PRieST Posted October 17, 2021 Posted October 17, 2021 (edited) 25 minutes ago, sheson said: It should be just scripts\*.pex in the BSA as shown by xEdit Asset Browser. Yes, it is corrected now: https://ibb.co/P5nrhYs (left side is the wrong one, original from that mod) and so the error is also gone. PS: Ignore the filenaming itself, I had to do this, because of my loadorder/own changes to the mod. After rerunning DynDOLOD the only warning left is the one with 'myexplosion'... To solve it, I just have to delete the property from the record? As you have mentioned this is infact in error in dragonborn.esm itself? Edited October 17, 2021 by PRieST
sheson Posted October 17, 2021 Author Posted October 17, 2021 2 hours ago, PRieST said: Yes, it is corrected now: https://ibb.co/P5nrhYs (left side is the wrong one, original from that mod) and so the error is also gone. PS: Ignore the filenaming itself, I had to do this, because of my loadorder/own changes to the mod. After rerunning DynDOLOD the only warning left is the one with 'myexplosion'... To solve it, I just have to delete the property from the record? As you have mentioned this is infact in error in dragonborn.esm itself? Just ignore the warning for now.
skinjack Posted October 17, 2021 Posted October 17, 2021 (edited) Hi Sheson, I am having an issue with the latest two versions of DynDOLOD that previous versions had not reported before. This may be a problem better addressed by the author(s) of SSEEdit, but I thought I would report it here as well in case it is a new development that needs to be addressed. Here is a link to my latest debug_log (there was no debug_log): https://www.mediafire.com/file/d0hzm05mh1sjswh/DynDOLOD_SSE_Debug_log.txt/file I know exactly where in SSEEdit this issue appears via this screenshot: https://imgur.com/bLRaT1j however I am not familiar with the troubleshooting techniques for this sort of error. As you can see, the two objects on the left side cannot be resolved. I know how to REMOVE these errors in the Properties on the right side via the video the warning links to, but not when they are in the NAME - Base entry. I don't even have the option of removing them in the right pane, only editing. If I remove them in the left pane and then rerun DynDOLOD it still flags them as an issue and proceeds no further, and I am not sure if I can even remove the entire sub-block further up the hierarchal chain. At the very least I am informing you of the problem I am encountering with these versions. It may just be my build, but as stated I have never had this issue until now. The mod is the same zip file I have used for years and his mod (although now removed from Nexus) has not changed in a long time. Do you have any idea what is going on in the log and how I can fix this so DynDOLOD no longer sees it as an error? I'm not sure if this is a memory issue like last time, but I did ensure I was running the 64 bit version this time. EDIT: Sorry, I was on the right track. Just had someone point out I was removing them correctly, but my references to delete message had updated to others in that mod and I hadn't noticed. EDIT: Got it fixed. That particular mod is a minefield of errors. Hope it didn't remove any of the King trees. Thanks for listening to me complain. Outside of the fact that DynDOLOD seems to notice more errors than other versions, the errors were not from this mod but that one. Edited October 17, 2021 by skinjack
sheson Posted October 18, 2021 Author Posted October 18, 2021 9 hours ago, skinjack said: Hi Sheson, I am having an issue with the latest two versions of DynDOLOD that previous versions had not reported before. This may be a problem better addressed by the author(s) of SSEEdit, but I thought I would report it here as well in case it is a new development that needs to be addressed. Here is a link to my latest debug_log (there was no debug_log): https://www.mediafire.com/file/d0hzm05mh1sjswh/DynDOLOD_SSE_Debug_log.txt/file I know exactly where in SSEEdit this issue appears via this screenshot: https://imgur.com/bLRaT1j however I am not familiar with the troubleshooting techniques for this sort of error. As you can see, the two objects on the left side cannot be resolved. I know how to REMOVE these errors in the Properties on the right side via the video the warning links to, but not when they are in the NAME - Base entry. I don't even have the option of removing them in the right pane, only editing. If I remove them in the left pane and then rerun DynDOLOD it still flags them as an issue and proceeds no further, and I am not sure if I can even remove the entire sub-block further up the hierarchal chain. At the very least I am informing you of the problem I am encountering with these versions. It may just be my build, but as stated I have never had this issue until now. The mod is the same zip file I have used for years and his mod (although now removed from Nexus) has not changed in a long time. Do you have any idea what is going on in the log and how I can fix this so DynDOLOD no longer sees it as an error? I'm not sure if this is a memory issue like last time, but I did ensure I was running the 64 bit version this time. EDIT: Sorry, I was on the right track. Just had someone point out I was removing them correctly, but my references to delete message had updated to others in that mod and I hadn't noticed. EDIT: Got it fixed. That particular mod is a minefield of errors. Hope it didn't remove any of the King trees. Thanks for listening to me complain. Outside of the fact that DynDOLOD seems to notice more errors than other versions, the errors were not from this mod but that one. Yes, either these references need to be removed or the NAME - Base needs to set to a valid base record which is not NULL has to be set, otherwise unresolved or NULL Name - Base records cause CTD. The errors are reported by the xEdit error check. DynDOLOD is a modified xLODGen, which is a tool mod of xEdit.
mattski123 Posted October 18, 2021 Posted October 18, 2021 Hey, when it comes to water seams, can we use this mod: https://www.nexusmods.com/skyrimspecialedition/mods/13963 Also, I have a Fix Waterflow script (if that's better) but I was wondering, which mod would be best to use and do I test it before or after running dyndolod? https://www.nexusmods.com/skyrimspecialedition/mods/5221
sheson Posted October 18, 2021 Author Posted October 18, 2021 1 hour ago, mattski123 said: Hey, when it comes to water seams, can we use this mod: https://www.nexusmods.com/skyrimspecialedition/mods/13963 Also, I have a Fix Waterflow script (if that's better) but I was wondering, which mod would be best to use and do I test it before or after running dyndolod? https://www.nexusmods.com/skyrimspecialedition/mods/5221 Finalize the load order before generating LOD. LOD and plugins are generated for the current load order. If the load order changes afterwards and there are visual issue either generate LOD for the new current load order or you will have to resolve conflicts in plugins manually. LOD generation does not change how full or LOD water looks. Create (landscape, terrain, exterior and related base records) patches before generating the LOD patch.
Glanzer Posted October 18, 2021 Posted October 18, 2021 (edited) 7 hours ago, Yueviathan said: I have a report, and before I say anything further. Thank you sheson for trying to help me for so long as I been struggling with this issue for well over a week straight, and days of just staying up all night trying to get this to work. In the end you was right sheson so I'm going to go in detail what was my issue, sadly give a warning for a certain mod, and list all that I did. Keep in my threw out all of this I been very sick and sleep deprived which wasn't helping me process information, my apologies for any difficulty in any of this... Wow you sound just like me, when I find something wrong it just bugs me and I have to figure out how to fix it, and I'll get real moody until I get it fixed. Regarding anything map related, especially paper map mod: Since it comes last in your load order, you should disable it before running dyndolod. Basically anything that needs to come AFTER Dyndolod.esp and Occlusion.esp should be disabled before doing the normal routine of the SSELODGen/Dyndolod/Occlusion patching cycle. Then re-enable them. The very best change that could possibly come in TES VI would be to allow single record leaf node changes without any of the parents in the hierarchy being counted in the plugin load order. That way just putting a book in a worldspace would have no effect on lighting, sound, etc. Even fields in a single record should somehow be modifiable without invalidating/overwriting the other fields within that record. Edited October 18, 2021 by Glanzer
narphous Posted October 18, 2021 Posted October 18, 2021 No complaints, just wanted to say you're doing the lord's work and it's appreciated.
sheson Posted October 19, 2021 Author Posted October 19, 2021 10 hours ago, Glanzer said: Wow you sound just like me, when I find something wrong it just bugs me and I have to figure out how to fix it, and I'll get real moody until I get it fixed. Regarding anything map related, especially paper map mod: Since it comes last in your load order, you should disable it before running dyndolod. Basically anything that needs to come AFTER Dyndolod.esp and Occlusion.esp should be disabled before doing the normal routine of the SSELODGen/Dyndolod/Occlusion patching cycle. Then re-enable them. The very best change that could possibly come in TES VI would be to allow single record leaf node changes without any of the parents in the hierarchy being counted in the plugin load order. That way just putting a book in a worldspace would have no effect on lighting, sound, etc. Even fields in a single record should somehow be modifiable without invalidating/overwriting the other fields within that record. Temporarily disabling plugins is a troubleshooting step. The load order should be finalized before generating LOD. All patches and plugins should enabled and sorted properly. The DynDOLOD and Occlusion plugins are generated by copying the winning overwrites for records. If the map plugin is the last plugin to overwrite the worldspace record, those changes will be in the DynDOLOD and Occlusion plugin. There isn't anything that needs to load after the DynDOLOD or Occlusion plugins if LOD has been generated properly for the current load order.
Ashurel Posted October 20, 2021 Posted October 20, 2021 Went to regenerate my LODs, and it gave me "Item not found". Last warning in the log was 3 seconds before the crash https://paste.ee/p/jWIac
VeganCannibalism Posted October 20, 2021 Posted October 20, 2021 Howdy! I can run TexGen and LodGen and install both outputs, but the resulting plugins seem to be broken--as soon as I load the game, I get a CTD immediately after the loading screen. It doesn't even get to the point of gameplay, just the loading screen freezes for a moment and then it crashes. Disabling the plugins lets me load in fine, but of course that defeats the point of using DynDOLOD. I checked the plugins for errors in SSEEdit and it seems to think they're all fine. DynDOLOD isn't generating a bug report log, either. My logs: VC's Google Drive
Ashurel Posted October 20, 2021 Posted October 20, 2021 Rerunning TexGen fixed the issue, but still might be worth parsing
sheson Posted October 20, 2021 Author Posted October 20, 2021 1 hour ago, Ashurel said: Rerunning TexGen fixed the issue, but still might be worth parsing Thanks for the logs. Looks like a race condition. Just rerunning DynDOLOD should have been enough. 4 hours ago, VeganCannibalism said: Howdy! I can run TexGen and LodGen and install both outputs, but the resulting plugins seem to be broken--as soon as I load the game, I get a CTD immediately after the loading screen. It doesn't even get to the point of gameplay, just the loading screen freezes for a moment and then it crashes. Disabling the plugins lets me load in fine, but of course that defeats the point of using DynDOLOD. I checked the plugins for errors in SSEEdit and it seems to think they're all fine. DynDOLOD isn't generating a bug report log, either. My logs: VC's Google Drive Check the DynDOLOD log for error and warning messages. Especially invalid texture resolutions. Like this https://stepmodifications.org/forum/topic/15606-dyndolod-300-alpha-50/?do=findComment&comment=251778 Upload the DynDOLOD log and debug as explained of the first post.
VeganCannibalism Posted October 20, 2021 Posted October 20, 2021 Oops, thought I included those logs in my file. Sorry about that. Here's the logs. Looks like Redbag's Rorikstead has invalid texture sizes, but there's a link to download fixed textures in the comments on that mod page, so hopefully that fixes it. I'll overwrite the bad textures and rebuild DynDOLOD.
sheson Posted October 20, 2021 Author Posted October 20, 2021 1 hour ago, VeganCannibalism said: Oops, thought I included those logs in my file. Sorry about that. Here's the logs. Looks like Redbag's Rorikstead has invalid texture sizes, but there's a link to download fixed textures in the comments on that mod page, so hopefully that fixes it. I'll overwrite the bad textures and rebuild DynDOLOD. Yes, that texture is the cause of the CTD.
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