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Posted
19 minutes ago, JiriHodan said:

removing anima.esm helped, once again thank u sir!

Is there any specific reason to not update to the latest version?

Posted

 

Error: File not found scripts\ccbgssse038_assassinenablescript.pex ccbgssse038-bowofshadows.esl ccBGSSSE038EnableTrigger [ACTI:FE020835]

 

Ignore or change the name of the script in Xedit to ccbssse038_assassinenableonattachscript.pex?

Posted
2 hours ago, Elaura said:

 

Error: File not found scripts\ccbgssse038_assassinenablescript.pex ccbgssse038-bowofshadows.esl ccBGSSSE038EnableTrigger [ACTI:FE020835]

 

Ignore or change the name of the script in Xedit to ccbssse038_assassinenableonattachscript.pex?

Sure why not. That script has matching properties.

  • Like 1
Posted

Hey folks, I keep getting this error and im at a loss. It doesn't give a specific reason for the error. Any tips?

 

[Window Title]
DynDOLOD

[Main Instruction]
Error: Setting EditorID to skyrimesm_0DDD36_DynDOLOD_FIX failed for DynDOLOD.esp [REFR:000DDD36] (in GRUP Cell Temporary Children of [CELL:00007157] (in Tamriel "Skyrim" [WRLD:0000003C] at -38,2))

[Content]


Click on this link for additional explanations and help for this message

[Exit DynDOLOD]

[Footer]
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Posted
9 hours ago, EazyH said:

Hey folks, I keep getting this error and im at a loss. It doesn't give a specific reason for the error. Any tips?

 

[Window Title]
DynDOLOD

[Main Instruction]
Error: Setting EditorID to skyrimesm_0DDD36_DynDOLOD_FIX failed for DynDOLOD.esp [REFR:000DDD36] (in GRUP Cell Temporary Children of [CELL:00007157] (in Tamriel "Skyrim" [WRLD:0000003C] at -38,2))

[Content]


Click on this link for additional explanations and help for this message

[Exit DynDOLOD]

[Footer]
Online Help | Support Forum | Copy message to clipboard

Read the first post which log and debug log to upload when making posts.

Search for the error message to find existing posts as explained on the first post. https://stepmodifications.org/forum/search/?q=Setting EditorID to&quick=1&type=forums_topic&item=17510

https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds#Requirements
The workarounds require plugins containing deleted large references to be cleaned. Every plugin containing deleted references should 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

Posted
6 hours ago, sheson said:

Read the first post which log and debug log to upload when making posts.

Search for the error message to find existing posts as explained on the first post. https://stepmodifications.org/forum/search/?q=Setting EditorID to&quick=1&type=forums_topic&item=17510

https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds#Requirements
The workarounds require plugins containing deleted large references to be cleaned. Every plugin containing deleted references should 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

Thanks Sheson, I got it figured out last night! I started with a Wabajack list that I then did a fair bit of tweaking to, and didn’t realize the Update and Dawnguard esps were dirtier than a hooker’s thong! (It used a stock game folder rather than my own, and it would seem they never cleaned the ESPs.)

The reference number for xedit was useful, showing me that it was a deleted reference in the update records, which then matched up with some of the warnings in the summary page, and I went ahead and cleaned anything mentioned there, and then it went smooth like butter. Thanks again for the amazing tool!

Posted

I do have an additional, separate question regarding Grass LOD. Been a huge fan and using it since it’s introduction and I’ve had success with consistent color and visuals, depending on ENB and grass mod, usually doing better with green tundra. I had taken a break for a bit, but have now come back and seen the introduction of the HD grass, which it appears is meant to be used with the complex grass textures. Does this work with ALL complex grass textures? Because I’ve seen varying information and I remember initially, it was recommended NOT to cache grass or run DynDOLOD w/ these textures. Even on the complex grass compendium, this message still appears:

 

“Do not use these textures for lod generating / grass caching, or you gonna have blue foliage in the far distant. (just uncheck any complex grass patch mod before starting generating lod textures or grass cache)”

 

Just wondering what your thoughts are, and if there are exceptions to the rule, and also how much more of a hit one could expect if using the complex textures for generation over plain grass. (Also, does the cache need to be redone as well? Or is it enough just to use the new complex textures and start from TexGen?)

Posted
35 minutes ago, EazyH said:

I do have an additional, separate question regarding Grass LOD. Been a huge fan and using it since it’s introduction and I’ve had success with consistent color and visuals, depending on ENB and grass mod, usually doing better with green tundra. I had taken a break for a bit, but have now come back and seen the introduction of the HD grass, which it appears is meant to be used with the complex grass textures. Does this work with ALL complex grass textures? Because I’ve seen varying information and I remember initially, it was recommended NOT to cache grass or run DynDOLOD w/ these textures. Even on the complex grass compendium, this message still appears:

 

“Do not use these textures for lod generating / grass caching, or you gonna have blue foliage in the far distant. (just uncheck any complex grass patch mod before starting generating lod textures or grass cache)”

 

Just wondering what your thoughts are, and if there are exceptions to the rule, and also how much more of a hit one could expect if using the complex textures for generation over plain grass. (Also, does the cache need to be redone as well? Or is it enough just to use the new complex textures and start from TexGen?)

Ignore every and all 3rd party instructions and older posts regarding anything DynDOLOD. They are categorically wrong and outdated and in case of issues the actual cause might be assumed wrong resulting in weird/wrong/unnecessary workarounds instead of proper fixes to the tools, configurations+settings or mods.

See https://dyndolod.info/Changelog
Version 3.00 Alpha 87
TexGen.exe - added support for ENB complex grass combined diffuse/normal map textures

https://dyndolod.info/Help/TexGen
TexGen supports ENB complex grass textures.

https://dyndolod.info/Help/Grass-LOD
TexGen supports generating HD grass LOD billboards using ENB complex grass textures
Note that HD Grass LOD billboards for ENB complex grass use double the triangles, so in case performance is of concern, use half the density.

Alpha 87 came out April 4, 2022, which means since then grass LOD billboards made with complex grass texture do not have any blue foliage as the complex textures are correctly split into diffuse and normal map. The nexus page you are quoting has an original upload date of April 30, 2022, so the message has been always wrong. I even made a comment May 26, 2022.

  • Thanks 1
Posted

I'm getting an OpenGL error when using the DynDOLOD application. It runs for a bit but then the main window says "invalid operation". However, the separate console window continues on going. 

A search has already been undertaken HOWEVER, AMD no longer supply the version of driver stated earlier. The recommend one is now version 22.11.2 which is WHQL signed. This driver appears to not function correctly with the application.

I've attached the relevant information. The debug log was too big to upload here, even zipped, so a link has been provided.

 

DynDOLOD_SSE_log.txt Link to Debug Log.txt

Posted
2 hours ago, Althro said:

I'm getting an OpenGL error when using the DynDOLOD application. It runs for a bit but then the main window says "invalid operation". However, the separate console window continues on going. 

A search has already been undertaken HOWEVER, AMD no longer supply the version of driver stated earlier. The recommend one is now version 22.11.2 which is WHQL signed. This driver appears to not function correctly with the application.

I've attached the relevant information. The debug log was too big to upload here, even zipped, so a link has been provided.

DynDOLOD_SSE_log.txt 2.3 kB · 0 downloads Link to Debug Log.txt 82 B · 0 downloads

https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-106/?do=findComment&comment=266132

https://www.amd.com/en/support/kb/release-notes/rn-rad-win-22-5-1 has a link to https://drivers.amd.com/drivers/WHQL-AMD-Software-Adrenalin-Edition-22.5.1-Win10-Win11-May10.exe, found via a simple google search.

Posted

Can't figure out why I'm getting this output,

file not found meshes\architecture\falkreath\lod\farmhouse01_hlod.nif
Log ended at 2:40:03 AM (00:00:02)
Code: 404

First time using DyndoLOD in general, followed the instructions on the video linked on the Nexus page to a t.

Posted
1 hour ago, oiram1993 said:

Can't figure out why I'm getting this output,

file not found meshes\architecture\falkreath\lod\farmhouse01_hlod.nif
Log ended at 2:40:03 AM (00:00:02)
Code: 404

First time using DyndoLOD in general, followed the instructions on the video linked on the Nexus page to a t.

Read the first post which logs and debug log to upload when making posts.

Since there are different videos for different DynDOLOD versions of the years, it is unclear what video you actually mean.

A file not found message is self explanatory. The OS tells the program, that the file does not exist.

meshes\architecture\falkreath\lod\farmhouse01_hlod.nif is not a vanilla path / Bethesda convention to a LOD model.

Posted
10 minutes ago, sheson said:

Read the first post which logs and debug log to upload when making posts.

Since there are different videos for different DynDOLOD versions of the years, it is unclear what video you actually mean.

A file not found message is self explanatory. The OS tells the program, that the file does not exist.

meshes\architecture\falkreath\lod\farmhouse01_hlod.nif is not a vanilla path / Bethesda convention to a LOD model.

Yeah that's fair lol, should have been more thorough on my end. Uploaded the zip of the relevant logs, can't seem to target which of my mods is causing the issue/has the bad file pathway.

Posted

Figured it out, seems to be Unique Towns- Base Object Swapper. Re-installing mod with FOMOD option to install as individual ESPs instead of with BOS, hoping that resolves the issue.

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