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Posted
38 minutes ago, TomForStep said:

After running TexGen and DynDOLOD 3 Alpha 94, everything seems to be fine so far except for those missing textures in Windhelm as seen below in the spoiler section. It happens both with Skyrim 2020 Parallax (for Windhelm) or with Northfire's Windhelm Parallax meshes. What could be the issue?

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

This looks like parallax textures are missing or wrong snow shader for them. For example https://www.nexusmods.com/skyrimspecialedition/mods/52111

Posted
On 6/9/2022 at 8:26 AM, sheson said:

No logs whatsoever? No bugreport.txt? Deutsch passt schon. Du kannst den Text von den event log Eintraegen auch einfach rauskopieren.

Update Mod Organizer to the latest version.

Also make sure that UAC or anti vir are not interfering in any way.

Got it to work. did the old do-something-else-for-a-day-and-then-come-back-and-try-the-same-thing-again and it worked, bc of course it did.

Well not entirely true i did change a few things: Updated MO2 to the current version, ran it as admin and set the process high priority, told my mom about it, left the settings in DynDOLOD on High standard without the changes to "tree" and "\" as stated in the STEP guide and skipped road generation with the ACMOS Road Generator Tool, since AVAST flagged it as trojan. Ran it trough Virustotal to make sure and it came up with

Cynet: Malicious (score: 100) (moderate Confidence)

Jiangmin:Trojan.PSW.Disco.eng  BehavesLike.Win64.HLLP.vc

still not entirely sure if thats a false positive, but enough for me to stay away from it. Might talk to DoubleYou about that. Then again Nexus should check all uploaded files? idk

On 6/9/2022 at 8:26 AM, sheson said:

No logs whatsoever? No bugreport.txt?

None of use from what i understand. The few in /logs which fairy posted aswell but no bugreport.txt or the other one requested in the FAQ

On 6/9/2022 at 8:26 AM, sheson said:

Du kannst den Text von den event log Eintraegen auch einfach rauskopieren.

Funny how the most obvious things sometimes just dont come to mind. Or im just an idiot. Prolly bit of both.

On 6/9/2022 at 8:26 AM, sheson said:

Update Mod Organizer to the latest version.

I feel like that did the trick. Sorry to waste ur time, could have thought of that myself^^

In any case thanks for the help, much appreciated :thumbsup:

Posted
10 hours ago, sheson said:

Upload the DynDOLOD.esp and DynDOLOD.esm to a file service.

In the meantime, run an xEdit error check before generating LOD and fix errors as much as possible, especially if they are about navmeshes.
Also fix unresolved form ids, especially the ones related to CELL records that are also reported in the DynDOLOD log and summary.
Make sure to use the right version of patches.

DynDOLOD.esp and DynDOLOD.esm:
https://ufile.io/f/e2coa
Currently working on resolving unresolved form ids

Posted
On 6/4/2022 at 5:23 PM, sheson said:

The L/H  difference is in the vertex color alpha values. It controls how light or heavy the cover of the HD LOD snow shader is. See last paragraph of https://dyndolod.info/Help/Snow-Ash-LOD-Shader

This helped a lot, thanks! I was able to use Sniff to batch apply the correct vertex color alpha values to the meshes. Just a small addition to that info: Not all L mountain LOD meshes use exactly 0.4 vertex color alpha. From the ones I covered for now, I found that mountainpeak01_lod_0l.nif uses 0.41 and mountainpeak02_lod_0l.nif uses 0.42. Probably not much of a difference from 0.4 regarding how heavy the snow cover is, but just FYI.

Posted (edited)
On 6/10/2022 at 12:45 AM, sheson said:

Read he first post of the DynDOLOD 3 Alpha thread where to make posts. I moved your post.

Upload the log and debug log when making posts as explained in the first post.

What is "its not working"  supposed to mean? What is it that is not working?

Use forum search to find similar posts https://stepmodifications.org/forum/search/?q=autumn whiterun&quick=1&type=forums_topic&nodes=223

Sry my english is not that good, by not working i meant that dyndolod aint generating LODS for Autumn of Whiterun added trees, im not good explaining myself :( Thx for answering <3

EDIT: Dyndolod is working for everything else, so the only problem i have is that it does not add lods for those trees 

Edited by VetortasChills
Posted
27 minutes ago, Phlunder said:

This helped a lot, thanks! I was able to use Sniff to batch apply the correct vertex color alpha values to the meshes. Just a small addition to that info: Not all L mountain LOD meshes use exactly 0.4 vertex color alpha. From the ones I covered for now, I found that mountainpeak01_lod_0l.nif uses 0.41 and mountainpeak02_lod_0l.nif uses 0.42. Probably not much of a difference from 0.4 regarding how heavy the snow cover is, but just FYI.

I will change the text to say ~0.4 and ~0.5 ...

Posted
39 minutes ago, VetortasChills said:

Sry my english is not that good, by not working i meant that dyndolod aint generating LODS for Autumn of Whiterun added trees, im not good explaining myself :( Thx for answering <3

EDIT: Dyndolod is working for everything else, so the only problem i have is that it does not add lods for those trees 

Upload the log and debug log when making posts as explained in the first post.

It "works" just fine:

AutumnOfWhiterun.jpg

Posted
9 hours ago, sheson said:

Can you check DynDOLOD.esp for errors with xEdit to see if anything is being reported?

 

[00:00] Start: Checking for Errors
[00:00] Checking for Errors in [5B] DynDOLOD.esp
[00:06] cuttingroomflooresp_01a42a_DynDOLOD_PATCH [REFR:5B1371FE] (places WRDragonDoor01 "Door" [DOOR:000252C7] in GRUP Cell Temporary Children of [CELL:0001A280] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 4,-3))
[00:06]     REFR \ XNDP - Navigation Door Link \ Teleport Marker Triangle -> <Warning: Navmesh triangle not found in "[NAVM:00069688] (in GRUP Cell Temporary Children of WhiterunExterior01 [CELL:0000961B] (in Tamriel "Skyrim" [WRLD:0000003C] at 4,-3))">
[00:16] still checking for Errors in [5B] DynDOLOD.esp
[00:16] Done: Checking for Errors, Processed Records: 73420, Errors found: 1, Elapsed Time: 00:16

image.thumb.png.0bbb4c3054e7f98b67b58978e138d279.png

Posted
48 minutes ago, Joe9075 said:

 


[00:00] Start: Checking for Errors
[00:00] Checking for Errors in [5B] DynDOLOD.esp
[00:06] cuttingroomflooresp_01a42a_DynDOLOD_PATCH [REFR:5B1371FE] (places WRDragonDoor01 "Door" [DOOR:000252C7] in GRUP Cell Temporary Children of [CELL:0001A280] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 4,-3))
[00:06]     REFR \ XNDP - Navigation Door Link \ Teleport Marker Triangle -> <Warning: Navmesh triangle not found in "[NAVM:00069688] (in GRUP Cell Temporary Children of WhiterunExterior01 [CELL:0000961B] (in Tamriel "Skyrim" [WRLD:0000003C] at 4,-3))">
[00:16] still checking for Errors in [5B] DynDOLOD.esp
[00:16] Done: Checking for Errors, Processed Records: 73420, Errors found: 1, Elapsed Time: 00:16

image.thumb.png.0bbb4c3054e7f98b67b58978e138d279.png

Check if removing the reference from the DynDOLOD.esp changes anything. Let me know if you need additional information how to do that.

Error checking latest Cuttingroomfloor.esp version from AFK mods shows the same error for me. You too?

Posted
44 minutes ago, sheson said:

Check if removing the reference from the DynDOLOD.esp changes anything. Let me know if you need additional information how to do that.

Error checking latest Cuttingroomfloor.esp version from AFK mods shows the same error for me. You too?

[00:00] Start: Checking for Errors
[00:00] Checking for Errors in [0C] Cutting Room Floor.esp
[00:01] [REFR:0C013168] (places FarmhouseLDoor01 "Wooden Door" [DOOR:00029CB0] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at -8,-7)
[00:01]     REFR \ XNDP - Navigation Door Link \ Teleport Marker Triangle -> <Warning: Navmesh triangle not found in "[NAVM:000E8588] (in GRUP Cell Temporary Children of POITundra14 [CELL:00009A91] (in Tamriel "Skyrim" [WRLD:0000003C] at -8,-7))">
[00:01] [REFR:0C014248] (places FarmhouseLDoor01 "Wooden Door" [DOOR:00029CB0] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at -2,15)
[00:01]     REFR \ XNDP - Navigation Door Link \ Teleport Marker Triangle -> <Warning: Navmesh triangle not found in "[NAVM:000D6010] (in GRUP Cell Temporary Children of StonehillsExterior01 [CELL:000093B6] (in Tamriel "Skyrim" [WRLD:0000003C] at -2,15))">
[00:01] [REFR:0C01A42A] (places WRDragonDoor01 "Door" [DOOR:000252C7] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at 4,-3)
[00:01]     REFR \ XNDP - Navigation Door Link \ Teleport Marker Triangle -> <Warning: Navmesh triangle not found in "[NAVM:00069688] (in GRUP Cell Temporary Children of WhiterunExterior01 [CELL:0000961B] (in Tamriel "Skyrim" [WRLD:0000003C] at 4,-3))">
[00:01] [REFR:0C030FD9] (places FarmhouseLDoor01 "Wooden Door" [DOOR:00029CB0] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at -2,16)
[00:01]     REFR \ XNDP - Navigation Door Link \ Teleport Marker Triangle -> <Warning: Navmesh triangle not found in "[NAVM:000D6013] (in GRUP Cell Temporary Children of StonehillsExterior02 [CELL:00009395] (in Tamriel "Skyrim" [WRLD:0000003C] at -2,16))">
[00:01] [REFR:0C2B524B] (places FarmhouseLDoor01 "Wooden Door" [DOOR:00029CB0] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at -3,15)
[00:01]     REFR \ XNDP - Navigation Door Link \ Teleport Marker Triangle -> <Warning: Navmesh triangle not found in "[NAVM:000E88EE] (in GRUP Cell Temporary Children of [CELL:000093B7] (in Tamriel "Skyrim" [WRLD:0000003C] at -3,15))">
[00:01] WERoad02 "Nobles Traveling with Bodyguard" [QUST:001027A5]
[00:01]     QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ Alias -> <Warning: Quest Alias not found in "WERoad02 "Nobles Traveling with Bodyguard" [QUST:001027A5]">
[00:01]     QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ Alias -> <Warning: Quest Alias not found in "WERoad02 "Nobles Traveling with Bodyguard" [QUST:001027A5]">
[00:01]     QUST \ VMAD - Virtual Machine Adapter \ Aliases \ Alias \ Object Union \ Object v2 \ Alias -> <Warning: Quest Alias not found in "WERoad02 "Nobles Traveling with Bodyguard" [QUST:001027A5]">
[00:01]     QUST \ VMAD - Virtual Machine Adapter \ Aliases \ Alias \ Object Union \ Object v2 \ Alias -> <Warning: Quest Alias not found in "WERoad02 "Nobles Traveling with Bodyguard" [QUST:001027A5]">
[00:02] Done: Checking for Errors, Processed Records: 4633, Errors found: 6, Elapsed Time: 00:02

Also I would appreciate the instructions if you don't mind

Posted
25 minutes ago, Joe9075 said:

[00:00] Start: Checking for Errors
[00:00] Checking for Errors in [0C] Cutting Room Floor.esp
[00:01] [REFR:0C013168] (places FarmhouseLDoor01 "Wooden Door" [DOOR:00029CB0] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at -8,-7)
[00:01]     REFR \ XNDP - Navigation Door Link \ Teleport Marker Triangle -> <Warning: Navmesh triangle not found in "[NAVM:000E8588] (in GRUP Cell Temporary Children of POITundra14 [CELL:00009A91] (in Tamriel "Skyrim" [WRLD:0000003C] at -8,-7))">
[00:01] [REFR:0C014248] (places FarmhouseLDoor01 "Wooden Door" [DOOR:00029CB0] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at -2,15)
[00:01]     REFR \ XNDP - Navigation Door Link \ Teleport Marker Triangle -> <Warning: Navmesh triangle not found in "[NAVM:000D6010] (in GRUP Cell Temporary Children of StonehillsExterior01 [CELL:000093B6] (in Tamriel "Skyrim" [WRLD:0000003C] at -2,15))">
[00:01] [REFR:0C01A42A] (places WRDragonDoor01 "Door" [DOOR:000252C7] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at 4,-3)
[00:01]     REFR \ XNDP - Navigation Door Link \ Teleport Marker Triangle -> <Warning: Navmesh triangle not found in "[NAVM:00069688] (in GRUP Cell Temporary Children of WhiterunExterior01 [CELL:0000961B] (in Tamriel "Skyrim" [WRLD:0000003C] at 4,-3))">
[00:01] [REFR:0C030FD9] (places FarmhouseLDoor01 "Wooden Door" [DOOR:00029CB0] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at -2,16)
[00:01]     REFR \ XNDP - Navigation Door Link \ Teleport Marker Triangle -> <Warning: Navmesh triangle not found in "[NAVM:000D6013] (in GRUP Cell Temporary Children of StonehillsExterior02 [CELL:00009395] (in Tamriel "Skyrim" [WRLD:0000003C] at -2,16))">
[00:01] [REFR:0C2B524B] (places FarmhouseLDoor01 "Wooden Door" [DOOR:00029CB0] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at -3,15)
[00:01]     REFR \ XNDP - Navigation Door Link \ Teleport Marker Triangle -> <Warning: Navmesh triangle not found in "[NAVM:000E88EE] (in GRUP Cell Temporary Children of [CELL:000093B7] (in Tamriel "Skyrim" [WRLD:0000003C] at -3,15))">
[00:01] WERoad02 "Nobles Traveling with Bodyguard" [QUST:001027A5]
[00:01]     QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ Alias -> <Warning: Quest Alias not found in "WERoad02 "Nobles Traveling with Bodyguard" [QUST:001027A5]">
[00:01]     QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ Alias -> <Warning: Quest Alias not found in "WERoad02 "Nobles Traveling with Bodyguard" [QUST:001027A5]">
[00:01]     QUST \ VMAD - Virtual Machine Adapter \ Aliases \ Alias \ Object Union \ Object v2 \ Alias -> <Warning: Quest Alias not found in "WERoad02 "Nobles Traveling with Bodyguard" [QUST:001027A5]">
[00:01]     QUST \ VMAD - Virtual Machine Adapter \ Aliases \ Alias \ Object Union \ Object v2 \ Alias -> <Warning: Quest Alias not found in "WERoad02 "Nobles Traveling with Bodyguard" [QUST:001027A5]">
[00:02] Done: Checking for Errors, Processed Records: 4633, Errors found: 6, Elapsed Time: 00:02

Also I would appreciate the instructions if you don't mind

Make a backup of DynDOLOD.esp somewhere outside the MO2 mods folders. Load DynDOLOD.esp in xEdit like you did when error checking it. It should have load order id 5B. It is the number in front of the plugin file name in the left tree view of xEdit. If it changed adjust the first two digits 5B of the reference form ID 5B1371FE accordingly.

Enter the reference form id 5B1371FE into the FormID top left of xEdit and hit enter key. You can now right click the highlight record in the tree view in the left window or the top row that says [5B] DynDOLOD.esp in the right window and select "remove". Confirm any messages, then close xEdit. It should prompt you to save the plugin.

In case there is a problem renaming the plugin, you will find the saved plugin with a file-stamp in the filename in MO2 overwrite folder. Right click to "Rename" to DynDOLOD.esp. Then test if problem still happens. 

Posted
51 minutes ago, sheson said:

Make a backup of DynDOLOD.esp somewhere outside the MO2 mods folders. Load DynDOLOD.esp in xEdit like you did when error checking it. It should have load order id 5B. It is the number in front of the plugin file name in the left tree view of xEdit. If it changed adjust the first two digits 5B of the reference form ID 5B1371FE accordingly.

Enter the reference form id 5B1371FE into the FormID top left of xEdit and hit enter key. You can now right click the highlight record in the tree view in the left window or the top row that says [5B] DynDOLOD.esp in the right window and select "remove". Confirm any messages, then close xEdit. It should prompt you to save the plugin.

In case there is a problem renaming the plugin, you will find the saved plugin with a file-stamp in the filename in MO2 overwrite folder. Right click to "Rename" to DynDOLOD.esp. Then test if problem still happens. 

Removed the reference, still crashed.
Crash_2022_6_11_14-45-49.txt

Posted
1 hour ago, Joe9075 said:

Removed the reference, still crashed.
Crash_2022_6_11_14-45-49.txt

OK, then lets troubleshoot by doing a binary search for the problematic record:

The goal is to remove as many worldspaces, cells and references as possible from DynDOLOD.esp while still keeping the problematic record that causes the game to crash.

Make a backup of DynDOLOD.esp
Load DynDOLOD.esp into xEdit and unfold DynDOLOD.esp in the left tree view and then unfold "Worldspace"
You can mark worldspace records with left Shift key and mouse button like usual in Windows. Mark everything but Tamriel and Windhelmworld and right click remove. Save. Test in game.
We expect it still to crash.
Make a backup of this plugin.
Load it in xEdit and now remove Windhelmworld. Save.Test in game. 
If it still crashes make a backup and continue below, if not load the back from before than contains Tamriel and Windhelmworld, then remove Tamriel instead. Save. Test.

You now have either a plugin that should have only  Tamriel or Windhelmworld remaining. It really should be Tamriel...

Make a backup.
Load plugin in xEdit 
Unfold Worldspace, then unfold Tamriel.
Remove 00000D74 Cell, while keeping the Blocks. Save.Test.
If it doesn't crash, load the backup and remove all the Blocks instead to only keep 00000D74 Cell.
Otherwise, make backup, remove half the blocks, save, test. If it crashes rinse and repeat, other load backup and remove the other half. Once you are down to a single Block, do the asme with the subblocks, then with the cells. Always remove half, test, if it doesn't crash load backup and remove the other half, until you only one cell left.

Now you either have a plugin with 00000D74 persistent Cell or a Block/subblock, temporary cell. In that case let me know which temporary cell is left. They typically only contains one or a couple references.

If the crash happen with the 00000D74 persistent cell, make backup, load in xEdit, unfold the persistent cell and remove all the overwrites at the top. The records with red/yellow background.
If crash does not happen, load back up and remove all the other records, then do the cycle to remove half overwrites until you only have one overwrite left causing the problem.

Otherwise, do the cycle removing half of the references that do have an EditorID Tamriel_Firstborn* or Tamriel_Minion. Best to sort by the EditorID column for that.

It sounds like a lot of work but once you get the hang of it but by removing half, test remove other half if necessary it goes typically pretty quick to find at least one record causing the problem.

Let me know what you find or ask for clarification if something didn't make sense.

Posted
59 minutes ago, sheson said:

OK, then lets troubleshoot by doing a binary search for the problematic record:

The goal is to remove as many worldspaces, cells and references as possible from DynDOLOD.esp while still keeping the problematic record that causes the game to crash.

Make a backup of DynDOLOD.esp
Load DynDOLOD.esp into xEdit and unfold DynDOLOD.esp in the left tree view and then unfold "Worldspace"
You can mark worldspace records with left Shift key and mouse button like usual in Windows. Mark everything but Tamriel and Windhelmworld and right click remove. Save. Test in game.
We expect it still to crash.
Make a backup of this plugin.
Load it in xEdit and now remove Windhelmworld. Save.Test in game. 
If it still crashes make a backup and continue below, if not load the back from before than contains Tamriel and Windhelmworld, then remove Tamriel instead. Save. Test.

You now have either a plugin that should have only  Tamriel or Windhelmworld remaining. It really should be Tamriel...

Make a backup.
Load plugin in xEdit 
Unfold Worldspace, then unfold Tamriel.
Remove 00000D74 Cell, while keeping the Blocks. Save.Test.
If it doesn't crash, load the backup and remove all the Blocks instead to only keep 00000D74 Cell.
Otherwise, make backup, remove half the blocks, save, test. If it crashes rinse and repeat, other load backup and remove the other half. Once you are down to a single Block, do the asme with the subblocks, then with the cells. Always remove half, test, if it doesn't crash load backup and remove the other half, until you only one cell left.

Now you either have a plugin with 00000D74 persistent Cell or a Block/subblock, temporary cell. In that case let me know which temporary cell is left. They typically only contains one or a couple references.

If the crash happen with the 00000D74 persistent cell, make backup, load in xEdit, unfold the persistent cell and remove all the overwrites at the top. The records with red/yellow background.
If crash does not happen, load back up and remove all the other records, then do the cycle to remove half overwrites until you only have one overwrite left causing the problem.

Otherwise, do the cycle removing half of the references that do have an EditorID Tamriel_Firstborn* or Tamriel_Minion. Best to sort by the EditorID column for that.

It sounds like a lot of work but once you get the hang of it but by removing half, test remove other half if necessary it goes typically pretty quick to find at least one record causing the problem.

Let me know what you find or ask for clarification if something didn't make sense.

I removed every worldspace record in dyndolod.esp, it still crashed.
However, when I removed WindhelmWorld and tested it, there was no crash.

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