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Posted

Hi guys,

I'm hitting a number of errors when attempting to run DynDOLOD, and after researching them and applying relevant fixes, I'm still stuck. Here are the debug files and truncated DynDOLOD_SSE_log, but here is one example of each error type:

Quote

 

[00:07] <Warning: LOD model contains Controller block: meshes\lod\waterfalls\fxwaterfallbodyslopepassthru_lod.nif Water for ENB.esm FXWaterfallBodySlope_static [STAT:000FC85F]>

[00:13] <Warning: Textures do not match for "MountainRidge03:0": textures\landscape\mountains\mountainslab01.dds in mountainridge03.nif -> textures\landscape\mountains\mountainslab02.dds in mountainridge03_lod_0l.nif for Skyrim.esm MountainRidge03_Light_SN [STAT:00053908]>

[01:05] <Warning: Billboard for model Meshes\landscape\trees\treeaspen07.nif has different CRC32 for textures\terrain\lodgen\aspens ablaze.esp\treeaspen07_00000d61.dds Aspens Ablaze.esp TreeAspen07 [TREE:68000D61]>

[01:57] <Warning: Moved large reference from [18,24] to [18,23] Skyrim.esm [REFR:000F7A25] (places FXAmbSnowBlowingDriftTip [MSTT:000197CA] in GRUP Cell Temporary Children of [CELL:00008EC9] (in Tamriel "Skyrim" [WRLD:0000003C] at 18,24))>

[02:00] <Error: Deleted reference Themarshlands.esp [REFR:0010D8A8] (places INV_SkyrimCloudShape05_50 [STAT:0010C493] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]))>

[02:03] <Warning: Overwritten large reference in SMIM-SE-Merged-All.esp [REFR:02011CFD] (places RTDockPier03SMIM [STAT:0E00AA05] in GRUP Cell Temporary Children of DLC1IcewaterJetty [CELL:00006E11] (in Tamriel "Skyrim" [WRLD:0000003C] at -37,29))>

[02:09] <Error: File not found scripts\cwitelescopescript.pex CollegeOfWinterholdImmersive.esp [REFR:2232C9F3] (places CWIStrotiTelescope [STAT:220428E8] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at 20,3)>

[02:09] <Warning: Property not found mgritual03 in scripts\cwicourtyardweatherscript.pex CollegeOfWinterholdImmersive.esp CWICourtyardWeatherHub [REFR:2259CC03] (places XMarker [STAT:0000003B] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at 28,27)>

[02:09] <Warning: Property not found mgritual03lightref in scripts\cwicourtyardweatherscript.pex CollegeOfWinterholdImmersive.esp CWICourtyardWeatherHub [REFR:2259CC03] (places XMarker [STAT:0000003B] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at 28,27)>

[02:09] <Warning: Duplicate reference ignored for LOD. CollegeOfWinterholdImmersive.esp [REFR:222CAE12] (places RockCliff03Snow [STAT:00024BAD] in GRUP Cell Temporary Children of WinterholdExteriorBridge [CELL:00008E82] (in Tamriel "Skyrim" [WRLD:0000003C] at 27,26)) adds same model at same position, rotation and scale as Skyrim.esm [REFR:0010793F] (places RockCliff03Snow [STAT:00024BAD] in GRUP Cell Temporary Children of WinterholdExteriorBridge [CELL:00008E82] (in Tamriel "Skyrim" [WRLD:0000003C] at 27,26))>

 

Some of these errors are supposed to come from not using up-to-date files, but I'm using the latest versions of DynDOLOD Alpha, Resources, DLL SE, Cathedral Landscapes' DynDOLOD resources mod, and tree mods. Any idea what's going on? Thanks.

https://ufile.io/bt13k0c5

Posted
1 hour ago, CBSkyrimModding said:

Hi guys,

I'm hitting a number of errors when attempting to run DynDOLOD, and after researching them and applying relevant fixes, I'm still stuck. Here are the debug files and truncated DynDOLOD_SSE_log, but here is one example of each error type:

Some of these errors are supposed to come from not using up-to-date files, but I'm using the latest versions of DynDOLOD Alpha, Resources, DLL SE, Cathedral Landscapes' DynDOLOD resources mod, and tree mods. Any idea what's going on? Thanks.

https://ufile.io/bt13k0c5

Read the first post which entire DynDOLOD log truncated to the entire last session of interest to upload. Read the first post which entire DynDOLOD debug log to upload.

All quotes messages have explanations at https://dyndolod.info/Messages. They explain what is going on.
https://dyndolod.info/Messages/LOD-Model-Contains-Controller-Block
https://dyndolod.info/Messages/Textures-Do-Not-Match
https://dyndolod.info/Messages/Billboard-For-Model-Has-Different-CRC32
https://dyndolod.info/Messages/Moved-Large-Reference
https://dyndolod.info/Messages/Deleted-Reference
https://dyndolod.info/Messages/Overwritten-Large-Reference
https://dyndolod.info/Messages/File-Not-Found-Scripts
https://dyndolod.info/Messages/Property-Not-Found-In-Scripts
https://dyndolod.info/Messages/Duplicate-Reference

If you have a question about a specific message from the log or need further explanations for a warning or error, then ask a specific question. I would expect some of the assets in the DynDOLOD Resources are being overwritten causing the https://dyndolod.info/Messages/LOD-Model-Contains-Controller-Block and https://dyndolod.info/Messages/Textures-Do-Not-Match. MO2 right window data tab can help to find out and to report which mod (with link and version) overwriting file(s) come from.

Since you didn't ask, I assume you do not help with the https://dyndolod.info/Messages/Exceptions#Error-reading-grass-worldspace-x-y / https://dyndolod.info/Messages/Exceptions#Unknown-grass-data-file-format

Posted

Hello, Sheson! Thanks for your constant updates.

Recently I was investigating issue with color mismatch on distant snow objects compared to distant land, and it turns out that textures \textures\terrain\tamriel\tamriel.x.x.x.dds are vanilla, so using brighter modded snow texture causes notable mismatch on distant land. Any advises?

Posted
45 minutes ago, adelinadragonborn said:

Hello, Sheson! Thanks for your constant updates.

Recently I was investigating issue with color mismatch on distant snow objects compared to distant land, and it turns out that textures \textures\terrain\tamriel\tamriel.x.x.x.dds are vanilla, so using brighter modded snow texture causes notable mismatch on distant land. Any advises?

https://dyndolod.info/Generation-Instructions#Prerequisites
Typically generate terrain LOD meshes and textures with xLODGen before generating the LOD mod with DynDOLOD ...

https://dyndolod.info/Help/xLODGen

Posted
39 minutes ago, backwords said:

Hello im new to Dyndolod lod generating. While generating lod it showed some errors. ill post them here. I don't know if i sohould be concerned.

https://paste.ee/p/3bxCO Large Reference Bugs

https://paste.ee/p/5a5MS Outdated Billboards

https://paste.ee/p/jnkxq Textures Do Not Match

Moved to the DynDOLOD 3 alpha thread. Read the first post which log and debug log to upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum

Read the explanations for messages https://dyndolod.info/Messages, what they mean, their severity and if/what to do about them.

https://dyndolod.info/Messages/Large-Reference-Bugs and https://dyndolod.info/Help/Large-References
https://dyndolod.info/Messages/Billboard-For-Model-Has-Different-CRC32. Really follow the generation instruction https://dyndolod.info/Generation-Instructions
https://dyndolod.info/Messages/Textures-Do-Not-Match

If further explanations for a particular log message is required, provide the logs and ask a specific question.

Posted (edited)

I have a problem, I tried to install this mod with a tutorial video, however my game still looks like this: 

image.thumb.png.5e751083d5994c097398959fe144b900.png My textgen went without problems but my Dyndolod show a lot of warnings, Here is the full log:

DyndologLog.rar

Edited by MrXCh1k1X
Posted
8 hours ago, MrXCh1k1X said:

I have a problem, I tried to install this mod with a tutorial video, however my game still looks like this: 

image.thumb.png.5e751083d5994c097398959fe144b900.png My textgen went without problems but my Dyndolod show a lot of warnings, Here is the full log:

DyndologLog.rar 149.84 kB · 1 download

Read the first post with entire log from the last LOD generation sesssion(s) and debug log to upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum

What does "this" mean in particular? The screenshot seems to show vanilla object and terrain LOD and maybe pre-generated tree LOD from another mod.

If you have problems with third party guides ask their author for help.

See https://dyndolod.info/Generation-Instructions how to generate and to install the output - in particular how the generated output need to overwrite everything. Pay attention to the Prerequisites and how to use xLODGen to generate terrain LOD. https://dyndolod.info/Help/xLODGen

Warning and error messages, there severity and if/what to do about them are explained at https://dyndolod.info/Messages and in the https://dyndolod.info/Help/Summary-Of-Messages.

If you have a questions about a particular message, ask a specific question.

Posted

I just switched to SR Exterior Cities. Is this the correct line? Without "x" this line works perfectly and detected my SREX, but with the "x" it did not disable Objects and Trees and the result is so bad.
 
WarnModFileName=xSR Exterior Cities;SR-Exterior-Cities
 

Posted
13 minutes ago, FinalCraneFall said:

I just switched to SR Exterior Cities. Is this the correct line? Without "x" this line works perfectly and detected my SREX, but with the "x" it did not disable Objects and Trees and the result is so bad.
 
WarnModFileName=xSR Exterior Cities;SR-Exterior-Cities
 

Correct. ATM for SR Exterior Cities you have to manually make sure object and tree LOD are not checked when doing the second run for dynamic LOD only.

Posted
6 minutes ago, sheson said:

Correct. ATM for SR Exterior Cities you have to manually make sure object and tree LOD are not checked when doing the second run for dynamic LOD only.

While the result is so wrong. It did not have Occlusion, and my eFPS patch stopped working after, and also causes CTD.
 
I wanna double check: I only run Objects and Trees in the 1st run, then DELETE the plugins and do the 2nd run right?

Posted
On 4/12/2023 at 6:35 PM, FinalCraneFall said:

While the result is so wrong. It did not have Occlusion, and my eFPS patch stopped working after, and also causes CTD.
 
I wanna double check: I only run Objects and Trees in the 1st run, then DELETE the plugins and do the 2nd run right?

Read the first post which log and debug log to upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum

If you want to generate LOD Occlusion, check the options accordingly. https://dyndolod.info/Help/Occlusion-Data#Generation and https://dyndolod.info/Help/Advanced-Mode#Occlusion-Data

Why do you believe DynDOLOD affects eFPS or patches for it? Occlusion planes are typically ignored for LOD generation. Occlusion planes are something very different to LOD occlusion.

Why do you believe DynDOLOD has anything to do with the CTD? Does the crash log point to it in any way? Upload it as well if help is required. Also see https://dyndolod.info/FAQ "ILS or CTD"

As explained at https://dyndolod.info/Mods/Open-Exterior-Cities, the first run is to generate tree and object LOD only. Any plugins should be discarded. The second run is to generate dynamic LOD and the optional Occlusion. Any new files on meshes/textures should be discarded. Occlusion can also be generated separately afterwards.

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