADx1Tq2rM/view?usp=sharing also, when checking for errors these came up: [00:00] ArnimaHammerWeaponMGEF "Hammer" [MGEF:1017ADC1] [00:00] MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [1017ADC7] < Error: Could not be resolved > [00:00] ArnimaRangerDirectionEnchantment "Direction Ench" [ENCH:1054817D] [00:00] ENCH \ Effects \ Effect \ EFID - Base Effect -> Found a NULL reference, expected: MGEF [00:10] still checking for Errors in [10] arnima.esm [00:21] still checking for Errors in [10] arnima.esm [00:31] still checking for Errors in [10] arnima.esm [00:41] still checking for Errors in [10] arnima.esm [00:42] ArnimaDenizeQuestDVDenizeZenalta [DLBR:102CAD3C] [00:42] DLBR \ SNAM - Starting Topic -> Found a NULL reference, expected: DIAL Not sure what they mean if anything, but doesn't look like anything to do with world spaces. But I'm not sure. Is that "Checking for errors failed" repeatable and always the same record REFR:1227A9C0 ? Does it happen if you only select the ArnimaVoid worldspace? Is any plugin overwriting 1227A9C0 ?
mattski123 Posted October 12, 2021 Posted October 12, 2021 (edited) 59 minutes ago, sheson said: Is that "Checking for errors failed" repeatable and always the same record REFR:1227A9C0 ? Does it happen if you only select the ArnimaVoid worldspace? Is any plugin overwriting 1227A9C0 ? I tried re running texgen today and this error came up: Can not copy resource textures\landscape\snow01.dds to D:\Mods\Mod packs\DynDOLOD\TexGen_Output\DynDOLOD-temp\textures\landscape\snow01.dds: [Content] The system cannot find the path specified. I only changed 1 thing in the DynDOLOD folder and that was to run it with this mod: https://www.nexusmods.com/skyrimspecialedition/mods/56367/ (I changed Level32=1). I also ran it tiwce and do have BDS. Here's my modlist: https://modwat.ch/u/mattski123 Unfortunately I can't currently check whether or not it is a repeatable error. I do also have my UAC settings on never notify and I only have Windows Defender has my AV. How do I find the reference in xEdit? I tried by searching every form ID which was listed in the debug log but that didn't really help me. I managed to find it in the end and there's nothing overwriting it. This was it: [CELL:1005FCE8] (in ArnimaVoid "Scuttling Void" [WRLD:1005E764] at -5,-3) it's a placed object under: [10] arnima.esm (AAE5C2BB) \ Worldspace \ 1005E764 <ArnimaVoid> \ Block -1, -1 \ Sub-Block -1, -1 \ 1005FCE8 \ Temporary \ 1027A9C0 . Hope that helps. Here's a link to my texgen logs: https://easyupload.io/ba4ivr Edited October 12, 2021 by mattski123
sheson Posted October 12, 2021 Author Posted October 12, 2021 31 minutes ago, mattski123 said: I tried re running texgen today and this error came up: Can not copy resource textures\landscape\snow01.dds to D:\Mods\Mod packs\DynDOLOD\TexGen_Output\DynDOLOD-temp\textures\landscape\snow01.dds: [Content] The system cannot find the path specified. Click the "Help for this message" link as explained on the first post. The system cannot find the path specified typically means the OS, UAC, antivir or some other 3rd party crap ware is blocking write access to the mentioned destination path. Add an exception to whatever it is that is blocking access. It is also possible another process or program is accessing the same folder or file and this preventing write access. In case closing other programs does not help, a reboot typically helps in these cases. Remove old files from the destination/output path, which might prevent creating the new files because they are blocked by other programs etc Search the forum for the error message as explained on the first post. https://stepmodifications.org/forum/search/?&q=system cannot find path specified&search_and_or=and 31 minutes ago, mattski123 said: I also ran it tiwce and do have BDS. You have what? You mean BSD? Blues Screen of Death is caused by hardware, BIOS settings, OS, driver problems etc. 31 minutes ago, mattski123 said: How do I find the reference in xEdit? Load entire load order into xEdit. Enter the form ID into the FormID field top left and hit Enter. Remember to adjust the first two digits to the load order ID shown for arnima.esm
mattski123 Posted October 12, 2021 Posted October 12, 2021 23 minutes ago, sheson said: Click the "Help for this message" link as explained on the first post. The system cannot find the path specified typically means the OS, UAC, antivir or some other 3rd party crap ware is blocking write access to the mentioned destination path. Add an exception to whatever it is that is blocking access. It is also possible another process or program is accessing the same folder or file and this preventing write access. In case closing other programs does not help, a reboot typically helps in these cases. Remove old files from the destination/output path, which might prevent creating the new files because they are blocked by other programs etc Search the forum for the error message as explained on the first post. https://stepmodifications.org/forum/search/?&q=system cannot find path specified&search_and_or=and You have what? You mean BSD? Blues Screen of Death is caused by hardware, BIOS settings, OS, driver problems etc. Load entire load order into xEdit. Enter the form ID into the FormID field top left and hit Enter. Remember to adjust the first two digits to the load order ID shown for arnima.esm thank you! I have now gone and added the files and folders to my Windows Defender exceptions list. And as I said I don't have any other antivirus or anything. And my UAC settings are set to never notify if that's the right way to do it. No sorry BDS stands for better dynamic snow. And I actually didn't even know slash realize that the first two letters/numbers in X edit will literally the load order ID's. Thank you for telling me that! Because I didn't know that before. Texgen ran very smoothly and after running arnimavoid ALONE it happily lets me save and exit. I will have to try to run the full dynDOLOD tomorrow. Incl other world spaces. Any other trobuleshooting tips?
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