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Posted
12 minutes ago, sheson said:

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

The screenshot of xEdit hides data and fields. It is not clear which cell record is being shown. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#xEdit-Screenshots 

Are you sure the load order did not change after the occlusion plugin was generated?

Yes I'm sure the load order did not change at all.

 

RmWYNMx.png

DynDOLOD_SSE_log.txt TexGen_SSE_log.txt

Posted
11 hours ago, Jayombi said:

Okay, newest version I am getting Access Violation now.

What do you need me to provide for this error that's probably the same as those above ?

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log, debug log and bugreport.txt (if it exists) to upload when making posts.

See https://dyndolod.info/Messages/Exceptions#Access-Violation

Error check W4ENB Patcher.esp with xEdit. There might be a problem with it.

Posted
40 minutes ago, Casoar said:

Sorry. Here there are, i hope it's enough to answer.

 

Thank you

DynDOLOD log.txt 163.94 kB · 1 download

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD debug log to also upload when making posts.
You only uploaded the normal log. The debug log to also upload is in the same log folder.

Use the Copy message to clipboard link and paste the message as text instead of posting a screenshot, as explained in the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text

The message reports that Unfrozen_SUM.ini in the subfolder seasons contains an entry for a DynDOLOD plugin.
The subfolder and file are read from the reported data folder F:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\

In MO2, right window Data tab. Enter the filename Unfrozen_SUM.ini into the filter field to the lower right. It should then list the file in the seasons subfolder and if the Mod column is enabled tell you which mod the file is actually from. You should be able to right click and open the file in notepad. It should be opened from its physical location in whatever mod folder it is from. Find the line and remove it. Save the file.

  • Thanks 1
Posted (edited)
33 minutes ago, sheson said:

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD debug log to also upload when making posts.
You only uploaded the normal log. The debug log to also upload is in the same log folder.

Use the Copy message to clipboard link and paste the message as text instead of posting a screenshot, as explained in the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text

The message reports that Unfrozen_SUM.ini in the subfolder seasons contains an entry for a DynDOLOD plugin.
The subfolder and file are read from the reported data folder F:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\

In MO2, right window Data tab. Enter the filename Unfrozen_SUM.ini into the filter field to the lower right. It should then list the file in the seasons subfolder and if the Mod column is enabled tell you which mod the file is actually from. You should be able to right click and open the file in notepad. It should be opened from its physical location in whatever mod folder it is from. Find the line and remove it. Save the file.

Alright ! Thanks Sheson. So it looked like both Unfrozen and Snowy surfaces sound and collision had an unfrozen_SUM.ini in their folder. I removed in both

;WordWallHighHrothgarBroken_DynDOLOD_NOFLAG|WordWallHighHrothgarBroken_DynDOLOD_NOFLAG_SUM
0x233B2~DynDOLOD.esm|0xC53CF~Seasonal Landscapes - Unfrozen.esp
 

Then it's working. Thank you again and sorry for the bother.

 

EDIT: Seems like there are other mods with circular swaps...

Edited by Casoar
Posted (edited)

Greetings!
Just wanted to report an "circular swap error" with Diverse Windmills 
Prior to running DynDoLOD, the 11 references to "FarmhouseWindmillFan_DynDOLOD_BASE" in the DiverseWindmillsSWAP.ini file must be removed, prior to patch. But the .ini must be restored to original after running DynDOLOD in order to avoid CTD.   Not sure if this issue falls on the mod's architecture, or dyndolod, but reporting nonetheless.

Edited by pandorax357
Posted
8 hours ago, pandorax357 said:

Greetings!
Just wanted to report an "circular swap error" with Diverse Windmills 
Prior to running DynDoLOD, the 11 references to "FarmhouseWindmillFan_DynDOLOD_BASE" in the DiverseWindmillsSWAP.ini file must be removed, prior to patch. But the .ini must be restored to original after running DynDOLOD in order to avoid CTD.   Not sure if this issue falls on the mod's architecture, or dyndolod, but reporting nonetheless.

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making reports.
If you have a crash in the game, upload the crash log. See https://dyndolod.info/FAQ#ILS-or-CTD
Upload the edited version of the INI if you believe it causes crashes.

https://dyndolod.info/Mods/Base-Object-Swapper
Do not swap records in DynDOLOD plugins. The form IDs of records is different for every load order and LOD generation process. Editor IDs are not guaranteed to stay consistent. The LOD generation process will automatically swap records directly or create a DynDOLOD_SWAP.INI if required. In case such swap definitions are detected, remove such lines from the reported SWAP.INI files permanently so the LOD generation process works and the generated LOD patch works properly in the game.

Do not restore INI files that contain wrong swaps. The quoted editor ID is not matching any records in the DynDOLOD plugins.
The latest version 1.2 of Diverse Windmills does not contains any of the erroneous lines for DynDOLOD plugins.
I suggest to update to the latest version of the mod, to avoid making mistakes when editing the INI that might cause crashes.

Posted

I am having an issue with this mod https://www.nexusmods.com/skyrimspecialedition/mods/130952?tab=description.

Others on the mod page are reporting the same. This was not an issue with 1.82 but with 1.83 and above. The mod author also checked they were not masters. The esp's are all independent of each other. The mod page mentions to disable interior esp files whilst generating lods. Screenshot: https://ufile.io/jflwcsqv

Logs are attached as requested:

https://ufile.io/bukzlv0c

https://ufile.io/ykxciycx

Posted
20 hours ago, AngriusWindstorm said:

I am having an issue with this mod https://www.nexusmods.com/skyrimspecialedition/mods/130952?tab=description.

Others on the mod page are reporting the same. This was not an issue with 1.82 but with 1.83 and above. The mod author also checked they were not masters. The esp's are all independent of each other. The mod page mentions to disable interior esp files whilst generating lods. Screenshot: https://ufile.io/jflwcsqv

Logs are attached as requested:

https://ufile.io/bukzlv0c

https://ufile.io/ykxciycx

Use the "Copy message to clipboard" link and paste its content as text as explained in the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text

https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages
If there is an error prompt, read the entire message carefully. Many of them describe the problem in detail and offer hints for for a solution.
Read additional explanations and help for a message by clicking on the Click on this link for additional explanations and help for this message link of the message. That will open a corresponding page on this website with further explanations and help for the message.

The message says to "enable all plugins as explained in the Generation Instructions."

https://dyndolod.info/Generation-Instructions
Finalize the load order as explained in the prerequisites above. ... Make sure all mods, plugins and patches (that affect exterior cells and worldspaces and base records used by references in exterior cells) are enabled and their overwrite order is sorted. Ignore wrong 3rd party misinformation to temporarily disable plugins, mods, meshes or textures. Such misleading guides are categorically wrong or outdated. In case of issues, solve the cause or use appropriate mesh mask rules or settings for desired results. Disabling plugins, mods, meshes or textures is a troubleshooting step and not a fix. In case of problems or questions, use the official DynDOLOD support forum for qualified help and advice.

The additional explanations and help explain:
Enable all corresponding plugins. Appropriate mesh mask rule files for all corresponding plugins are included in the DynDOLOD Standalone archive and are automatically applied when clicking the Low, Medium or High preset buttons.
Finalize the load order.
Generate LOD as usual.
Install output as usual.

Do you not want to use the mentioned interior plugin in the final load order when you start the game?
If you indeed want to use it, enable it as explained and generate LOD as usual. In case there are unexpected issue with the generated LOD patch, then report that.
If you do not want to use the interior plugin in the game, let us know.

Posted
17 hours ago, sheson said:

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making reports.
If you have a crash in the game, upload the crash log. See https://dyndolod.info/FAQ#ILS-or-CTD
Upload the edited version of the INI if you believe it causes crashes.

https://dyndolod.info/Mods/Base-Object-Swapper
Do not swap records in DynDOLOD plugins. The form IDs of records is different for every load order and LOD generation process. Editor IDs are not guaranteed to stay consistent. The LOD generation process will automatically swap records directly or create a DynDOLOD_SWAP.INI if required. In case such swap definitions are detected, remove such lines from the reported SWAP.INI files permanently so the LOD generation process works and the generated LOD patch works properly in the game.

Do not restore INI files that contain wrong swaps. The quoted editor ID is not matching any records in the DynDOLOD plugins.
The latest version 1.2 of Diverse Windmills does not contains any of the erroneous lines for DynDOLOD plugins.
I suggest to update to the latest version of the mod, to avoid making mistakes when editing the INI that might cause crashes.

Sorry, I overlooked the Diverse Windmill Sails  1.2 update  from 3 days ago. This issue started prior to the update, and this was my temporary "workaround" to get patch run.

The updated file launched without issue. Thanks for the reply and the clarification 

  • sheson changed the title to DynDOLOD 3.00 Alpha 186
Posted
20 hours ago, sheson said:

Use the "Copy message to clipboard" link and paste its content as text as explained in the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text

https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages
If there is an error prompt, read the entire message carefully. Many of them describe the problem in detail and offer hints for for a solution.
Read additional explanations and help for a message by clicking on the Click on this link for additional explanations and help for this message link of the message. That will open a corresponding page on this website with further explanations and help for the message.

The message says to "enable all plugins as explained in the Generation Instructions."

https://dyndolod.info/Generation-Instructions
Finalize the load order as explained in the prerequisites above. ... Make sure all mods, plugins and patches (that affect exterior cells and worldspaces and base records used by references in exterior cells) are enabled and their overwrite order is sorted. Ignore wrong 3rd party misinformation to temporarily disable plugins, mods, meshes or textures. Such misleading guides are categorically wrong or outdated. In case of issues, solve the cause or use appropriate mesh mask rules or settings for desired results. Disabling plugins, mods, meshes or textures is a troubleshooting step and not a fix. In case of problems or questions, use the official DynDOLOD support forum for qualified help and advice.

The additional explanations and help explain:
Enable all corresponding plugins. Appropriate mesh mask rule files for all corresponding plugins are included in the DynDOLOD Standalone archive and are automatically applied when clicking the Low, Medium or High preset buttons.
Finalize the load order.
Generate LOD as usual.
Install output as usual.

Do you not want to use the mentioned interior plugin in the final load order when you start the game?
If you indeed want to use it, enable it as explained and generate LOD as usual. In case there are unexpected issue with the generated LOD patch, then report that.
If you do not want to use the interior plugin in the game, let us know.

Thank you for your help if I didn't say so before. The mod author has two ESP files for each city. Skyrim Fantasy Overhaul (City name) and Skyrim Fantasy Overhaul - Interior (City name). The mod author states that you must disable the interior esp's when generating LODs, otherwise you will have issues. If we disable the interior esp with DynDOLD 1.83 and above, DynDOLOD states that the interior esp is disabled and will not continue. As stated, this never happened with 1.82 and below. So I am not sure how to proceed here. Do I take your advice to ignore people saying to disable ESPs for LOD generation, or do I listen to the mod author and disable the esp as the mod author has said that you must do which will prevent me from running LODs efficiently. No malice intended to either you or the mod author by the way. I just do not know what to do here.

Posted
20 hours ago, AngriusWindstorm said:

Thank you for your help if I didn't say so before. The mod author has two ESP files for each city. Skyrim Fantasy Overhaul (City name) and Skyrim Fantasy Overhaul - Interior (City name). The mod author states that you must disable the interior esp's when generating LODs, otherwise you will have issues. If we disable the interior esp with DynDOLD 1.83 and above, DynDOLOD states that the interior esp is disabled and will not continue. As stated, this never happened with 1.82 and below. So I am not sure how to proceed here. Do I take your advice to ignore people saying to disable ESPs for LOD generation, or do I listen to the mod author and disable the esp as the mod author has said that you must do which will prevent me from running LODs efficiently. No malice intended to either you or the mod author by the way. I just do not know what to do here.

I already explained what to do and what to ignore and explained these 2 options:

1.  If you indeed want to use the interior plugin, enable it as explained and generate LOD as usual. In case there are unexpected issues with the generated LOD patch, then report that.

2. If you do not want to use the interior plugin in the game, let us know.

Simply follow the official instructions. If you run into any issues following the official instructions, make a problem report here so the issue can be solved as is the modus operandi since 10 years. I suggest to read entire messages and follow their suggestions, including their links.

Posted

Hi Sheson, you helped med get Texgen working, it seems I have similar problems with Dyndolod. I am getting error messages related to memory. I am using the latest version from nexus that you posted today. The dyndolod executable (TakingYourFirstborn i believe its called) uses quite a lot of ram, about 5 GB. It accumulates, it crashes when it reaches 5 GB. The lodgen executable, LodGen64Win.exe, used around 3 GB when TakingYourFirstborn crashed. Lodgen accumulated and used 9 GB ram before it crashed.

I only have a real time log: https://mega.nz/file/BS5ECQpD#f8p97e1Vq6oYjffOjVa9tOWPKEVOjBjRAIIRURHhULo

I did get som logs when I used the previous version of Dyndolod that I downloaded yesterday:

bugreport.exe: https://paste.ee/p/X1yc7lxH

DynDOLOD_SSE_log.txt: https://paste.ee/p/sqWErkoe

Debug log: https://mega.nz/file/pPBxXB6K#KdoD5SIteS3UiRUQ4Km9TC0Xcp4m3k2ilbDbckNZMeM

Posted
2 hours ago, dreadflopp said:

Hi Sheson, you helped med get Texgen working, it seems I have similar problems with Dyndolod. I am getting error messages related to memory. I am using the latest version from nexus that you posted today. The dyndolod executable (TakingYourFirstborn i believe its called) uses quite a lot of ram, about 5 GB. It accumulates, it crashes when it reaches 5 GB. The lodgen executable, LodGen64Win.exe, used around 3 GB when TakingYourFirstborn crashed. Lodgen accumulated and used 9 GB ram before it crashed.

I only have a real time log: https://mega.nz/file/BS5ECQpD#f8p97e1Vq6oYjffOjVa9tOWPKEVOjBjRAIIRURHhULo

I did get som logs when I used the previous version of Dyndolod that I downloaded yesterday:

bugreport.exe: https://paste.ee/p/X1yc7lxH

DynDOLOD_SSE_log.txt: https://paste.ee/p/sqWErkoe

Debug log: https://mega.nz/file/pPBxXB6K#KdoD5SIteS3UiRUQ4Km9TC0Xcp4m3k2ilbDbckNZMeM

The bugreport says the largest free memory block is 128427GB, as in 125TB, while 30GB being allocated, while having 16GB physical memory.
This seems wrong somehow...

If you have custom page file settings you might want to change that. Also disk C: seems low on free space. 

Try with this test version https://mega.nz/file/RVZyRDTS#BxWri-WfxDl3WS80ZXrQkHdjL4V8sH3vGitCSLgfZHo
Report results.

  • Like 1

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