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Posted
20 minutes ago, Phlunder said:

Yes, those stones are looking fine now, thanks for looking into it! Regarding the Occlusion ESP, with the latest Alpha-48 the separate Occlusion ESP option is definitely checked by default when in Enderal mode. I tested this on a new instance of DynDOLOD to be sure that no presets/changes of mine were still there.

 

Plugin being checked will be fixed next version.

20 minutes ago, Phlunder said:

When I disabled the separte plugin option, DynDOLOD crashed on generation, due to a seemingly unrelated issue with some sign mesh. Logs with bug report here: https://ufile.io/f/3ofql

The second run where I let the option for a seperate Occlusion ESP checked ran through fine. Not sure if related.

 

The debug is being replaced for each session. You need to reproduce the error and upload that debug log please.

  • Thanks 1
Posted (edited)
42 minutes ago, sheson said:

Plugin being checked will be fixed next version.

The debug is being replaced for each session. You need to reproduce the error and upload that debug log please.

Sorry, for now I couldn't reproduce it, it was crashing (task not responding for a moment) at:

[00:06] <Warning: File not found Meshes\enderal\clutter\propertysign°.nif. Used by Skyrim.esm _00E_PropertySign "Property Sign" [ACTI:0006A13E]>

And then just said file not found. Now it runs through just fine, also with seperate Occlusion ESP unchecked. Using latest Windows 10 21H1 with only Windows Defender and all game and tool folders in exceptions of course. If I run into it again, I'll post the debug log right away. I didn't know its being replaced each time.

Edited by Phlunder
Posted (edited)

Hi sheson, I just downloaded the latest version (Alpha-49) and noticed that its missing the "Export"-folder in the Edit Scripts ( ..\DynDOLOD\Edit Scripts\Export\ ). Any reason for this? How can I update and test different grass LOD densities if the Export-files are missing?

Edit: Nvm, I guess it will show up after my first LOD-generation... 

Edited by TheDude
Posted
1 hour ago, TheDude said:

Hi sheson, I just downloaded the latest version (Alpha-49) and noticed that its missing the "Export"-folder in the Edit Scripts ( ..\DynDOLOD\Edit Scripts\Export\ ). Any reason for this? How can I update and test different grass LOD densities if the Export-files are missing?

Edit: Nvm, I guess it will show up after my first LOD-generation... 

Exactly.

The export folder and its content is created when running DynDOLOD with the object LOD option checked. DynDOLOD create these files for LODGen to generate the object LOD meshes.

  • Like 1
Posted (edited)

Yes indeed, I just completed a flawless lod-generation with Alpha-49 and now the Export-folder including all files are available! Cheers!

Edited by TheDude
Posted
41 minutes ago, mattski123 said:

[Main Instruction]
Access violation at address 000000000172CCA9 in module 'DynDOLODx64.exe'.

[Content]
Read of address 0000000000000000.

I haver take ownership on and dyndolod added to exclusions including the folders themselves. https://easyupload.io/2bha1q

Test with this version. It should run through. Pay attention to texture not divisible by 4 message(s).

Posted
1 hour ago, sheson said:

Test with this version. It should run through. Pay attention to texture not divisible by 4 message(s).

Finished successfully! Did you want me to send you the finished logs? Also what was the difference in exes?

Posted
13 hours ago, sheson said:

Also upload the debug log of DynDOLOD as explained on the first post.

Do not install any 3rd party billboards as explained in the included manual. Use TexGen to generate them all.

Fix this error reported in the log:

<Error: Texture textures\rbroriksteadtextures\planks_lod.dds resolution 256x171 not divisible by 4 used by meshes\rbroriksteadmeshes\mergedhousewithwall13lod.nif RedBag's Rorikstead.esp 000Inn2FarmsMergedRBRorikstead [STAT:4B000D62]>

Probably this mod https://www.nexusmods.com/skyrimspecialedition/mods/56114/

Texture resolutions need to be power of 2, like 128,256,512,1024 etc. for textures that are used directly. The UV of the custom "LOD" model using this texture is not inside 0.0 and 1.0 so the LOD for it has to use the texture directly instead of the version on the object LOD texture atlas.

 

Just wanted to let you know that after fixing the textures everything worked as expected.

Thank you!

Posted (edited)

Hey sheson,

with the alpha which introduced the script checking, I now have a hand full of script warnings. One example is this one

<Warning: Property not found myexplosion in scripts\dlc2expspiderdeadspiderscript.pex Audio Overhaul Skyrim.esp DLC2ExpSpiderShockBombENEMY [ACTI:04028631]>

I looked it up, but I can't see why I get the warning in this case, because even the vanilla record of the dragonborn.esm calls the 'myexplosion' property: https://ibb.co/WDvRCQL

The logs are found here

Beside that I also got this one

<Error: File not found scripts\soscivsnore.pex SoundsOfSkyrim.esp [REFR:76008974] (places SoSCivSnoreTrigger [STAT:76007348] in GRUP Cell Temporary Children of IvarsteadExterior03 [CELL:000097A1] (in Tamriel "Himmelsrand" [WRLD:0000003C] at 17,-16))>

which is kinda weird, because the file in fact is existing and all other records, which point to the script, don't produce the error and are looking the same - only the actor reference is not identical

Record which caused the error: https://ibb.co/LQTYg2d

Another one from the mod: https://ibb.co/NYg3RqH

Edited by PRieST
Posted
1 hour ago, PRieST said:

Hey sheson,

with the alpha which introduced the script checking, I now have a hand full of script warnings. One example is this one


<Warning: Property not found myexplosion in scripts\dlc2expspiderdeadspiderscript.pex Audio Overhaul Skyrim.esp DLC2ExpSpiderShockBombENEMY [ACTI:04028631]>

I looked it up, but I can't see why I get the warning in this case, because even the vanilla record of the dragonborn.esm calls the 'myexplosion' property: https://ibb.co/WDvRCQL

The logs are found here

Beside that I also got this one


<Error: File not found scripts\soscivsnore.pex SoundsOfSkyrim.esp [REFR:76008974] (places SoSCivSnoreTrigger [STAT:76007348] in GRUP Cell Temporary Children of IvarsteadExterior03 [CELL:000097A1] (in Tamriel "Himmelsrand" [WRLD:0000003C] at 17,-16))>

which is kinda weird, because the file in fact is existing and all other records, which point to the script, don't produce the error and are looking the same - only the actor reference is not identical

Record which caused the error: https://ibb.co/LQTYg2d

Another one from the mod: https://ibb.co/NYg3RqH

From ..\DynDOLOD\docs\help\LogMessages.html

Property not found * in scripts\*.pex
A property (variable) is defined for a papyrus script, but its definition does not exist in the script.
This can happen in case scripts are updated or being overwritten.
In case the property does not exist in the script anymore intentionally, remove the no longer needed entry from the script properties on the mentioned record.

The error message for the missing property myexplosion is suppressed (in debug log only) for the master record in Dragonborn. I will have to extend that to plugins that overwrite it.

If the OS reports an existing file as not found it might have to with UAC or antivir.
I did not get any such error message testing SoundsOfSkyrim myself just now.
Is that error repeatable? Is the file found if using xEdit Asset Browser (CTRL+F3)?

Posted (edited)
37 minutes ago, sheson said:

The error message for the missing property myexplosion is suppressed (in debug log only) for the master record in Dragonborn. I will have to extend that to plugins that overwrite it.

If the OS reports an existing file as not found it might have to with UAC or antivir.
I did not get any such error message testing SoundsOfSkyrim myself just now.
Is that error repeatable? Is the file found if using xEdit Asset Browser (CTRL+F3)?

But if Windows is messing with that, would not all records report it as missing or does DynDOLOD only mentions the last record found which has the same error?
Yes, the file is shown/found in xEdit: https://ibb.co/0CXJzXn

Will have to check if this is repeatable.

37 minutes ago, sheson said:

From ..\DynDOLOD\docs\help\LogMessages.html

Property not found * in scripts\*.pex
A property (variable) is defined for a papyrus script, but its definition does not exist in the script.
This can happen in case scripts are updated or being overwritten.
In case the property does not exist in the script anymore intentionally, remove the no longer needed entry from the script properties on the mentioned record.

Maybe you have seen it, but I got some more warning in the same spectrum with Improved Shadowmarks - pointing to the 'attachedto' property, is this kind of the same error? Maybe because it's expanding 'ObjectReference' to use the 'AttachedTo' property?

Quote

Scriptname TGRPlayerHouseShadowmarkScript extends ObjectReference

Edit: Yes the error with Sounds of Skyrim is repeatable and points everytime to the same record:

Quote

<Error: File not found scripts\soscivsnore.pex SoundsOfSkyrim.esp [REFR:76008974] (places SoSCivSnoreTrigger [STAT:76007348] in GRUP Cell Temporary Children of IvarsteadExterior03 [CELL:000097A1] (in Tamriel "Himmelsrand" [WRLD:0000003C] at 17,-16))>

Maybe something is wrong with the actor which should get the property/script applied? All other records seem to be fine/look the same, as said before.

Edited by PRieST
Posted
33 minutes ago, PRieST said:

But if Windows is messing with that, would not all records report it as missing or does DynDOLOD only mentions the last record found which has the same error?
Yes, the file is shown/found in xEdit: https://ibb.co/0CXJzXn

Will have to check if this is repeatable.

Maybe you have seen it, but I got some more warning in the same spectrum with Improved Shadowmarks - pointing to the 'attachedto' property, is this kind of the same error? Maybe because it's expanding 'ObjectReference' to use the 'AttachedTo' property?

 

That is why I ask if the the message is repeatable. However, false positives from Windows Defender seem to be all over the place for the recent months.
Certain message may only be reported once for the first occurrence.
Have you tried to extract the script from the BSA?

Improved Shadowmarks.esp is not a vanilla plugin and tgrplayerhouseshadowmarkscript.pex is not a vanilla script.

Posted (edited)
26 minutes ago, sheson said:

That is why I ask if the the message is repeatable.
Certain message are may only be reported once for the occurrence.
Have you tried to extract the script from the BSA?

Improved Shadowmarks.esp is not a vanilla plugin and tgrplayerhouseshadowmarkscript.pex is not a vanilla script.

Ok, will solve the issues with Improved Shadowmarks than.

Ah, I think I found what was wrong with Sounds of Skyrim...the bsa was packed wrong (maybe my own error) and so the path was 'sounds of skyrim complete\scripts\...' instead of 'data\scripts'....which also means the mod can't work at all in this state.
After unpacking the error isnt' there as I recognized the wrong path and changed it.
So this is also solved, thanks.

Edit:Checked again, after repacking the bsa, no error, so it was the wrong path...it's even seen with the file browser in xEdit...
It is 'Sounds of Skyrim Complete LITE' which I am using...will make an error report on the modpage.

But still, why does it only show up with one record and not all of them in the DynDOLOD log?

Edited by PRieST
Posted
22 minutes ago, PRieST said:

Ok, will solve the issues with Improved Shadowmarks than.

Ah, I think I found what was wrong with Sounds of Skyrim...the bsa was packed wrong (maybe my own error) and so the path was 'sounds of skyrim complete\scripts\...' instead of 'data\scripts'....which also means the mod can't work at all in this state.
After unpacking the error isnt' there as I recognized the wrong path and changed it.
So this is also solved, thanks.

It should be just scripts\*.pex in the BSA as shown by xEdit Asset Browser.

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