Nutt_lemmings Posted September 1, 2022 Posted September 1, 2022 (edited) dyndolod64.exe has these erros, not sure how to fix them <Error: Range check error while processing scripts\osex.pex> [03:21] <Error: File not found scripts\ccbgssse038_assassinenablescript.pex ccbgssse038-bowofshadows.esl ccBGSSSE038EnableTrigger [ACTI:FE037835]> [7:41 PM] [03:20] <Error: File not found scripts\cceejsse001_activatelinkedref.pex cceejsse002-tower.esl ccEEJSSE001_BakingSurfaceTrigger "Baking Surface" [ACTI:FE00E806]> [7:42 PM] [03:20] <Error: File not found scripts\cceejsse001_activatelinkedref.pex cceejsse002-tower.esl ccEEJSSE001_BakingSurfaceTrigger "Baking Surface" [ACTI:FE00E806]> [7:43 PM] [00:33] <Error: Range check error while processing scripts\osex.pex> [00:37] Processing 21531 base records for 2972 object LOD and 295 dynamic LOD models [00:51] <Warning: Billboard for model Meshes\landscape\plants\fallforestshrub02.nif has different CRC32 SkyrimIsWindy.esp TreeFallForestShrub02 [TREE:000AAE90]> [00:51] <Warning: Billboard for model Meshes\landscape\trees\reachtree01.nif has different CRC32 SkyrimIsWindy.esp TreeReachTree01Winterhold [TREE:00109716]> [00:52] <Warning: Billboard for model Meshes\landscape\trees\treepineforestdead05.nif has different CRC32 SkyrimIsWindy.esp TreePineForest05Dead [TREE:000B927E]> [00:52] <Warning: Billboard for model Meshes\landscape\trees\reachtree01.nif has different CRC32 for textures\landscape\trees\reachtreebranch01.dds SkyrimIsWindy.esp Edited September 1, 2022 by Nutt_lemmings
sheson Posted September 1, 2022 Author Posted September 1, 2022 10 hours ago, Nutt_lemmings said: Whenever Dyndolod3 texgen is about to finish it gives me System Error. Code: 1155. I can still manually zip the files and add them into mod organizer but the game textures flicker and the trees look like 2d models even when close. this error only happens when I try using dyndolod3 and not dyndolod2. Ei4NI.txt 199.95 kB · 3 downloads Moved to the DynOLOD 3 Alpha thread. Check the first post which logs of the entire session and debug logs to upload. The TexGen log says: Error: System Error. Code: 1155. No application is associated with the specified file for this operation. The OS does not seem to know how to open HTML files. Associate a webbroweser with them. No logs uploaded for DynDOLOD. See https://dyndolod.info/FAQ answer for "Object LOD model and full model show at the same time causing texture flicker" and "Billboard tree LOD shows in active exterior cells" 7 hours ago, Nutt_lemmings said: um not sure why but removing Immersive College of Winterhold fixed it. edit: Also found a patch to fix it here https://www.nexusmods.com/skyrimspecialedition/mods/38655 What did removing a mod fix exactly or what is it that was patched exactly? The texture flicker caused by large reference bugs?
sheson Posted September 1, 2022 Author Posted September 1, 2022 5 hours ago, Nutt_lemmings said: dyndolod64.exe has these erros, not sure how to fix them Read the first post which entire log of the session, debug log and bugreort.txt if it exists to upload when making posts. As explained in the documentation DynDOLOD reports certain error in the load order. See https://dyndolod.info/Messages The osex.pex script maybe be corrupt. Check if it works in game without errors and it doesn't have errors in the papapyrus log. Otherwise try reinstalling/recompiling it. https://dyndolod.info/Messages/File-Not-Found-Scripts https://dyndolod.info/Messages/Billboard-For-Model-Has-Different-CRC32
DoubleYou Posted September 5, 2022 Posted September 5, 2022 @sheson I know DynDOLOD allows using LOD via rules for MSTT moveable statics, but since I only have xLODGen for Fallout 4, is there any built-in way to add LOD to MSTT references? For the raider wind turbines, I used fake static references to generate the LODs, but this is less then ideal for a lot of objects, especially as far as mod compatibility is concerned. Fallout 4 has a very large portion of its cars and trucks as MSTT references, since they are designed to exploded if you shoot them. I could develop a script of some sort to generate the fake statics I suppose, but I'd rather save myself the hassle if there already is a way to do this. Could it be possible for xLODGen to automatically use a specific naming structure LOD model (say lod\path_to_model_lod_0.nif) for LOD if I add the Has Distant LOD flag?
sheson Posted September 5, 2022 Author Posted September 5, 2022 3 hours ago, DoubleYou said: @sheson I know DynDOLOD allows using LOD via rules for MSTT moveable statics, but since I only have xLODGen for Fallout 4, is there any built-in way to add LOD to MSTT references? For the raider wind turbines, I used fake static references to generate the LODs, but this is less then ideal for a lot of objects, especially as far as mod compatibility is concerned. Fallout 4 has a very large portion of its cars and trucks as MSTT references, since they are designed to exploded if you shoot them. I could develop a script of some sort to generate the fake statics I suppose, but I'd rather save myself the hassle if there already is a way to do this. Could it be possible for xLODGen to automatically use a specific naming structure LOD model (say lod\path_to_model_lod_0.nif) for LOD if I add the Has Distant LOD flag? xLODGen is a CK replacement LOD generator. It requires LOD models to be defined on base records. Only STAT base records can do that. So only reference that use STAT or SCOL which then use STAT base records can be used for static object LOD generation. If anything, we would use DynDOLOD for anything beyond that. Either way, that would be a considerable time investment - the list of things to add to xLODGen (bake fake grass for example) and DynDOLOD is already quite long... so anything like this is still some time in the future. If you have a fixed list of LOD objects you could add them to the export file manually for the xLODGen or maybe via LOD options file. Keep in mind though , that the static object LOD will truly be static, it can not move and not change how it looks.
DoubleYou Posted September 5, 2022 Posted September 5, 2022 4 hours ago, sheson said: xLODGen is a CK replacement LOD generator. It requires LOD models to be defined on base records. Only STAT base records can do that. So only reference that use STAT or SCOL which then use STAT base records can be used for static object LOD generation. If anything, we would use DynDOLOD for anything beyond that. Either way, that would be a considerable time investment - the list of things to add to xLODGen (bake fake grass for example) and DynDOLOD is already quite long... so anything like this is still some time in the future. If you have a fixed list of LOD objects you could add them to the export file manually for the xLODGen or maybe via LOD options file. Keep in mind though , that the static object LOD will truly be static, it can not move and not change how it looks. Thanks. That confirms what I had expected was the case. I don't want to heap extra work onto that list. I just didn't want to be creating extra work for myself if there already was an easier way to do this.
Blackread Posted September 7, 2022 Posted September 7, 2022 (edited) After my latest DynDOLOD run I decided to run around the arnimaDuplicate003 worldspace from Beyond Reach to check what the lods look like and if there's anything I would need to fix. While doing this I came across a cell with large reference bugs. The plugin doesn't have large references by default, but I added them myself with the xEdit script. The cell with the bugs is 18 -3. So I started checking the objects in the cell to see if there were any that had the initially disabled flag. I couldn't find any in arnima.esm nor in DynDOLOD.esm or Occlusion.esp, which were the only plugins to edit the cell in question. DynDOLOD.esp does add some tundra stream objects in there that are initially disabled, but since they aren't large refs they shouldn't be the cause of this issue right? There are 8 large refs in the cell, 2 of which are tundra streams. I found 5 objects being affected by this, so it does seem to be a legitimate large reference issue. It also only affects just this cell, neighbouring cells are all completely fine. Do you have any ideas what might be causing this bug? DynDOLOD didn't report any large ref issues when running it. Here are the relevant log files: https://ufile.io/f/cmfrr Edit: Noticed that the tundra stream objects might not be affected by this, but I think their LOD is handled a bit differently? Edited September 7, 2022 by Blackread
sheson Posted September 7, 2022 Author Posted September 7, 2022 1 hour ago, Blackread said: After my latest DynDOLOD run I decided to run around the arnimaDuplicate003 worldspace from Beyond Reach to check what the lods look like and if there's anything I would need to fix. While doing this I came across a cell with large reference bugs. The plugin doesn't have large references by default, but I added them myself with the xEdit script. The cell with the bugs is 18 -3. So I started checking the objects in the cell to see if there were any that had the initially disabled flag. I couldn't find any in arnima.esm nor in DynDOLOD.esm or Occlusion.esp, which were the only plugins to edit the cell in question. DynDOLOD.esp does add some tundra stream objects in there that are initially disabled, but since they aren't large refs they shouldn't be the cause of this issue right? There are 8 large refs in the cell, 2 of which are tundra streams. I found 5 objects being affected by this, so it does seem to be a legitimate large reference issue. It also only affects just this cell, neighbouring cells are all completely fine. Do you have any ideas what might be causing this bug? DynDOLOD didn't report any large ref issues when running it. Here are the relevant log files: https://ufile.io/f/cmfrr Edit: Noticed that the tundra stream objects might not be affected by this, but I think their LOD is handled a bit differently? Have you tested if problems go away when setting uLargeRefLODGridSize to 5? Make sure to use latest version to generate large refs https://github.com/TES5Edit/TES5Edit/blob/dev-4.1.5/Build/Edit Scripts/Skyrim SE - Generate Large References.pas Only large references can trigger large reference bugs.
Blackread Posted September 7, 2022 Posted September 7, 2022 1 hour ago, sheson said: Have you tested if problems go away when setting uLargeRefLODGridSize to 5? Make sure to use latest version to generate large refs https://github.com/TES5Edit/TES5Edit/blob/dev-4.1.5/Build/Edit Scripts/Skyrim SE - Generate Large References.pas Only large references can trigger large reference bugs. Tested it now, with uLargeRefLODGridSize=5 there's just LOD models as expected. The large references were generated with that version of the script.
sheson Posted September 7, 2022 Author Posted September 7, 2022 1 hour ago, Blackread said: Tested it now, with uLargeRefLODGridSize=5 there's just LOD models as expected. The large references were generated with that version of the script. See if there is anything different if you generate large references with the attached version. Skyrim SE - Generate Large References.pas
Blackread Posted September 7, 2022 Posted September 7, 2022 2 hours ago, sheson said: See if there is anything different if you generate large references with the attached version. Skyrim SE - Generate Large References.pas 13.08 kB · 2 downloads I'm afraid not. I removed the old large refs, redid them with this version of the script and regenerated LOD, but that cell was still bugged. But I did notice that a couple initially disabled references that were added with the old script were not added with this one, so that's helpful. With the old one I had to delete them manually afterwards when the DynDOLOD Summary reported them.
sheson Posted September 7, 2022 Author Posted September 7, 2022 2 hours ago, Blackread said: I'm afraid not. I removed the old large refs, redid them with this version of the script and regenerated LOD, but that cell was still bugged. But I did notice that a couple initially disabled references that were added with the old script were not added with this one, so that's helpful. With the old one I had to delete them manually afterwards when the DynDOLOD Summary reported them. If the CRC32 of your version of arnima.esm is not EE7FCD5E, send it to me.
Blackread Posted September 7, 2022 Posted September 7, 2022 57 minutes ago, sheson said: If the CRC32 of your version of arnima.esm is not EE7FCD5E, send it to me. Here it is: https://ufile.io/jews6e37 I have (manually) merged some fixes into it.
sheson Posted September 7, 2022 Author Posted September 7, 2022 3 hours ago, Blackread said: Here it is: https://ufile.io/jews6e37 I have (manually) merged some fixes into it. I can not replicate. This is the plugin after generating large refs https://mega.nz/file/MMI0HTwL#o0zRU_fJPzS5iTctFMeN6TUwVnPGXqrwE4i35vJ6x6s Can you list all plugin that overwrite Wordspace: arnimaDUPLICATE003 "The Reach" [WRLD:xx000D62] Persistent Worldspace Cell: [CELL:xx003882] (in arnimaDUPLICATE003 "The Reach" [WRLD:06000D62]) Cell: [CELL:xx01DCBE] (in arnimaDUPLICATE003 "The Reach" [WRLD:06000D62] at 18,-3)
Blackread Posted September 7, 2022 Posted September 7, 2022 2 hours ago, sheson said: I can not replicate. This is the plugin after generating large refs https://mega.nz/file/MMI0HTwL#o0zRU_fJPzS5iTctFMeN6TUwVnPGXqrwE4i35vJ6x6s Can you list all plugin that overwrite Wordspace: arnimaDUPLICATE003 "The Reach" [WRLD:xx000D62] Persistent Worldspace Cell: [CELL:xx003882] (in arnimaDUPLICATE003 "The Reach" [WRLD:06000D62]) Cell: [CELL:xx01DCBE] (in arnimaDUPLICATE003 "The Reach" [WRLD:06000D62] at 18,-3) I did some quick tests with your plugin and comparing it to mine. With my generated LODs the bug was present with both. With the pregenerated LODs from the mod it was absent with both. I'll do a full LOD regeneration with your plugin just to be sure, as it looks like they are different based on CRC32. Here are the overwriting plugins: Worldspace: Beyond Reach - Skyrim Border Tweak.esp, DynDOLOD.esm, Missives - Beyond Reach.esp, Water for ENB - Patch - Beyond Reach.esp, ACMOS - Beyond Reach.esp, Clear Map - Water for ENB Patch.esp (this is my personal plugin patching the latter two together), Synthesis.esp, DynDOLOD.esp, Occlusion.esp Persistent Worldspace Cell: Beyond Reach - Skyrim Border Tweak.esp, DynDOLOD.esm, Missives - Beyond Reach.esp, DynDOLOD.esp Cell: DynDOLOD.esm, Occlusion.esp
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now