mattski123 Posted yesterday at 09:05 AM Posted yesterday at 09:05 AM Hey Chief, here's a curious one. This mod here: https://craftian.itch.io/ezpg - Log File: https://zerobin.net/?72bae8f69b0d294a#+WvpJRUFBirMo9cLww/qCeBOWIHy66afXaipI2PYdMU= It has some interesting features, however, when looking at the records, we see other similar records that use cot_disable[NPC_Name] we can see that even those scripts don't exist and they avoid using "initially disabled" but don't appear in the list of errors. Why is this disable_flies the only one and not the others? Also, feel free to add DynDOLOD TexGen Fixes into other areas that are worked on from my description, because I do include Root Block, Texture Resolution, Potential Wild Edit, Duplicate Cell, File Not Found Scripts and most recently Reference Attached to Wrong Cell error resolves in my mod. Anyway, hope to hear back Mattski123
sheson Posted yesterday at 02:39 PM Author Posted yesterday at 02:39 PM 6 hours ago, mattski123 said: Hey Chief, here's a curious one. This mod here: https://craftian.itch.io/ezpg - Log File: https://zerobin.net/?72bae8f69b0d294a#+WvpJRUFBirMo9cLww/qCeBOWIHy66afXaipI2PYdMU= It has some interesting features, however, when looking at the records, we see other similar records that use cot_disable[NPC_Name] we can see that even those scripts don't exist and they avoid using "initially disabled" but don't appear in the list of errors. Why is this disable_flies the only one and not the others? Also, feel free to add DynDOLOD TexGen Fixes into other areas that are worked on from my description, because I do include Root Block, Texture Resolution, Potential Wild Edit, Duplicate Cell, File Not Found Scripts and most recently Reference Attached to Wrong Cell error resolves in my mod. Anyway, hope to hear back Mattski123 The zerobin link does not show any log files... That seems to be the summary for an error message. What are the other records? https://dyndolod.info/Messages#Warning-and-Error-Messages It only checks records and assets that are potentially eligible for LOD or which are used by records or assets eligible for LOD.
DoubleYou Posted 20 hours ago Posted 20 hours ago On 1/15/2026 at 2:52 AM, sheson said: https://dyndolod.info#DynDOLOD-3-Alpha This website and DynDOLOD 3 are currently an ALPHA version to test things and iron out bugs. Pay attention to all instructions and information on this website and to all log messages and prompts from the tools. Also read the disclaimer I put at the bottom of pages and docs. Text under the Select Output Path in TexGen: To avoid overwriting or deleting existing files, set the output path to a dedicated directory outside of the game and mod manager folders. https://dyndolod.info/Help/TexGen#Select-Output-Path Creating an archive will clean the dedicated output folder while all relevant files are packed into the zip file. https://dyndolod.info/Generation-Instructions#1-Generate-The-Required-LOD-Assets-with-TexGen Creating an archive will clean the dedicated output folder while all relevant files are packed into the zip file. Verify that the latest test version from https://dyndolod.info/Downloads/Test-Versions is more idiot proof until they invent a better idiot. Works perfectly.
mattski123 Posted 13 hours ago Posted 13 hours ago (edited) 14 hours ago, sheson said: The zerobin link does not show any log files... That seems to be the summary for an error message. What are the other records? https://dyndolod.info/Messages#Warning-and-Error-Messages It only checks records and assets that are potentially eligible for LOD or which are used by records or assets eligible for LOD. Sorry here's the logs: https://limewire.com/d/TLQSf#MRMGqzkgiy Also upon further investigation, it seems that "Flies" is the only Placed NPC starting with Citizens_ under " [05] ezPG.esp (288F2238) \ Worldspace \ 0000003C <Tamriel> \ 00000D74 \ Persistent \" that has a package and activator as referenced by. But yet all the other NPCs have CoT_Disable[NPC_Name] in their script name, yet none of those scripts point to anywhere that actually exists. And Flies is the only one with the initially disabled flag. So what's the cause of this being the only one appearing? Also, what are the issues that can happen in game IF a Reference is Attached to the Wrong Cell? Edited 11 hours ago by mattski123 Adding an extra question
sheson Posted 8 hours ago Author Posted 8 hours ago 4 hours ago, mattski123 said: Sorry here's the logs: https://limewire.com/d/TLQSf#MRMGqzkgiy Also upon further investigation, it seems that "Flies" is the only Placed NPC starting with Citizens_ under " [05] ezPG.esp (288F2238) \ Worldspace \ 0000003C <Tamriel> \ 00000D74 \ Persistent \" that has a package and activator as referenced by. But yet all the other NPCs have CoT_Disable[NPC_Name] in their script name, yet none of those scripts point to anywhere that actually exists. And Flies is the only one with the initially disabled flag. So what's the cause of this being the only one appearing? Also, what are the issues that can happen in game IF a Reference is Attached to the Wrong Cell? What are the form IDs of the other records? Since you mentioned placed NPCs, they are not eligible for LOD. Error: File not found scripts\cot_disableflies.pex ezPG.esp [REFR:3E149E05] (Places CoT_FliesWE [ACTI:3E149E04] in [CELL:000075E1] (in Tamriel "Skyrim" [WRLD:0000003C] at -33,-2))> The reported reference defines an ACTIvator as base record. https://dyndolod.info/Messages/Reference-Attached-to-Wrong-Cell This causes issue with the reference loading or unloading at the wrong distances depending on the cell being attached or detached.
mattski123 Posted 6 hours ago Posted 6 hours ago (edited) 2 hours ago, sheson said: What are the form IDs of the other records? Since you mentioned placed NPCs, they are not eligible for LOD. Error: File not found scripts\cot_disableflies.pex ezPG.esp [REFR:3E149E05] (Places CoT_FliesWE [ACTI:3E149E04] in [CELL:000075E1] (in Tamriel "Skyrim" [WRLD:0000003C] at -33,-2))> The reported reference defines an ACTIvator as base record. https://dyndolod.info/Messages/Reference-Attached-to-Wrong-Cell This causes issue with the reference loading or unloading at the wrong distances depending on the cell being attached or detached. Great, that's all I need thanks Also, regarding reference loading/unloading can you give an example for how that would look/glitch/ctd in game? I imagine it wouldn't ctd from my guess. Edited 6 hours ago by mattski123 added extra question
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