sheson Posted 27 minutes ago Author Posted 27 minutes ago 1 hour ago, Bushranger said: DynDOLOD_SSE_log I have no idea what is wrong. There are many, many warnings when I ran DynDOLOD 3. I've spent the last several hours trying to look over things and I am more confused now than I was when I started. I've tried to follow the instructions on this thread where I've read https://dyndolod.info/ and searched through this discussion. I've gone over my mod list and load order to check everything is set and that Majestic Mountains has the correct DynDoLod V 3.0 Lod pack. I've also gone searching through the mod's pages on Nexus and it's just left my head hurting. One of the instructions is not to ignore DynDOLOD warnings. Four of the warnings are "Property Not Found * In Scripts", 3 of them reference 000FCBathOutfitTrigger in ForgottenCity.esp and one of them references secondsetofrocks in Ascend - Hidden Peaks of Skyrim.esp. I've no idea about scripting, there is nothing to find out about the Forgotten City but it is mentioned in the 'bug reports' of the Ascend - Hidden Peaks of Skyrim mod where it has been labeled 'not a bug' and the mod author jayserpa instructs that not all properties in a script need to be filled so ignore DynDOLOD. So I'm confused. Do I ignore it? Some of the warnings were "Duplicate Reference" which the LOD will not duplicate and some were "Reference Attached to Wrong Cell" like the one I found referencing Environs - Tundra Farmhouse.esp that was mentioned in the mod's 'bug report'. Are these essential to fix or just something at would be good to fix for a cleaner game? I'd rather not try to clean it myself as I've spent three weeks and I'm too confused to try these things just to tidy up some when it can be reported to the mod's authors for a patch. There are also fourteen "Potentially Wild Edit Reference" warnings all of them in the Sleepwalking Into A Nightmare - New Daedric Prince Quest and mentioned on their 'bugs reports' again where it is instructed to disable the mod when running DynDOLOD. Again something I would rather not have to fix myself if it's just some trees floating in hell. I am mostly confused by the many, many "Textures Do Not Match" warnings because I'm using DynDOLOD Resources SE 3 Additional DynDOLOD Resources and DynDoLod V 3.0 Lod pack (all versions) so I've no idea what is going wrong? Also for 'Filename * Does Not Adhere To File Naming Conventions' most of them are in Skyrim.esm or Dawnguard.esm. Should I ignore these warnings? It's possible but at this stage I'm just too confused to know anything for sure anymore. There is a lot that is wrong here and it's so much I'm not sure why or what to fix, what to ignore or what to remove. I really need some help even to know where to start from. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire DynDOLOD log and debug log to upload when making posts. Use search to find existing posts/threads for a message as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search https://dyndolod.info/Generation-Instructions Disabling plugins, mods, meshes or textures is a troubleshooting step and not a fix. Whenever you read someone suggesting to disable temporarily something is a fix, ignore them as that does not actually fix anything. https://dyndolod.info/Messages/Property-Not-Found-In-Scripts A property (variable) is defined in the reported plugin and record for a papyrus script, but its definition does not exist in the script. A plugin is setting a variable that does not exist in a script. Whatever the plugin sets is not relevant and can be removed if the script/mod/plugin works as intended. This can happen in case scripts are updated or being overwritten. It can be a sign of load order conflicts of two mods requiring different versions of a script or of a mod author not properly error checking and cleaning up after making changes. With MO2 you can quickly check if a script file has conflicts with other mods. Otherwise, the property names (caelia, caeliadress, caeliashoes for example) might help with testing if that part of the mod works as desired or come back to the messages for troubleshooting if you run into a problem with the mod and script related actions. Missing properties are also reported in the papyrus logs as "X does not have a property named Y, property skipped." In case the script property does not exist in the script anymore intentionally, remove the no longer needed entry from the script properties on the mentioned record with xEdit. Usually that would be the mod authors job, but some do not care about their mods filling papyrus logs etc. with error messages they already know not to be relevant. See https://stepmodifications.org/forum/topic/20485-property-not-found-in-scripts https://dyndolod.info/Messages/Duplicate-Reference Showing the same model twice with exactly the same properties is just wasting resources, in case of animated objects or trees it might even be visually noticeable. If you want to fix that is your choice. The page explains how. Using xEdit that way often becomes second nature when modding for a while. You can always restore a plugin from back up or the download archive. https://dyndolod.info/Messages/Reference-Attached-to-Wrong-Cell That would be good to fix to address visual issues, especially if you notice issue with the reported references in the game. While running the xEdit script on plugins to fix it is trivial, it would be best if the mod author addresses it. https://dyndolod.info/Messages/Potentially-Wild-Edit-Reference In case the reported reference is not a wild edit but its position is intentional, make a post about it on the official DynDOLOD support forum. Thanks for reporting. The references in NightmarePlane.esp are not wild edits and the next alpha version will not report them anymore. Do not disable the plugin when generating LODs, since it is obviously wrong to disable a plugin just to avoid seeing a warning message about something being potentially a wild edit. It would also be wrong in case they were wild edits as disabling a plugin does not remove the wild edits either as explained. https://dyndolod.info/Messages/Textures-Do-Not-Match If and only if there are obvious differences of the textures between full models and LOD models, the log messages can aid in quickly finding the reason. It seems likely you are using ERM which changes a lot of those full models to use different textures. Use https://www.nexusmods.com/skyrimspecialedition/mods/88754. See https://stepmodifications.org/forum/topic/20475-textures-do-not-match. If mountain LODs for LOD level 4 look fine in game, nothing needs to be done. https://dyndolod.info/Messages/Filename-Does-Not-Adhere-To-File-Naming-Conventions Typically the filename of normal map textures ends in *_n.dds. You have RW2 installed that replaces the reported NIF files. Checking the mentioned texture RWTCalmWater.dds in an image viewer shows us that is it is a normal map texture. Either the mod author made a typo when naming the file or does not care about file naming conventions. You could rename the texture and edit the couple NIFs with NifSkope if you do want to see the warning.
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