sheson Posted August 17, 2023 Author Posted August 17, 2023 23 minutes ago, teadude said: Hi. i get this error when i am trying to update my occlusion.esp through dyndolod. [Window Title] DynDOLOD [Main Instruction] Error: Duplicate editor ID in DynDOLOD.esm [CELL:15025E93] (in WindhelmWorld "Windhelm" [WRLD:0001691D] at 26,7) and DynDOLOD.esm [CELL:15025A57] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 8,-6) [Content] Click on this link for additional explanations and help for this message For qualified help and advice or to report a problem make a post on the official DynDOLOD support forum. [Exit DynDOLOD] [Footer] Online Help | Support Forum | Copy message to clipboard these were the only logs that were generated Logs.zip 663.61 kB · 0 downloads The DynDOLOD plugins were generated with an outdated version of DynDOLOD 3 Alpha. Get the latest DynDOLOD 3 Alpha. Generate new DynDOLOD, Occlusion plugins from scratch and install them. Backup the debug log from that generation. Then try to update Occlusion.esp to see if a duplicate EditorID error still happens. If that is the case upload the debug log you backed up and the DynDOLOD plugin mentioned in the message.
teadude Posted August 17, 2023 Posted August 17, 2023 10 minutes ago, sheson said: The DynDOLOD plugins were generated with an outdated version of DynDOLOD 3 Alpha. Get the latest DynDOLOD 3 Alpha. Generate new DynDOLOD, Occlusion plugins from scratch and install them. Backup the debug log from that generation. Then try to update Occlusion.esp to see if a duplicate EditorID error still happens. If that is the case upload the debug log you backed up and the DynDOLOD plugin mentioned in the message. would i have to start a new playthrough when doing this? or can i continue playing mid save? would i have to follow the clean save method?
sheson Posted August 17, 2023 Author Posted August 17, 2023 1 minute ago, teadude said: would i have to start a new playthrough when doing this? or can i continue playing mid save? would i have to follow the clean save method? There is not need for a new game. Just a clean save. See https://dyndolod.info/Updating and https://dyndolod.info/Updating
PRieST Posted August 17, 2023 Posted August 17, 2023 On 8/15/2023 at 7:07 PM, sheson said: I added export of the native terrain height data to a texture/image for doodlum for a test. It is also part of not yet released xLODGen terrain LOD beta. The readme has a bit of information. Terrain-Heightmap-Readme.txt 1.41 kB · 6 downloads So, to get this right: This is just for a (future/maybe) mod release from doodlum and not really needed for any (new) functionality of DynDOLOD, right? Or with other words - if I activate this setting I'll see no difference, because the heightmap alone doesn't do anything?
Blackread Posted August 17, 2023 Posted August 17, 2023 (edited) 3 hours ago, sheson said: Upload the terrain BTR and the underside NIF. Here: https://mega.nz/file/NGtgRJDb#6_qQlqMbMp98j0O2zmDZJV_s844_1KJenJmBXxVccHA I only included the Tamriel.4.-44.0 and Tamriel.4.-44.-4 blocks, I assumed you didn't want the whole of Tamriel. Edited August 17, 2023 by Blackread
sheson Posted August 18, 2023 Author Posted August 18, 2023 7 hours ago, PRieST said: So, to get this right: This is just for a (future/maybe) mod release from doodlum and not really needed for any (new) functionality of DynDOLOD, right? Or with other words - if I activate this setting I'll see no difference, because the heightmap alone doesn't do anything? The terrain heightmap is a modders resources that by itself doesn't do anything. The INI setting is just exposing an option in xLODGen.
PRieST Posted August 18, 2023 Posted August 18, 2023 1 hour ago, sheson said: The terrain heightmap is a modders resources that by itself doesn't do anything. The INI setting is just exposing an option in xLODGen. Thank you for the clarification.
DisgustingBliss Posted August 18, 2023 Posted August 18, 2023 I have tried generating with TexGen four times now. When it is generating textures is stops on a random texture, usually 1 texture and just stops. Currently the last line of the log is... [05:50] Creating C:\[SKYRIM SE]\DynDOLOD 3.00\TexGen_Output\textures\dlc01\lod\statueofauriellod.dds from 1 textures Why is this happening? It was happening before I updated TexGen and Dyndolod AND after.
sheson Posted August 18, 2023 Author Posted August 18, 2023 59 minutes ago, DisgustingBliss said: I have tried generating with TexGen four times now. When it is generating textures is stops on a random texture, usually 1 texture and just stops. Currently the last line of the log is... [05:50] Creating C:\[SKYRIM SE]\DynDOLOD 3.00\TexGen_Output\textures\dlc01\lod\statueofauriellod.dds from 1 textures Why is this happening? It was happening before I updated TexGen and Dyndolod AND after. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum which log, debug and bugreport.txt (if it exists) to upload. I will list the things that worked for people in the past as discussed in this thread. Try one at time until it hopefully works: Make sure UAC and antivirus are not interfering. Add exceptions for all executables, also for in ..\Edit Scripts\Texconvx64.exe for example. Update the graphics driver to the latest version. Install the driver only without the crapware or terminate the crapware before using the tools. Check the task manager for stuck Texconvx64.exe that TexGen might be waiting for. If you terminate all Texconvx64.exe TexGen should have a related error message and stop. Add LockTexconv=1 under [TexGen] in ..\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.INI to see if that changes anything. If not, test if adding RenderSingle=1 under [TexGen] in ..\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.INI lets it run through. If not, test if adding RenderTexturesSingleThread=1 under [TexGen] in ..\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.IN changes anything. If not, test if instructing Texconv to not use the GPU by adding TexconvAdapterIndex=-1 under [TexGen] in ..\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.IN changes anything. If it still gets stuck, upload both the log and the debug log.
CyborgArmGUn Posted August 19, 2023 Posted August 19, 2023 (edited) Updated to DynDOLOD DLL NG Alpha-10 and um... 0 idea what to do with this Edited August 19, 2023 by CyborgArmGUn
fractalbase Posted August 19, 2023 Posted August 19, 2023 Not trying to work around errors in plugins that DynDOLOD finds, but DynDOLOD seems to DynDOLOD_SSE_log.txtDynDOLOD_SSE_Dynamic_LOD.txtDynDOLOD_SSE_Object_LOD.txtbe processing plugins that are disabled. Is that intended?
sheson Posted August 19, 2023 Author Posted August 19, 2023 4 hours ago, fractalbase said: Not trying to work around errors in plugins that DynDOLOD finds, but DynDOLOD seems to DynDOLOD_SSE_log.txtDynDOLOD_SSE_Dynamic_LOD.txtDynDOLOD_SSE_Object_LOD.txtbe processing plugins that are disabled. Is that intended? Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which debug log to also upload when making posts. DynDOLOD is a modified xLODGen, which is a tool mode of xEdit. The xEdit background loader is what loads plugins. xEdit automatically loads plugins that are enabled in C:\Users\crichmond\AppData\Local\Skyrim Special Edition\Plugins.txt. xEdit automatically loads plugins that are masters required by plugins.
sheson Posted August 19, 2023 Author Posted August 19, 2023 8 hours ago, CyborgArmGUn said: Updated to DynDOLOD DLL NG Alpha-10 and um... 0 idea what to do with this Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log debug and papyrus log to upload when making posts. Read https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds DynDOLOD problem with worlds config file You probably did not generate LOD with the Large reference bugs checkbox checked or there was a problem with the generation being incomplete. If it is not that, then upload c:\Users\[USERNAME]\Documents\My Games\Skyrim Special Edition\SKSE\DynDOLOD.log and ../Data/SKSE/Plugins/DynDOLOD_Data/DynDOLOD_NG_Worlds.txt if it exists in addition to the other logs.
sheson Posted August 19, 2023 Author Posted August 19, 2023 On 8/16/2023 at 2:58 AM, Blackread said: Almost forgot, there were also these things: The first picture is from Evermore in Beyond Reach, the second is the entrance to Cidhna Mine in Markarth. To my eyes it looks like either LOD or the underside mesh, but I wasn't able to target it in console so I assume it's the former, unless things have changed. Edit: Remembered the tll command. Using it made the low res objects disappear, so they indeed are LOD. This is a vanilla bug. The model is so placed it spans across cells and since there are no large references when LOD has to show for it just peeks into active cells. Next version will have an update to the mesh mask rule that already exist for arnima.esm to just delete it. There are already so many mountain models placed in the parent world that cover up the terrain I did not see any bad side effects doing a brief check.
Blackread Posted August 19, 2023 Posted August 19, 2023 29 minutes ago, sheson said: This is a vanilla bug. The model is so placed it spans across cells and since there are no large references when LOD has to show for it just peeks into active cells. Next version will have an update to the mesh mask rule that already exist for arnima.esm to just delete it. There are already so many mountain models placed in the parent world that cover up the terrain I did not see any bad side effects doing a brief check. Sounds like a good solution, thank you. I also have a suggestion of a few lines to be added to \DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_ChildworldMatches.txt to fix a few issues when copying SolitudeWorld with NoCellsWithNAVM=0: Spoiler The Great City of Solitude.esp;136D4;The Great City of Solitude.esp;136D4;[REFR:050136D4] (places MountainTrimSlab [STAT:0006F273] in GRUP Cell Temporary Children of SolitudeDocksEntrance [CELL:00009279] (in Tamriel "Skyrim" [WRLD:0000003C] at -15,25));[REFR:050136D4] (places MountainTrimSlab [STAT:0006F273] in GRUP Cell Temporary Children of SolitudeDocksEntrance [CELL:00009279] (in Tamriel "Skyrim" [WRLD:0000003C] at -15,25)) The Great City of Solitude.esp;136D6;The Great City of Solitude.esp;136D6;[REFR:050136D6] (places MountainTrimSlab [STAT:0006F273] in GRUP Cell Temporary Children of SolitudeDocksEntrance [CELL:00009279] (in Tamriel "Skyrim" [WRLD:0000003C] at -15,25));[REFR:050136D6] (places MountainTrimSlab [STAT:0006F273] in GRUP Cell Temporary Children of SolitudeDocksEntrance [CELL:00009279] (in Tamriel "Skyrim" [WRLD:0000003C] at -15,25)) The Great City of Solitude.esp;147DB;The Great City of Solitude.esp;147DB;[REFR:050147DB] (places MountainTrimSlab [STAT:0006F273] in GRUP Cell Temporary Children of SolitudeExterior02 [CELL:0000927A] (in Tamriel "Skyrim" [WRLD:0000003C] at -16,25));[REFR:050147DB] (places MountainTrimSlab [STAT:0006F273] in GRUP Cell Temporary Children of SolitudeExterior02 [CELL:0000927A] (in Tamriel "Skyrim" [WRLD:0000003C] at -16,25)) The Great City of Solitude.esp;C4AE;The Great City of Solitude.esp;C4AE;[REFR:0500C4AE] (places MountainPeak02 [STAT:00043F55] in GRUP Cell Temporary Children of [CELL:00009298] (in Tamriel "Skyrim" [WRLD:0000003C] at -13,24));[REFR:0500C4AE] (places MountainPeak02 [STAT:00043F55] in GRUP Cell Temporary Children of [CELL:00009298] (in Tamriel "Skyrim" [WRLD:0000003C] at -13,24)) The details for the issues are at the bottom of my comment here: I generated Tamriel LOD with these additions and the end result looked good to me.
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