sheson Posted June 17 Author Posted June 17 7 hours ago, Sack said: I am trying to generate LODs for modded Enderal SE from GOG. This is the standalone version of the game, based on older versions of Skyrim SE and SKSE. I installed the latest versions of DynDOLOD 3.0, DynDOLOD Resources SE 3 and DynDOLOD DLL NG for 1.5.x/1.6.x using MO2. When trying to launch DynDOLODx64 the tool fails to start with the following error. Error: DynDOLOD.DLL from DynDOLOD.DLL and Scripts not found! Dynamic LOD can not be generated. Verify correct installation of the DynDOLOD.DLL from DynDOLOD.DLL and Scripts. Here is the full log: https://pastebin.com/TTPNfERC Some other notes: I tried running the older PapyrusUtil + DynDOLOD DLL SE version and that works fine. The issue only happens with DynDOLOD DLL NG. DynDOLOD DLL NG works fine with the game itself (SKSE loads it correctly), only the LOD generation tool says it can't find the files. xLODGen and TexGen have no issues with the same setup and the same launch arguments in MO2. Moved to the DynDOLOD DLL thread. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log to also upload in addition to the debug log. Also upload the papyrus log. Also upload the DynDOLOD.log as explained in https://dyndolod.info/Help/DynDOLOD-DLL#Troubleshooting The message means, that the papyrus scripts included in DynDOLOD DLL NG are being overwritten by the papyrus scripts from 1 - DynDOLOD DLL SE - Scripts from DynDOLOD DLL SE. If the intention is to use use DynDOLOD DLL NG, remove the 1 - DynDOLOD DLL SE - Scripts and make sure that nothing overwrites anything from DynDOLOD DLL NG.
Sack Posted June 17 Posted June 17 (edited) 4 hours ago, sheson said: Moved to the DynDOLOD DLL thread. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log to also upload in addition to the debug log. Also upload the papyrus log. Also upload the DynDOLOD.log as explained in https://dyndolod.info/Help/DynDOLOD-DLL#Troubleshooting The message means, that the papyrus scripts included in DynDOLOD DLL NG are being overwritten by the papyrus scripts from 1 - DynDOLOD DLL SE - Scripts from DynDOLOD DLL SE. If the intention is to use use DynDOLOD DLL NG, remove the 1 - DynDOLOD DLL SE - Scripts and make sure that nothing overwrites anything from DynDOLOD DLL NG. Apologies for posting in the wrong section. DynDOLOD DLL SE is not installed when this error happens. Nothing is overwriting DynDOLOD DLL NG according to MO2. To make sure, I just tried again on a clean MO2 profile with nothing installed other than DynDOLOD, and the result is still the same. You can see what that looks like here. Here are all the logs for this new, clean, install showing the same error: DynDOLOD_ENderalSE_log.txt https://pastebin.com/1BQ5wHnB DynDOLOD_EnderalSE_Debug_log.txt https://pastebin.com/cBf6v0ED Papyrus.0.log: https://pastebin.com/r30dkJcR Edited June 17 by Sack fixed link
Vraylle Posted June 17 Posted June 17 What can cause the distance settings to suddenly change to zero during play? After playing a while the distant terrain stops loading; when I check the Settings section of the MCM, fBlockLevel0Distance, fBlockLevel1Distance, fBlockMaximumDistance, and fTreeLoadDistance are all zero. SkyrimPrefs.ini still has the old settings (including after exiting the game). I can manually set the sliders to something more "normal" and everything immediately starts rendering again. I suspected ShadowBoost was responsible but this happens on a new game without it also. I've carefully picked through my modlist for anything that might change settings like this (such as SSE FPS Stabilizer, which I don't have installed) but am pretty sure there isn't anything. Running Resources Alpha-50 and DLL NG Alpha-29. Rebuilt LOD with the latest version when this started happening but no change. Hoping this is a known issue that I've just missed somewhere.
Soulmancer Posted June 17 Posted June 17 Was just curious about your thoughts on this discussion. https://github.com/SaneEngineer/No-Grass-In-Objects-NG/issues/20 It talks about frequent crashing during the grass cache process if either True Hud or Dyndolod DLL NG is enabled. I don't recall experiencing this with 1.5.97, but seems to be something a lot are experiencing in 1.6.1130+
sheson Posted June 17 Author Posted June 17 5 hours ago, Sack said: Apologies for posting in the wrong section. DynDOLOD DLL SE is not installed when this error happens. Nothing is overwriting DynDOLOD DLL NG according to MO2. To make sure, I just tried again on a clean MO2 profile with nothing installed other than DynDOLOD, and the result is still the same. You can see what that looks like here. Here are all the logs for this new, clean, install showing the same error: DynDOLOD_ENderalSE_log.txt https://pastebin.com/1BQ5wHnB DynDOLOD_EnderalSE_Debug_log.txt https://pastebin.com/cBf6v0ED Papyrus.0.log: https://pastebin.com/r30dkJcR Also upload the DynDOLOD.log as explained in https://dyndolod.info/Help/DynDOLOD-DLL#Troubleshooting Doublecheck the game data path C:\Games\Enderal Special Edition GOG\Data\ used by DynDOLOD is the same one that is also used by MO2. In MO2, right Window Data tab, enter "DynDOLOD" without the double quotes into bottom Filer field. Unfold the [+] Scripts Folder. Make sure to enable the Name, Mod, Type, Size and Data columns. There should be 10 SHESON_DynDOLOD_*.pex scripts. Three from DynDOLOD Resources SE and seven from DynDOLOD DLL NG. Upload a screenshot of that.
sheson Posted June 17 Author Posted June 17 1 hour ago, Vraylle said: What can cause the distance settings to suddenly change to zero during play? After playing a while the distant terrain stops loading; when I check the Settings section of the MCM, fBlockLevel0Distance, fBlockLevel1Distance, fBlockMaximumDistance, and fTreeLoadDistance are all zero. SkyrimPrefs.ini still has the old settings (including after exiting the game). I can manually set the sliders to something more "normal" and everything immediately starts rendering again. I suspected ShadowBoost was responsible but this happens on a new game without it also. I've carefully picked through my modlist for anything that might change settings like this (such as SSE FPS Stabilizer, which I don't have installed) but am pretty sure there isn't anything. Running Resources Alpha-50 and DLL NG Alpha-29. Rebuilt LOD with the latest version when this started happening but no change. Hoping this is a known issue that I've just missed somewhere. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. As explained at https://dyndolod.info/Help/DynDOLOD-DLL#Troubleshooting, also upload the DynDOLOD.log from the Documents ... SKSE folder. It might be possible this happens because of something modifying how fast travel, loading worldspaces or events work in the engine. If you know how to replicate it, edit DynDOLOD output ..\skse\plugins\DynDOLOD_Data\DynDOLOD_NG_Worlds.txt with notepad and change debug=true and add a new line debuglevel=5 underneath it. Then start the game and do whatever is required for settings to be zero. Then upload DynDOLOD.log from the Documents ... SKSE folder.
sheson Posted June 17 Author Posted June 17 18 minutes ago, Soulmancer said: Was just curious about your thoughts on this discussion. https://github.com/SaneEngineer/No-Grass-In-Objects-NG/issues/20 It talks about frequent crashing during the grass cache process if either True Hud or Dyndolod DLL NG is enabled. I don't recall experiencing this with 1.5.97, but seems to be something a lot are experiencing in 1.6.1130+ https://github.com/SaneEngineer/No-Grass-In-Objects-NG/issues/20#issuecomment-2078555904 DynDOLOD DLL NG Alpha-23 was just released today, and I tried that with NGIO-NG-1.0.12-1.6.640 and it ran normal https://dyndolod.info/Official-DynDOLOD-Support-Forum Report the actual problem or error message without making assumptions or asking leading questions. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs In case of CTD in the game, upload the crash log from .NET Script Framework or Crash Logger.
Sack Posted June 17 Posted June 17 2 hours ago, sheson said: Also upload the DynDOLOD.log as explained in https://dyndolod.info/Help/DynDOLOD-DLL#Troubleshooting Doublecheck the game data path C:\Games\Enderal Special Edition GOG\Data\ used by DynDOLOD is the same one that is also used by MO2. In MO2, right Window Data tab, enter "DynDOLOD" without the double quotes into bottom Filer field. Unfold the [+] Scripts Folder. Make sure to enable the Name, Mod, Type, Size and Data columns. There should be 10 SHESON_DynDOLOD_*.pex scripts. Three from DynDOLOD Resources SE and seven from DynDOLOD DLL NG. Upload a screenshot of that. Sorry, here is the right log file, DynDOLOD.log: https://pastebin.com/19PsUGFx Here is a screenshot of the MO2 folder structure as you requested. Everything seems to match what you're describing. As far as I can tell, all the folders are configured correctly. As mentioned earlier, using DynDOLOD DLL SE with the exact same setup works fine, as you can see here. The only difference between these two attempts is I swapped DynDOLOD DLL NG with DynDOLOD DLL SE, everything else is using the same settings across all applications. Thank you for your patience.
sheson Posted June 17 Author Posted June 17 1 hour ago, Sack said: Sorry, here is the right log file, DynDOLOD.log: https://pastebin.com/19PsUGFx Here is a screenshot of the MO2 folder structure as you requested. Everything seems to match what you're describing. As far as I can tell, all the folders are configured correctly. As mentioned earlier, using DynDOLOD DLL SE with the exact same setup works fine, as you can see here. The only difference between these two attempts is I swapped DynDOLOD DLL NG with DynDOLOD DLL SE, everything else is using the same settings across all applications. Thank you for your patience. Thanks for the info. Get latest Alpha version, which should hopefully work now.
Sack Posted June 18 Posted June 18 On 6/17/2024 at 9:07 PM, sheson said: Thanks for the info. Get latest Alpha version, which should hopefully work now. Just tried it out - DynDOLOD started properly and everything worked smoothly in-game afterwards. Thanks for the fix!
Vraylle Posted June 19 Posted June 19 On 6/17/2024 at 10:45 AM, sheson said: Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. As explained at https://dyndolod.info/Help/DynDOLOD-DLL#Troubleshooting, also upload the DynDOLOD.log from the Documents ... SKSE folder. It might be possible this happens because of something modifying how fast travel, loading worldspaces or events work in the engine. If you know how to replicate it, edit DynDOLOD output ..\skse\plugins\DynDOLOD_Data\DynDOLOD_NG_Worlds.txt with notepad and change debug=true and add a new line debuglevel=5 underneath it. Then start the game and do whatever is required for settings to be zero. Then upload DynDOLOD.log from the Documents ... SKSE folder. Thanks for the response, took a couple of days to have enough play time to trigger it again. Haven't consciously noticed a pattern yet besides "playing a while". I believe I've got all the files requested together here: https://ufile.io/v5sep2i8
mshawnee Posted June 19 Posted June 19 (edited) Just got around to replacing DynDOLOD DLL NG with DynDOLOD DLL VR. So if IgnoreLargeReferences=0 is forced now, how the heck are you supposed to make it work with VR (IgnoreLargeReferences=1)? Edited June 19 by mshawnee typo
sheson Posted June 19 Author Posted June 19 2 hours ago, mshawnee said: Just got around to replacing DynDOLOD DLL NG with DynDOLOD DLL VR. So if IgnoreLargeReferences=0 is forced now, how the heck are you supposed to make it work with VR (IgnoreLargeReferences=1)? As already explained, use DynDOLOD DLL VR instead of DynDOLOD DLL NG if you want to generate a LOD patch with IgnoreLargeReferences=1
sheson Posted June 19 Author Posted June 19 6 hours ago, Vraylle said: Thanks for the response, took a couple of days to have enough play time to trigger it again. Haven't consciously noticed a pattern yet besides "playing a while". I believe I've got all the files requested together here: https://ufile.io/v5sep2i8 Thanks. It will take a me a bit to analyze this.
mshawnee Posted June 19 Posted June 19 (edited) I think you are mistaken. It does not matter to me whether or not I use "IgnoreLargeReferences=1" I just want it to work. I see you have made some updates. After your updates and making some assumptions about settings (downgrade fargrid and upgrade tick boxes), my issue is moot now. Edited June 19 by mshawnee context
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