sheson Posted May 21, 2025 Author Posted May 21, 2025 6 hours ago, SnootyCape said: Hi, I've been getting a consistent error when it comes to installing DynDolod Output after I run DynDolod using MO2. No matter how many times I generate it, I'll get a CRC error when it comes to installing, usually at different percentages for each Lod I generate. Any ideas on why this is happening? Any help would be appreciated. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log, debug log and bugreport.txt (if it exists) to upload when making posts. Creation of the zip file is not mandatory. The output can be installed as is by moving it to a mod folder in MO2. The output can be zipped with Windows Explorer in a separate step. If the created zip file has an CRC error, there might be a problem with the PC, hard drive or the program unzipping it. You can probably test which by trying to unzip it in Windows Explorer. https://dyndolod.info/Generation-Instructions#2-Generate-The-LOD-Mod-with-DynDOLOD Install the contents of the dedicated output path or the *.zip archive as a mod.
SnootyCape Posted May 21, 2025 Posted May 21, 2025 13 hours ago, sheson said: Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log, debug log and bugreport.txt (if it exists) to upload when making posts. Creation of the zip file is not mandatory. The output can be installed as is by moving it to a mod folder in MO2. The output can be zipped with Windows Explorer in a separate step. If the created zip file has an CRC error, there might be a problem with the PC, hard drive or the program unzipping it. You can probably test which by trying to unzip it in Windows Explorer. https://dyndolod.info/Generation-Instructions#2-Generate-The-LOD-Mod-with-DynDOLOD Install the contents of the dedicated output path or the *.zip archive as a mod. Thanks for the quick reply. I tried unzipping in Windows Explorer with 7zip additionally, that also brought me some CRC errors. Thankfully Manually Compressing the files seems to work, thank you for the suggestion.
mooit Posted May 22, 2025 Posted May 22, 2025 Hello sheson, I'm running SSE 1.6.640.0 with DynDOLOD Alpha 190, DynDOLOD Resources SE Alpha-55, DynDOLOD DLL NG and Scripts Alpha-33. Using DynDOLOD, if I load a Vanilla game save, coming out the cave at Helgen in the beginning of the game as a prisoner, then run over to Riverwood, the vanilla waterwheel is there. Then I save the game outdoors looking over at the waterwheel. Next I close the game and then reaload the save, and the waterwheel is now gone. Then I go indoors, and when I come back out the waterwheel is there again. If I disable DynDOLOD in my load order, the wheel always appears when I load the save. The other thing too, I use Water for ENB and Skyrim Landscape and Water Fixes, and if I disabled either one of those, the waterwheel was there, but with them both enabled the waterwheel disappeared, but if I disable DynDOLOD with them both enabled the waterwheel appeared again. Here's a screen shot of the waterwheel with informative console. DynDOLOD.log https://www.mediafire.com/file/kwsmdadgzkdvxck/DynDOLOD.log/file DynDOLOD_SSE_log https://www.mediafire.com/file/7v1d83j2xtgzl9q/DynDOLOD_SSE_log.txt/file DynDOLOD_SSE_Debug_log https://www.mediafire.com/file/yceut4ie8sj6a2r/DynDOLOD_SSE_Debug_log.txt/file LODGen_SSE_Tamriel_log https://www.mediafire.com/file/jda392gidcw6405/LODGen_SSE_Tamriel_log.txt/file TexGen_SSE_Debug_log https://www.mediafire.com/file/pi0anng48b2zxjg/TexGen_SSE_Debug_log.txt/file TexGen_SSE_log https://www.mediafire.com/file/170qnmc21r9pnux/TexGen_SSE_log.txt/file THANKS
sheson Posted May 22, 2025 Author Posted May 22, 2025 3 hours ago, mooit said: Hello sheson, I'm running SSE 1.6.640.0 with DynDOLOD Alpha 190, DynDOLOD Resources SE Alpha-55, DynDOLOD DLL NG and Scripts Alpha-33. Using DynDOLOD, if I load a Vanilla game save, coming out the cave at Helgen in the beginning of the game as a prisoner, then run over to Riverwood, the vanilla waterwheel is there. Then I save the game outdoors looking over at the waterwheel. Next I close the game and then reaload the save, and the waterwheel is now gone. Then I go indoors, and when I come back out the waterwheel is there again. If I disable DynDOLOD in my load order, the wheel always appears when I load the save. The other thing too, I use Water for ENB and Skyrim Landscape and Water Fixes, and if I disabled either one of those, the waterwheel was there, but with them both enabled the waterwheel disappeared, but if I disable DynDOLOD with them both enabled the waterwheel appeared again. Here's a screen shot of the waterwheel with informative console. DynDOLOD.log https://www.mediafire.com/file/kwsmdadgzkdvxck/DynDOLOD.log/file DynDOLOD_SSE_log https://www.mediafire.com/file/7v1d83j2xtgzl9q/DynDOLOD_SSE_log.txt/file DynDOLOD_SSE_Debug_log https://www.mediafire.com/file/yceut4ie8sj6a2r/DynDOLOD_SSE_Debug_log.txt/file LODGen_SSE_Tamriel_log https://www.mediafire.com/file/jda392gidcw6405/LODGen_SSE_Tamriel_log.txt/file TexGen_SSE_Debug_log https://www.mediafire.com/file/pi0anng48b2zxjg/TexGen_SSE_Debug_log.txt/file TexGen_SSE_log https://www.mediafire.com/file/170qnmc21r9pnux/TexGen_SSE_log.txt/file THANKS The test version of DynDOLOD DLL NG from this post https://stepmodifications.org/forum/topic/20072-dyndolod-dll/page/30/#findComment-286396 most likely fixes it. Just replace the DLL and load the save with the full load order.
mooit Posted May 22, 2025 Posted May 22, 2025 (edited) 40 minutes ago, sheson said: The test version of DynDOLOD DLL NG from this post https://stepmodifications.org/forum/topic/20072-dyndolod-dll/page/30/#findComment-286396 most likely fixes it. Just replace the DLL and load the save with the full load order. Hi sheson, Ok before I give this a try, I wanted to mention this I just noticed, if this also helps you. Here is where I am positioned when I created the save, and the wheel gone when I load the game save. Now if I walk away from this position afer I load the game save and move in any direction, so I don't see the wheel in sight, then walk back to it, it then reappears... I replaced the DynDOLOD.pdb, and DynDOLOD.DLL, but I didn't regenerate my LOD, xLODGen, TexGen, DynDOLOD, not sure if I needed to. But when I loaded the game save the wheel is there now. THANKS Edited May 22, 2025 by mooit
dionysist Posted May 24, 2025 Posted May 24, 2025 On 5/19/2025 at 2:12 PM, sheson said: Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire DynDOLOD debug log to also upload when making posts. You provided a DynDOLOD log, which shows DynDOLOD being started and then closed without generating. I hope that doesn't mean the debug log form the generation did get replaced by that as well. For better troubleshooting we need the debug log that shows the generation. Are you guessing the reference form ID of the original windmill fan? See if https://www.nexusmods.com/skyrimspecialedition/mods/140752 helps. Use prid 00096272 or whatever the ref ID is to manually "select" the reference, then disable/enable to see/verify that you got the right one. Alternatively, after clicking an object , you can try using the scrollwheel to cycle through refs. You can also try to use tcl to walk really close to the reference before clicking. How do you start/load the game to reproduce the problem? Does fast traveling to Solitude for example and back make a difference? I thought I shared DynDOLOD_TES5VR_Debug_log.txt, but I guess I didn't: https://mega.nz/file/mqATBJyb#Wa-nwXpSpnG8N0S4hP-B69XlaQSIXDsnuE1FDLUgUOU Regarding the DynDOLOD.log file. I've just regenerated and it looks the same: https://pastebin.com/v6vMNxSQ Are you guessing the reference form ID of the original windmill fan? No, I used the console in SSE to get the ref ID and then double-checked in xEdit in VR. It's the same numbers. How do you start/load the game to reproduce the problem? Start Steam VR, then launch via MO2, which is via a shortcut to sksevr_loader.exe. This how I have always started the game since I began playing a bit over 5 years ago. Does fast traveling to Solitude for example and back make a difference? Fast traveling from Pelagia Farm to the Solitude stables and back, I actually could see the windmill blades for a second, then they faded away. Very odd. To be clear, no windmills that I have seen have blades.
sheson Posted May 24, 2025 Author Posted May 24, 2025 32 minutes ago, dionysist said: I thought I shared DynDOLOD_TES5VR_Debug_log.txt, but I guess I didn't: https://mega.nz/file/mqATBJyb#Wa-nwXpSpnG8N0S4hP-B69XlaQSIXDsnuE1FDLUgUOU Regarding the DynDOLOD.log file. I've just regenerated and it looks the same: https://pastebin.com/v6vMNxSQ Are you guessing the reference form ID of the original windmill fan? No, I used the console in SSE to get the ref ID and then double-checked in xEdit in VR. It's the same numbers. How do you start/load the game to reproduce the problem? Start Steam VR, then launch via MO2, which is via a shortcut to sksevr_loader.exe. This how I have always started the game since I began playing a bit over 5 years ago. Does fast traveling to Solitude for example and back make a difference? Fast traveling from Pelagia Farm to the Solitude stables and back, I actually could see the windmill blades for a second, then they faded away. Very odd. To be clear, no windmills that I have seen have blades. Are you loading an existing save or starting a new game to reproduce the problem? Upload ..Data\SKSE\plugins\DynDOLOD_Data\DynDOLOD_NG_Tamriel.txt
dionysist Posted May 24, 2025 Posted May 24, 2025 1 hour ago, sheson said: Are you loading an existing save or starting a new game to reproduce the problem? Upload ..Data\SKSE\plugins\DynDOLOD_Data\DynDOLOD_NG_Tamriel.txt New game. This was after I noticed the issue in an existing game. I started a new game with newly generated LOD to test. DynDOLOD_NG_Tamriel.txt: https://mega.nz/file/P7AUXZwb#XluZMfbgTayGL8O7MbLLjPdd-0T4zyCfOk9qzEaVhBE
sheson Posted May 24, 2025 Author Posted May 24, 2025 1 hour ago, dionysist said: New game. This was after I noticed the issue in an existing game. I started a new game with newly generated LOD to test. DynDOLOD_NG_Tamriel.txt: https://mega.nz/file/P7AUXZwb#XluZMfbgTayGL8O7MbLLjPdd-0T4zyCfOk9qzEaVhBE Are you positive the windmill fans are the only dynamic LOD objects that are not showing? What about fires, glow windows, animated waterfalls etc? Get the test version of DynDOLOD DLL NG from this post https://stepmodifications.org/forum/topic/20072-dyndolod-dll/page/30/#findComment-286396 Just replace the DLL and report what happens.
dionysist Posted May 24, 2025 Posted May 24, 2025 (edited) 1 hour ago, sheson said: Are you positive the windmill fans are the only dynamic LOD objects that are not showing? What about fires, glow windows, animated waterfalls etc? Get the test version of DynDOLOD DLL NG from this post https://stepmodifications.org/forum/topic/20072-dyndolod-dll/page/30/#findComment-286396 Just replace the DLL and report what happens. Now that you mention it, when walking to Whiterun city from Riverwood, there are two streams flowing from Whiterun's walls that have no water until I get in the cell. With the new DLL, the streams now appear from a distance outside of the cell, but there are still no windmill fans. Edited May 24, 2025 by dionysist
sheson Posted May 25, 2025 Author Posted May 25, 2025 11 hours ago, dionysist said: Now that you mention it, when walking to Whiterun city from Riverwood, there are two streams flowing from Whiterun's walls that have no water until I get in the cell. With the new DLL, the streams now appear from a distance outside of the cell, but there are still no windmill fans. Check in the DynDOLOD SkyUI MCM that DynDOLOD is still active. Toggling the checkbox should immediately hide/show the fan if it can be seen in the background.
dionysist Posted May 25, 2025 Posted May 25, 2025 3 hours ago, sheson said: Check in the DynDOLOD SkyUI MCM that DynDOLOD is still active. Toggling the checkbox should immediately hide/show the fan if it can be seen in the background. Unfortunately, there was no change when I tried this.
sheson Posted May 25, 2025 Author Posted May 25, 2025 1 hour ago, dionysist said: Unfortunately, there was no change when I tried this. I assume that means that DynDOLOD is active in its MCM. The Papyrus log you uploaded was not from starting a new game, was it? It does not show the usual MCM messages when SkyUI starts for the first time. Edit ..\Data\SKSE\plugins\DynDOLOD_Data\DynDOLOD_NG_Worlds.txt and change debug=true and a llne under wit with debuglevel=5 Start new game with cow tamriel 4, -5 which should put in the same cell as the windmill. Quit. Upload that papyrus log and that DynDOLOD.log. Then start new game again, this time after loading in, open console and "select" the dynamic LOD reference for the windmill with "prid xx002EE3" (according to the DynDOLOD_NG_Tamriel.txt you uploaded). xx should be 7F for DynDOLOD.esp, adjusting accordingly. If new output was generated, then upload the new versions of DynDOLOD log, DynDOLOD debug log and DynDOLOD_NG_Tamriel.txt - whatever is not current. if it is reported as disabled, execute "enable" in console to enable it. Report results, also for example if it is reported as enabled by does not show regardless.
dionysist Posted May 25, 2025 Posted May 25, 2025 4 hours ago, sheson said: I assume that means that DynDOLOD is active in its MCM. The Papyrus log you uploaded was not from starting a new game, was it? It does not show the usual MCM messages when SkyUI starts for the first time. Edit ..\Data\SKSE\plugins\DynDOLOD_Data\DynDOLOD_NG_Worlds.txt and change debug=true and a llne under wit with debuglevel=5 Start new game with cow tamriel 4, -5 which should put in the same cell as the windmill. Quit. Upload that papyrus log and that DynDOLOD.log. Then start new game again, this time after loading in, open console and "select" the dynamic LOD reference for the windmill with "prid xx002EE3" (according to the DynDOLOD_NG_Tamriel.txt you uploaded). xx should be 7F for DynDOLOD.esp, adjusting accordingly. If new output was generated, then upload the new versions of DynDOLOD log, DynDOLOD debug log and DynDOLOD_NG_Tamriel.txt - whatever is not current. if it is reported as disabled, execute "enable" in console to enable it. Report results, also for example if it is reported as enabled by does not show regardless. Start new game with cow tamriel 4, -5 which should put in the same cell as the windmill. Quit. Upload that papyrus log and that DynDOLOD.log. Papyrus log: https://pastebin.com/gtuxVRHD DynDOLOD.log: https://pastebin.com/maKYEuc3 I'll have to get back to you on the 2nd part regarding selecting the windmill in VR with console open.
sheson Posted May 26, 2025 Author Posted May 26, 2025 8 hours ago, dionysist said: Start new game with cow tamriel 4, -5 which should put in the same cell as the windmill. Quit. Upload that papyrus log and that DynDOLOD.log. Papyrus log: https://pastebin.com/gtuxVRHD DynDOLOD.log: https://pastebin.com/maKYEuc3 I'll have to get back to you on the 2nd part regarding selecting the windmill in VR with console open. From the DynDOLOD.log we can see the load order form ID of DynDOLOD is 0x80, so its "prid 80002EE3" in console to select it. According to the log is enabled, thus it should show in the game.
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