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Posted

When I try to run the latest version of DynDOLOD (3.00) it's bringing up an error saying one of various plugins is trying to place a referenced object in a cell it can't find [42, -24]. The object and the plugin vary, but it's always in "GRUP Cell Temporary Children of RiftenOrigin [CELL:00042247] (in RiftenWorld "Riften" [WRLD:00016BB4] at 42,-24))"

The various plugin's it's said are doing this have included skyrim.esm and jks skyrim.esp. I'm kinda baffled by this. I've gone through in SSEdit to see whether there was a conflict causing this but that doesn't seem to be the issue. In one case the referenced object wasn't modified by the blamed plugin at all.

Full content of the most recent error report in the spoiler. Unfortunately I can't locate 'bugreport.txt' in either my skyrim or DynDOLOD folders. If I'm looking in the wrong place or you need further info please let me know.

Spoiler

 [Window Title]
DynDOLOD

[Main Instruction]
Error: Cell not found [42,-24] in Tamriel "Skyrim" [WRLD:0000003C] for Skyrim.esm [REFR:0005DD88] (places ShipRowBoat01 [STAT:00050368] in GRUP Cell Temporary Children of RiftenOrigin [CELL:00042247] (in RiftenWorld "Riften" [WRLD:00016BB4] at 42,-24))

[Exit DynDOLOD]

[Footer]
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Posted
1 hour ago, JTJRawlins said:

When I try to run the latest version of DynDOLOD (3.00) it's bringing up an error saying one of various plugins is trying to place a referenced object in a cell it can't find [42, -24]. The object and the plugin vary, but it's always in "GRUP Cell Temporary Children of RiftenOrigin [CELL:00042247] (in RiftenWorld "Riften" [WRLD:00016BB4] at 42,-24))"

The various plugin's it's said are doing this have included skyrim.esm and jks skyrim.esp. I'm kinda baffled by this. I've gone through in SSEdit to see whether there was a conflict causing this but that doesn't seem to be the issue. In one case the referenced object wasn't modified by the blamed plugin at all.

Full content of the most recent error report in the spoiler. Unfortunately I can't locate 'bugreport.txt' in either my skyrim or DynDOLOD folders. If I'm looking in the wrong place or you need further info please let me know.

  Reveal hidden contents

 

I moved the post to the DynDOLOD 3 Alpha thread since this is where all posts should be made.

Read the first post which log and debug log to upload when making posts.

Check with xEdit which plugin is the last to overwrite 0000BCD0. It probably has some kind of error.

Posted

However, now I've run into another issue. I ran TexGen and DynDOLOD programs through MO2 without any error messages, installed all the output as per instructions, but when I go into the game, the MCM says DynDOLOD is not active, the checkbox isn't checked, and fast traveling from my indoor location to any outdoors immediately crashes in the loading screen. What gives?

Well I'm not entirely sure what happened here, but changing some of the settings in Dyn and rerunning it again seems to have fixed the crashing. I assume I chose some settings that were to much to handle for my VRAM, cause lowering the settings a bit seemed to fix it. Oh well.

Posted
1 hour ago, Carbonized said:

Thanks for the swift reply. Yeah it was apparently an issue with Windows Defender. Whitelisting the folders and exe made me able to progress.

However, now I've run into another issue. I ran TexGen and DynDOLOD programs through MO2 without any error messages, installed all the output as per instructions, but when I go into the game, the MCM says DynDOLOD is not active, the checkbox isn't checked, and fast traveling from my indoor location to any outdoors immediately crashes in the loading screen. What gives?

 

37 minutes ago, Carbonized said:

Well I'm not entirely sure what happened here, but changing some of the settings in Dyn and rerunning it again seems to have fixed the crashing. I assume I chose some settings that were to much to handle for my VRAM, cause lowering the settings a bit seemed to fix it. Oh well.

Read the first post which log and debug log to upload when making posts.

There is no LOD in interior cells. Hence DynDOLOD is/can only be active in exterior worldspaces for which dynamic LOD has been generated.

CTD is often caused by assets from other mods, especially textures. The log might have warning and error messages about textures not being power of 2 or divisible by 4. They should also be listed in the summary.  https://dyndolod.info/Messages

See ..\DynDOLOD\docs\DynDOLOD-README.txt for troubleshooting tips.

The best option to troubleshoot CTD is .Net Framework crash log. Post it in case help is required.

Posted (edited)

The CTDs seem to have vanishes when I reran Dyn. I do get a ton of "Warning: file not found" in the log. From JK mods, from SFO, from BS: Bruma and such.

Running around in game, everything seems to look ok, until I noticed this purple block of LOD https://imgur.com/a/BIRsJLa

I believe it's a LOD, cause it vanishes when I get close. The location of the LOD seems to be where I have an Elianora mod home, so I assume DynDOLOD somehow couldn't make a proper LOD for a part of that housing mod.

EDIT: I think these are the text files you needed? https://drive.google.com/drive/folders/1SYLJ7PKXHSqkRuDTNgByiGAWGE1WtNvY?usp=sharing

Edited by Carbonized
Posted
55 minutes ago, Carbonized said:

The CTDs seem to have vanishes when I reran Dyn. I do get a ton of "Warning: file not found" in the log. From JK mods, from SFO, from BS: Bruma and such.

Running around in game, everything seems to look ok, until I noticed this purple block of LOD https://imgur.com/a/BIRsJLa

I believe it's a LOD, cause it vanishes when I get close. The location of the LOD seems to be where I have an Elianora mod home, so I assume DynDOLOD somehow couldn't make a proper LOD for a part of that housing mod.

EDIT: I think these are the text files you needed? https://drive.google.com/drive/folders/1SYLJ7PKXHSqkRuDTNgByiGAWGE1WtNvY?usp=sharing

Really check the log messages and read their explanations. https://dyndolod.info/Messages
These are not DynDOLOD errors or or problems. These are errors and problems with the installed mods.

Regarding the CTD. As I already mentioned, texture resolutions not being a power of 2 are the prime suspect.
The log shows several textures that do not have a power of 2 resolution. Fix the invalid textures or permanently remove the mods supplying them to avoid CTD.
https://dyndolod.info/Messages/Texture-Resolution
Also clean every plugin that has deleted references to avoid them causing CTDhttps://dyndolod.info/Messages/Deleted-Reference

Curiously you did not say which specific mod from Elianora you actually suspect so I can not check myself.
Purple textures means the diffuse texture is not found. A "File not found textures\..." message probably helps you find the culprit. Diffuse textures means you can "ignore" missing textures that end in _n.dds. If those are missing the lighting will "just" be flat. https://dyndolod.info/Messages/File-Not-Found-Textures
If something is object/tree LOD it disappears when toggling LOD of in console with tll.
If something is dynamic LOD it can be clicked has a form id in a DynDOLOD plugin when console is open.
LOD is only generated for references that do exist in the load order at LOD generation time. If the LOD goes away when getting close, it typically means the load order changed after generating LOD. It might be possible that the model used for LOD is not visually matching the reference it is placed for, but if it is LOD, then there should be a full model something in its place that you can click with console open to get a form id.

Posted

Yeah the CTDs aren't gone, I still get them with Dyn activated, just not all the time. There's no option to make Dyn simply ignore or avoid all the textures that doesn't fit with the formula? Like you can see in the log, I get a ton of error messages for textures from pretty well known mods like JK, Bruma and SFO, so simply removing anything that gives an error isn't really an option.

The mod I use near that purple block is Elianora's Routa. Using tll toggled the LOD off, and I couldn't select it in the console. It's hard to see exactly what object causes the purple square, but it does sit very closely to Eli's sauna part of the Routa mod, so I suspect that maybe that's the offender. 

I appreciate the support, I've tried several times to get Dyn to work on my setup, but I always run into a million issues like this. I do have a very large modlist, though it hasn't brought me any trouble before, everything works just fine in my game with no apparent issues and no crashes usually. Maybe I just have too many mods in my list, so something is bound to be incompatible with Dyn or cause errors due to reasons.

Posted
1 hour ago, Carbonized said:

Yeah the CTDs aren't gone, I still get them with Dyn activated, just not all the time. There's no option to make Dyn simply ignore or avoid all the textures that doesn't fit with the formula? Like you can see in the log, I get a ton of error messages for textures from pretty well known mods like JK, Bruma and SFO, so simply removing anything that gives an error isn't really an option.

The mod I use near that purple block is Elianora's Routa. Using tll toggled the LOD off, and I couldn't select it in the console. It's hard to see exactly what object causes the purple square, but it does sit very closely to Eli's sauna part of the Routa mod, so I suspect that maybe that's the offender. 

I appreciate the support, I've tried several times to get Dyn to work on my setup, but I always run into a million issues like this. I do have a very large modlist, though it hasn't brought me any trouble before, everything works just fine in my game with no apparent issues and no crashes usually. Maybe I just have too many mods in my list, so something is bound to be incompatible with Dyn or cause errors due to reasons.

The game engine requires textures to be a power of 2. DynDOLOD does not change how the game engine works.
If you knowingly use mods that contain invalid textures that cause CTD then that is your choice. It is not a problem of DynDOLOD. It is not an incompatibility with DynDOLOD. It is an incompatibility with the game engine. DynDOLOD is just reporting the errors.
Proper modding practice would be to fix the invalid textures to have power of 2 resolutions or remove them. They are most likely not from Bruma or JK.

Missing textures and invalid texture resolutions are a different problems. In case of Bruma we know the missing assets are part of the problem to not being able to properly generate LOD for the new worldspace, thus it is ignored for LOD generation by default.

I could reproduce the problem with the purple model. It is a LOD model.  There is a filename collision with another mod so a wrong LOD model is used . This will be fixed in the next alpha version.

Errors that exist in the load order cause problems or CTD in the game regardless of using DynDOLOD or not. The documentation explains their severeness and if they need fixing and how. 

Posted
12 minutes ago, Mephitic said:

Alpha-75 - missing TexGenx64 in the archive.

When running 32-bit TexGen I get an OpenGL Out of Memory error consistently.

Why not use the x64 version? You on a x86 OS?

Check the first post which log files to upload when making posts.

Posted
10 minutes ago, sheson said:

Why not use the x64 version? You on a x86 OS?

I would prefer to use the x64 version, but in the Alpha-75 zip archive, it is missing.
image.thumb.png.0893bf4a2d5263b0da7700afbe4b4c6d.png

Posted
10 minutes ago, Mephitic said:

I would prefer to use the x64 version, but in the Alpha-75 zip archive, it is missing.
image.thumb.png.0893bf4a2d5263b0da7700afbe4b4c6d.png

Copy DynDOLODx64.exe to TexGenx64.exe. Will upload fixed archive ASAP.

My x86 version just ran through without error in x64 OS with a 6GB VRAM card.

Posted
10 minutes ago, sheson said:

Copy DynDOLODx64.exe to TexGenx64.exe. Will upload fixed archive ASAP.

My x86 version just ran through without error in x64 OS with a 6GB VRAM card.

Thank you! Will do. I have 11gb of VRAM, the memory error certainly could be transient but was repeatable.
Unless I report back all is well and, in any case, thank you again for your help and support.

Posted
10 minutes ago, Mephitic said:

Thank you! Will do. I have 11gb of VRAM, the memory error certainly could be transient but was repeatable.
Unless I report back all is well and, in any case, thank you again for your help and support.

The archives on Nexus and mega are updated and now include TexGenx64.exe again.

Posted
5 hours ago, sheson said:

Really check the log messages and read their explanations. https://dyndolod.info/Messages
These are not DynDOLOD errors or or problems. These are errors and problems with the installed mods.

Regarding the CTD. As I already mentioned, texture resolutions not being a power of 2 are the prime suspect.
The log shows several textures that do not have a power of 2 resolution. Fix the invalid textures or permanently remove the mods supplying them to avoid CTD.
https://dyndolod.info/Messages/Texture-Resolution
Also clean every plugin that has deleted references to avoid them causing CTDhttps://dyndolod.info/Messages/Deleted-Reference

Curiously you did not say which specific mod from Elianora you actually suspect so I can not check myself.
Purple textures means the diffuse texture is not found. A "File not found textures\..." message probably helps you find the culprit. Diffuse textures means you can "ignore" missing textures that end in _n.dds. If those are missing the lighting will "just" be flat. https://dyndolod.info/Messages/File-Not-Found-Textures
If something is object/tree LOD it disappears when toggling LOD of in console with tll.
If something is dynamic LOD it can be clicked has a form id in a DynDOLOD plugin when console is open.
LOD is only generated for references that do exist in the load order at LOD generation time. If the LOD goes away when getting close, it typically means the load order changed after generating LOD. It might be possible that the model used for LOD is not visually matching the reference it is placed for, but if it is LOD, then there should be a full model something in its place that you can click with console open to get a form id.

I've going through all the logs and error messages one more time.

First of all, TexGen is complaining about 7 normal map textures from SFO and 1 normal map for Immersive College of Winterhold. Those mods don't come with those normal map textures, so not a lot I can do about that. 

DynDOLOD is producing more errors. First of all, the only textures I could find with the wrong format were from the "Tree Bark in High Definition" mod. Those were the only ones Dyn said were in faulty format. So I used Cathedral tool to downsize them to a proper format, and I'm no longer getting any errors for faulty textures. 
"File not found meshes" - I get some missing nifs from DarkFox' Merchants of skyrim mod, Arthmoor's Shor's Stone, some from CACO, some from C.O.I.N, some from Elianora's Halla mod, and a couple others. Not sure what to do about that, those mods didn't come with those nifs, since I haven't removed any meshes from those mods.
"File not found scripts" - I only get a couple of these. Half of them are from the official CC content, so cant really do much about that either.
"File not found textures" - I get a dozen or so missing texture from SFO, one from CACO, one from Routa, 2 from Elysium Estate. Not sure what to do about that either.
"Property not found in scripts" - 9 of those are from JK's Sky Haven Temple weapon rack activation, and I get a handful or so from the official CC content.
And finally, "large reference bugs", now I get a ton of these. Cutting Room Floor, JK's Skyrim, Immersive College, iNeed, Unique Border Gates and many others. I did read the large references bug section, that this can cause zfighting, and I do notice quite a lot of zfighting and texture flicking in the lods. The only problem is, I don't know what to do about that, flagging these mods esm is not an option.
Also, even with thhe current improvement, the purple square is still there. But you mentioned you found out what was causing this?

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