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Posted (edited)

Hello Sheson,

Thanks for the quick reply!

I was trying to follow this guide: https://dyndolod.info/ (including all of the linked pages/instructions). I've cleaned every pluging that LOOT has instructed me to clean.

29 minutes ago, sheson said:

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

As explained on the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages, click the link Click on this link for additional explanations and help for this message to open https://dyndolod.info/Messages/Setting-EditorID
This error can happen if a plugin contains deleted references. Every plugin containing deleted references should be cleaned.

Check the DynDOLOD log and summary for messages about deleted references. Clean the mentioned plugins. See https://dyndolod.info/Messages/Deleted-Reference

Unclear which guide you are referring to.

Here is the link to the relevant files you asked for, as well as an image of something I may have found in xEdit (still new to the program, so trying to figure some of these things out myself, as well).

I will continue to go through the information you've provided in the meantime.

https://ufile.io/eezh3oqe

Edited by tirefrier
Forgot the guide link.
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Posted
4 minutes ago, tirefrier said:

Hello Sheson,

Thanks for the quick reply!

I was trying to follow this guide (including all of the linked pages/instructions). I've cleaned every pluging that LOOT has instructed me to clean.

Here is the link to the relevant files you asked for, as well as an image of something I may have found in xEdit (still new to the program, so trying to figure some of these things out myself, as well).

I will continue to go through the information you've provided in the meantime.

https://ufile.io/eezh3oqe

The upload includes the TexGen log and debug log instead the logs for DynDOLOD.

The xEdit screenshot shows that the Forest Nymphs.esm plugin "deleted" the reference. Clean it with the xEdit Quickautoclean mode.

Posted
5 minutes ago, sheson said:

The upload includes the TexGen log and debug log instead the logs for DynDOLOD.

The xEdit screenshot shows that the Forest Nymphs.esm plugin "deleted" the reference. Clean it with the xEdit Quickautoclean mode.

My apologies, let me try again: https://ufile.io/i1ltzu0a

I will clean that up now.

Posted
14 minutes ago, tirefrier said:

My apologies, let me try again: https://ufile.io/i1ltzu0a

I will clean that up now.

Based on the DynDOLOD log I suggest to also clean:
AnorithsShack.esp
BBLS_SKSE64_Patch.esp
ct15cc-TundraHomesteadExpanded.esp
ct15cc-TundraHomesteadExpandedBBBLuxuryPatch.esp
Dibella Baths Location Patch.esp
ezPG - Emberveil.esp
Fabled Noble House Patch.esp
FilthyHeritage.esp
Forest Nymphs.esm
Seascale.esl
SexLab_Dialogues.esp
SlaversKeep.esp
TeenDolls - Mhavragch.esp
TRX - Statue CandiGirl.esp
TRX - Statue TriumphOfTheBeast.esp
TRX - Statue TrixieIdealBalance.esp
TRX - Statue TrixieJoke.esp
TRX - Statue TrixieTankard.esl
TRX - Statue TrixieWitchFlight.esl
TRX_Statue_Waitress.esp

Consider to only use mods from mod authors that know how to make proper plugins.

  • +1 1
Posted
Just now, sheson said:

Based on the DynDOLOD log I suggest to also clean:
AnorithsShack.esp
BBLS_SKSE64_Patch.esp
ct15cc-TundraHomesteadExpanded.esp
ct15cc-TundraHomesteadExpandedBBBLuxuryPatch.esp
Dibella Baths Location Patch.esp
ezPG - Emberveil.esp
Fabled Noble House Patch.esp
FilthyHeritage.esp
Forest Nymphs.esm
Seascale.esl
SexLab_Dialogues.esp
SlaversKeep.esp
TeenDolls - Mhavragch.esp
TRX - Statue CandiGirl.esp
TRX - Statue TriumphOfTheBeast.esp
TRX - Statue TrixieIdealBalance.esp
TRX - Statue TrixieJoke.esp
TRX - Statue TrixieTankard.esl
TRX - Statue TrixieWitchFlight.esl
TRX_Statue_Waitress.esp

Consider to only use mods from mod authors that know actually know to to make proper plugins.

Is there a way to know this ahead of time?

I'm really new to this and I basically just download whatever a mod says is a requirement and I end up with a huge bloated list of stuff I don't really care for, but it's needed for that particular mod. And then uninstalling a mod that I find out mid game is garbage breaks the whole game. Is it really just trial and error until you get what you want/like in the end?

Posted
46 minutes ago, tirefrier said:

Is there a way to know this ahead of time?

I'm really new to this and I basically just download whatever a mod says is a requirement and I end up with a huge bloated list of stuff I don't really care for, but it's needed for that particular mod. And then uninstalling a mod that I find out mid game is garbage breaks the whole game. Is it really just trial and error until you get what you want/like in the end?

A method is to use xEdit filter:
left tree view, right click, select Apply Filter
check "deleted" in the left
check "by Record Signature" in the middle and in the list select REFR - Placed Object
everything else unchecked
Once applied, the left tree view will list all plugins containing deleted references.

Modding is a lot of trial and error unless you follow a modding guide (and stick to it) or download a pre-made list.

  • +1 1
Posted
2 minutes ago, sheson said:

A method is to use xEdit filter:
left tree view, right click, select Apply Filter
check "deleted" in the left
check "by Record Signature" in the middle and in the list select REFR - Placed Object
everything else unchecked
Once applied, the left tree view will list all plugins containing deleted references.

Ok, that's easy enough to understand! Thank you for the advice/guidance. Will clean all plugins and report back if I still have issues!

Posted

This is not a typical issue, but I made a new worldspace and wanted to generate LOD for it. I've done this before successfully but this time I tried it, it failed to work, as can be seen in the picture I attached. I had added new mountain meshes but the only edits I made were to change the texture file paths in nifskope. I made sure in the plugin the correct LOD models were connected to their static records (which are vanilla LOD also with new texture paths). After running DynDOLOD on a completely vanilla profile minus the absolutely necessary files/mods, it added something in the back but nothing else, not even the terrain. Everything ran smoothly and the only error I got was that I needed to clean a deleted record in Dawnguard.esm. Since I've done this for new world spaces before, I believe I did everything correctly (with the .lod file with the name of my worldspace). I do not know if this was on my end or something else?

 

The Elder Scrolls V  Skyrim Special Edition Screenshot 2024.08.18 - 01.21.43.69.png

LODGen_SSE_KR2Deadlands_log.txt DynDOLOD_SSE_TexturesUsed_KR2Deadlands.txt LODGen_SSE_KR2Deadlands_TerrainUnderside_log.txt DynDOLOD_SSE_Debug_log_COPY.docx

Posted
21 minutes ago, kn1ghtradiant said:

This is not a typical issue, but I made a new worldspace and wanted to generate LOD for it. I've done this before successfully but this time I tried it, it failed to work, as can be seen in the picture I attached. I had added new mountain meshes but the only edits I made were to change the texture file paths in nifskope. I made sure in the plugin the correct LOD models were connected to their static records (which are vanilla LOD also with new texture paths). After running DynDOLOD on a completely vanilla profile minus the absolutely necessary files/mods, it added something in the back but nothing else, not even the terrain. Everything ran smoothly and the only error I got was that I needed to clean a deleted record in Dawnguard.esm. Since I've done this for new world spaces before, I believe I did everything correctly (with the .lod file with the name of my worldspace). I do not know if this was on my end or something else?

 

The Elder Scrolls V  Skyrim Special Edition Screenshot 2024.08.18 - 01.21.43.69.png

LODGen_SSE_KR2Deadlands_log.txt 2.25 kB · 0 downloads DynDOLOD_SSE_TexturesUsed_KR2Deadlands.txt 2.74 kB · 0 downloads LODGen_SSE_KR2Deadlands_TerrainUnderside_log.txt 866 B · 0 downloads DynDOLOD_SSE_Debug_log_COPY.docx 992.03 kB · 0 downloads

Do not put txt files into word documents. Zip the debug log or upload it as is.

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire DynDOLOD log to also upload in addition to the debug log.
Also upload F:\NOLVUS2\Tools\DynDOLOD\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt

Make a useful screenshot of the full model that has no object LOD representation with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

DynDOLOD does not generate terrain LOD. See https://dyndolod.info/Help/xLODGen

Posted
11 minutes ago, sheson said:

Do not put txt files into word documents. Zip the debug log or upload it as is.

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire DynDOLOD log to also upload in addition to the debug log.
Also upload F:\NOLVUS2\Tools\DynDOLOD\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt

Make a useful screenshot of the full model that has no object LOD representation with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

DynDOLOD does not generate terrain LOD. See https://dyndolod.info/Help/xLODGen

Sorry about that. I'll pay closer attention next time. But, this can be disregarded: I had forgotten to uncheck the option to make the worldspace a fixed size. Thanks for the hardwork.

  • sheson changed the title to DynDOLOD 3.00 Alpha 178
Posted (edited)

Incredible program, fantastic LOD results! Maybe minor, but may as well mention it: there's a spelling mistake under Grid on line Full.

Screenshot 2024-08-21 164918.png

Edited by DWM19
Fixed mistake
Posted
43 minutes ago, DWM19 said:

Incredible program, fantastic LOD results! Maybe minor, but may as well mention it: there's a spelling mistake under Grid on line Full.

Screenshot 2024-08-21 164918.png

Thanks. Will be fixed next version.

Posted

Latest version Alpha 178:

I have fBlockLevel0Distance=53248.0000 set in SkyrimPrefs.ini (which I have set as read-only). However, in game when I check in the DynDOLOD MCM, it shows as set to fBlockLevel0Distance=100000. I do not have any other inis that might overwite the settings (that I can find anyway).

Curious if anyone has any idea what might be causing this.

Posted
4 minutes ago, dionysist said:

Latest version Alpha 178:

I have fBlockLevel0Distance=53248.0000 set in SkyrimPrefs.ini (which I have set as read-only). However, in game when I check in the DynDOLOD MCM, it shows as set to fBlockLevel0Distance=100000. I do not have any other inis that might overwite the settings (that I can find anyway).

Curious if anyone has any idea what might be causing this.

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

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting

What does console getini "fBlockLevel0Distance:TerrainManager" report when checking on main menu after launching the game?

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