MightyMurderMittens Posted September 2 Posted September 2 (edited) Here's the bugreport.txt https://controlc.com/66e5aef2 Edited September 2 by MightyMurderMittens I was looking in the wrong place for the bugreport.txt file
sheson Posted September 2 Author Posted September 2 1 hour ago, MightyMurderMittens said: Here's the bugreport.txt https://controlc.com/66e5aef2 Use the test version from this post and report results. If there still is an error upload new log, debug log and bugreport.txt.
MightyMurderMittens Posted September 2 Posted September 2 8 hours ago, sheson said: Use the test version from this post and report results. If there still is an error upload new log, debug log and bugreport.txt. That error is gone, process completes now. Thank you.
sheson Posted September 2 Author Posted September 2 4 minutes ago, MightyMurderMittens said: That error is gone, process completes now. Thank you. Thanks for letting us know.
stairstepartifact Posted September 2 Posted September 2 Hi. Sorry if this has been posted before but it's hard to search this forum as it makes me wait 15 seconds between each search For me I cannot get TexGenx64 to run as it always hangs at "gathering base records for billboards" OR game: skyrim SE. No output logs are made by texgen or dyndolod. (I checked everywhere, including skyrim folder & DynDOLOD/Logs) I've waited for over 30 minutes and the window is completely frozen. This is the log from the terminal: https://hastebin.com/share/secuwobexo.ruby This does seem like a Wine issue so perhaps the authors here aren't obliged to help or "fix" anything (if it even is an issue with dyndolod) but it would be much appreciated and I'm willing to do some debugging if needed. I've searched far and wide on the internet before posting here and made sure I have dependencies, both native & on windows, that might be related to the issue but there's always the chance I might be missing something. I don't get errors like this with any other skyrim standalone mod such as bodyslide or pandora behavior engine and opengl games work fine. I've also tried without any mods enabled and outside MO2. Same issue.
ssuamier1 Posted September 3 Posted September 3 (edited) On 9/28/2018 at 10:53 PM, sheson said: Yes. I am kind of waiting to see if there are reports about side effects I did not notice so far. None of the others worldspace have sooo many that I noticed them causing such problems yet. Have a look at DynDOLOD\Edit Scripts\DynDOLOD\rules\DynDOLOD_SSE_dreamborneislandsesp_aaaSunchamberWORLD.patch. Just copy and paste a line and update the form id for a reference in the other worldspaces that use one of the two updated meshes. I can explain in more detail if you have specific questions. Sorry for digging out this very old thread, but I have found nothing about this topic at all. It took a long time to break it down. 1) There are Errors like Error: Root block is in Meshes\effects\fxcreekflatlong01_nobsorderednode.nif DynDOLOD.esm FXCreekFlatLong01_NoBSOrderedNode [MSTT:BA001006] Full log entry: [1:03:15] [aaaSunchamberWORLD] Creating texture atlas D:\Modding\tools\DynDOLOD\DynDOLOD_Output\textures\DynDOLOD\LOD\DynDOLOD_aaaSunchamberWORLD_Glow.dds 1024 x 512 [1:03:58] [aaaSunchamberWORLD] Generating tree LOD [1:03:58] [aaaSunchamberWORLD] Generating dynamic LOD [1:03:58] <Error: Root block is in Meshes\effects\fxcreekflatlong01_nobsorderednode.nif DynDOLOD.esm FXCreekFlatLong01_NoBSOrderedNode [MSTT:BA001006]> [1:03:58] <Error: Root block is in Meshes\effects\fxwaterfallthin2048x512_nobsorderednode.nif DynDOLOD.esp FXWaterfallThin2048x512_NoBSOrderedNode [MSTT:BB001007]> which I found weird. Why does DynDOLOD have errors on it's own resources? 2) These are effect meshes. There seems to be no way to directly create plugin patches for them (I found no way in xEdit). Since I use Natural Waterfalls and Realistic Water Two mods, some issues that exists (or did exists) in the correspondent vanilla meshes are fixed. Possible solutions: - I could force using the original meshes by deleting the rules. This looks odd to me. - Alternatively I could create a "meshes only" patch from the above mods, but I would then not be able to publish such a patch. Any other suggestion? Edited September 3 by ssuamier1
sheson Posted September 3 Author Posted September 3 13 hours ago, stairstepartifact said: Hi. Sorry if this has been posted before but it's hard to search this forum as it makes me wait 15 seconds between each search For me I cannot get TexGenx64 to run as it always hangs at "gathering base records for billboards" OR game: skyrim SE. No output logs are made by texgen or dyndolod. (I checked everywhere, including skyrim folder & DynDOLOD/Logs) I've waited for over 30 minutes and the window is completely frozen. This is the log from the terminal: https://hastebin.com/share/secuwobexo.ruby This does seem like a Wine issue so perhaps the authors here aren't obliged to help or "fix" anything (if it even is an issue with dyndolod) but it would be much appreciated and I'm willing to do some debugging if needed. I've searched far and wide on the internet before posting here and made sure I have dependencies, both native & on windows, that might be related to the issue but there's always the chance I might be missing something. I don't get errors like this with any other skyrim standalone mod such as bodyslide or pandora behavior engine and opengl games work fine. I've also tried without any mods enabled and outside MO2. Same issue. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to enable the realtime log in case the tools are prematurely terminated and can not write the normal log and debug log. Could be related to https://stepmodifications.org/forum/topic/21027-texgendyndolod-out-of-graphics-memory-linux/page/2/#findComment-287422, then maybe https://stepmodifications.org/forum/topic/21129-opengl-invalid-value-from-twbrenderloadglmultiimage
sheson Posted September 3 Author Posted September 3 6 hours ago, ssuamier1 said: Sorry for digging out this very old thread, but I have found nothing about this topic at all. It took a long time to break it down. 1) There are Errors like Error: Root block is in Meshes\effects\fxcreekflatlong01_nobsorderednode.nif DynDOLOD.esm FXCreekFlatLong01_NoBSOrderedNode [MSTT:BA001006] Full log entry: [1:03:15] [aaaSunchamberWORLD] Creating texture atlas D:\Modding\tools\DynDOLOD\DynDOLOD_Output\textures\DynDOLOD\LOD\DynDOLOD_aaaSunchamberWORLD_Glow.dds 1024 x 512 [1:03:58] [aaaSunchamberWORLD] Generating tree LOD [1:03:58] [aaaSunchamberWORLD] Generating dynamic LOD [1:03:58] <Error: Root block is in Meshes\effects\fxcreekflatlong01_nobsorderednode.nif DynDOLOD.esm FXCreekFlatLong01_NoBSOrderedNode [MSTT:BA001006]> [1:03:58] <Error: Root block is in Meshes\effects\fxwaterfallthin2048x512_nobsorderednode.nif DynDOLOD.esp FXWaterfallThin2048x512_NoBSOrderedNode [MSTT:BB001007]> which I found weird. Why does DynDOLOD have errors on it's own resources? 2) These are effect meshes. There seems to be no way to directly create plugin patches for them (I found no way in xEdit). Since I use Natural Waterfalls and Realistic Water Two mods, some issues that exists (or did exists) in the correspondent vanilla meshes are fixed. Possible solutions: - I could force using the original meshes by deleting the rules. This looks odd to me. - Alternatively I could create a "meshes only" patch from the above mods, but I would then not be able to publish such a patch. Any other suggestion? This is the DynDOLOD 2.x thread. I believe you are using DynDOLOD 3? In either case upload the entire DynDOLOD log and not just a few lines. In case of DynDOLOD 3 also uplaod the debug log. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs The provided error message seens to report the rootblock name to be empty, which might indicate a problem with accessing or reading the files. Verify in MO2 right window data tab that the NIFs are actually from DynDOLOD Resources and check their root node with NifSkope. The meshes in DynDOLOD Resources have BSFadeNode root nodes and should be fine. See https://dyndolod.info/Mods/Waterfalls 1
ssuamier1 Posted September 3 Posted September 3 2 hours ago, sheson said: This is the DynDOLOD 2.x thread. I believe you are using DynDOLOD 3? In either case upload the entire DynDOLOD log and not just a few lines. In case of DynDOLOD 3 also uplaod the debug log. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs The provided error message seens to report the rootblock name to be empty, which might indicate a problem with accessing or reading the files. Verify in MO2 right window data tab that the NIFs are actually from DynDOLOD Resources and check their root node with NifSkope. The meshes in DynDOLOD Resources have BSFadeNode root nodes and should be fine. See https://dyndolod.info/Mods/Waterfalls So I double checked in MO2 (with BSA archive checker enabled): There is only one of those two nif files. And the message indicates not that it is a "NiNode" but it is an unknown node. Which is not correct, since NifSkope shows it is a BSFadeNode (but I checked with the unofficial Nifskope 2.0 dev 11, your mileage may vary). Here are the full Logs: https://pastebin.pl/view/770f561d Debug Log was too big, so I uploaded a 7zip file: https://www.mediafire.com/file/ajn4irb9yvfh10y Both outside and inside MO2 the file date of both nifs is Sep 11 2023. Sorry, I was not aware, that the Dreamborne aaaSunchamberWorld patch was added in DynDOLOD 2.x as the file date is 2024. In nifskope I couldn't find differences in the header between nifs in RWT2 and those from DynDOLOD ressources.
sheson Posted September 3 Author Posted September 3 9 hours ago, ssuamier1 said: So I double checked in MO2 (with BSA archive checker enabled): There is only one of those two nif files. And the message indicates not that it is a "NiNode" but it is an unknown node. Which is not correct, since NifSkope shows it is a BSFadeNode (but I checked with the unofficial Nifskope 2.0 dev 11, your mileage may vary). Here are the full Logs: https://pastebin.pl/view/770f561d Debug Log was too big, so I uploaded a 7zip file: https://www.mediafire.com/file/ajn4irb9yvfh10y Both outside and inside MO2 the file date of both nifs is Sep 11 2023. Sorry, I was not aware, that the Dreamborne aaaSunchamberWorld patch was added in DynDOLOD 2.x as the file date is 2024. In nifskope I couldn't find differences in the header between nifs in RWT2 and those from DynDOLOD ressources. Upload D:\Modding\tools\DynDOLOD\Logs\LODGen_SSE_RigmorRoscrea_log.txt. DynDOLOD Resources contains 3 NIF files in that effects folder. Install the DynDOLOD Resources properly and ensure the NIFs are winning any conflict. MO2 should obviously properly report the contents of that folder/find all those 3 files. Typically DynDOLOD would report missing resources files at startup or there should be file not found messages later in the log. The block types (e.g. strings of their names) are read from the header of the same NIF. The root block being an empty string might be a problem with reading the NIF from disk/ through the vfs. If the NIF file seems fine when loading directly in NifSkope, close all NifSkopes, then run Explore Virtual Folder from the MO2 drop down, navigate to D:\SteamLibrary\steamapps\common\Skyrim Special Edition\data\Meshes\effects\ and double click the NIF to open it in NifSkope through the vfs. You can also try using xEdit Asset Browser started with CTRL+F3 and then filter by a NIF filename and double clicking the shown NIF file to open it through the vfs. Could be antivirus interfering, though that seems very specific if it only affects those files and nothing else. I am more worried about this error message: Error assigning to [ \ [BA] DynDOLOD.esm \ [4] GRUP Top "WRLD" \ [1] GRUP World Children of Tamriel "Skyrim" [WRLD:0000003C] \ [3] GRUP Exterior Cell Block -1, 0 \ [1] GRUP Exterior Cell Sub-Block -2, 2 \ [2] [CELL:000092BB] \ [9] XCWT - Water] from [ \ [09] LegacyoftheDragonborn.esm \ [41] GRUP Top "WRLD" \ [1] GRUP World Children of Tamriel "Skyrim" [WRLD:0000003C] \ [11] GRUP Exterior Cell Block -1, 0 \ [8] GRUP Exterior Cell Sub-Block -2, 2 \ [4] [CELL:000092BB] \ [9] XCWT - Water]: [Exception] Load order FileID [01] can not be mapped to file FileID for file "DynDOLOD.esm" What version of LegacyoftheDragonborn.esm do you use? What are the last plugins to overwrite the worldspace 0000003C and cell record 000092BB? Are they error free? You want to sort out the conflict of the mineorescript if you want CCO it to work as intended.
stairstepartifact Posted September 4 Posted September 4 (edited) 22 hours ago, sheson said: Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to enable the realtime log in case the tools are prematurely terminated and can not write the normal log and debug log. Could be related to https://stepmodifications.org/forum/topic/21027-texgendyndolod-out-of-graphics-memory-linux/page/2/#findComment-287422, then maybe https://stepmodifications.org/forum/topic/21129-opengl-invalid-value-from-twbrenderloadglmultiimage https://pastebin.com/EYxjx6ts Unfortunately LoadGLCompressed=0, MaxRenderResolution=4096 & lowering MaxMultiSamples did not let me get to configuration screen. My system: Debian 13 Linux 6.12.41+deb13-amd64 16GB Ram AMD RX 9060 XT 8GB Ryzen 5 5600 Mesa 25.0.7 Edited September 4 by stairstepartifact
sheson Posted September 4 Author Posted September 4 3 hours ago, stairstepartifact said: https://pastebin.com/EYxjx6ts Unfortunately LoadGLCompressed=0, MaxRenderResolution=4096 & lowering MaxMultiSamples did not let me get to configuration screen. My system: Debian 13 Linux 6.12.41+deb13-amd64 16GB Ram AMD RX 9060 XT 8GB Ryzen 5 5600 Mesa 25.0.7 The first post I linked says: ... only set MaxRenderResolution=4096 to work around the recent Nvidia Linux drivers to consume all main memory. This only makes sense to do, if all memory is actually consumed at start up. That can be checked with system tools/monitors installed with the OS. Read the second thread I linked. Run and upload logs from the test version from this post https://stepmodifications.org/forum/topic/21129-opengl-invalid-value-from-twbrenderloadglmultiimage/page/2/#findComment-287412
ssuamier1 Posted September 4 Posted September 4 9 hours ago, sheson said: Upload D:\Modding\tools\DynDOLOD\Logs\LODGen_SSE_RigmorRoscrea_log.txt. DynDOLOD Resources contains 3 NIF files in that effects folder. Install the DynDOLOD Resources properly and ensure the NIFs are winning any conflict. MO2 should obviously properly report the contents of that folder/find all those 3 files. Typically DynDOLOD would report missing resources files at startup or there should be file not found messages later in the log. The block types (e.g. strings of their names) are read from the header of the same NIF. The root block being an empty string might be a problem with reading the NIF from disk/ through the vfs. If the NIF file seems fine when loading directly in NifSkope, close all NifSkopes, then run Explore Virtual Folder from the MO2 drop down, navigate to D:\SteamLibrary\steamapps\common\Skyrim Special Edition\data\Meshes\effects\ and double click the NIF to open it in NifSkope through the vfs. You can also try using xEdit Asset Browser started with CTRL+F3 and then filter by a NIF filename and double clicking the shown NIF file to open it through the vfs. Could be antivirus interfering, though that seems very specific if it only affects those files and nothing else. I am more worried about this error message: Error assigning to [ \ [BA] DynDOLOD.esm \ [4] GRUP Top "WRLD" \ [1] GRUP World Children of Tamriel "Skyrim" [WRLD:0000003C] \ [3] GRUP Exterior Cell Block -1, 0 \ [1] GRUP Exterior Cell Sub-Block -2, 2 \ [2] [CELL:000092BB] \ [9] XCWT - Water] from [ \ [09] LegacyoftheDragonborn.esm \ [41] GRUP Top "WRLD" \ [1] GRUP World Children of Tamriel "Skyrim" [WRLD:0000003C] \ [11] GRUP Exterior Cell Block -1, 0 \ [8] GRUP Exterior Cell Sub-Block -2, 2 \ [4] [CELL:000092BB] \ [9] XCWT - Water]: [Exception] Load order FileID [01] can not be mapped to file FileID for file "DynDOLOD.esm" What version of LegacyoftheDragonborn.esm do you use? What are the last plugins to overwrite the worldspace 0000003C and cell record 000092BB? Are they error free? You want to sort out the conflict of the mineorescript if you want CCO it to work as intended. (Maybe not so) Quick answers: 1) Rigmor I have not fully checked all errors of the DynDOLOD run, but I already saw that Rigmor Roscrea for some reason seemed to be ended too early (that is what I see in the log.. the 16 / 32 have not been generated, but it was still reported as success.. so not sure what went wrong here. I have done an isolated check of that Rigmor's Roscrea (only that worldspace nothing else, but this time it run fine) https://pastebin.pl/view/ff9bc779 I have compared the above to the cut off log. The only difference is that the original is cut off at line 173. 2) LoTD: Latest Version 5, I stick to it, since I planned to finish my modlist, but then changes to Community Shaders came inbetween as well as several other changes (like simplifying combat mods) came inbetween - as well as too many mod updates... 3) mineorescript I put the one from go to bed patches to "hidden", but I thought they are the same. Found this soul gem, seems the scripts needed to be "merged" after all https://www.nexusmods.com/skyrimspecialedition/mods/73168 (GTB+USSEP+CCO) Meanwhile cleaning the modlist.. that's a lot mods with deleted references. Thank you for the support!
stairstepartifact Posted September 4 Posted September 4 (edited) 7 hours ago, sheson said: The first post I linked says: ... only set MaxRenderResolution=4096 to work around the recent Nvidia Linux drivers to consume all main memory. This only makes sense to do, if all memory is actually consumed at start up. That can be checked with system tools/monitors installed with the OS. Read the second thread I linked. Run and upload logs from the test version from this post https://stepmodifications.org/forum/topic/21129-opengl-invalid-value-from-twbrenderloadglmultiimage/page/2/#findComment-287412 This version works completely! Process completed successfully. No INI tweaks required. Thank you Edited September 4 by stairstepartifact
ssuamier1 Posted September 5 Posted September 5 (edited) On 9/4/2025 at 12:08 AM, sheson said: I am more worried about this error message: Error assigning to [ \ [BA] DynDOLOD.esm \ [4] GRUP Top "WRLD" \ [1] GRUP World Children of Tamriel "Skyrim" [WRLD:0000003C] \ [3] GRUP Exterior Cell Block -1, 0 \ [1] GRUP Exterior Cell Sub-Block -2, 2 \ [2] [CELL:000092BB] \ [9] XCWT - Water] from [ \ [09] LegacyoftheDragonborn.esm \ [41] GRUP Top "WRLD" \ [1] GRUP World Children of Tamriel "Skyrim" [WRLD:0000003C] \ [11] GRUP Exterior Cell Block -1, 0 \ [8] GRUP Exterior Cell Sub-Block -2, 2 \ [4] [CELL:000092BB] \ [9] XCWT - Water]: [Exception] Load order FileID [01] can not be mapped to file FileID for file "DynDOLOD.esm" What version of LegacyoftheDragonborn.esm do you use? What are the last plugins to overwrite the worldspace 0000003C and cell record 000092BB? Are they error free? The last plugin to overwrite that cell is RealisticWaterTwo.esp (XCWT DefaultWaterFlowBlend). Before that I have ESDTerrainPatch.esp and before that a LOTDv5 Patch for Enhanced Solitude (XCWT RiverWaterFlow). Summary: From undefined (Skyrim / TheMarshlands over RiverWaterFlow to DefaultWaterFlowBlend. I quickly looked into the cell too. Some Initially Disabled Objects / Ships (ESD), Landscape (Layers) changes (ESD Terrain) and Navmesh Geometry changes (DBM Patch ESD). No errors from SSEEdit. Edited September 5 by ssuamier1
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