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Posted

Hi Guys, thanks for your works.

I got same problem on my two different modlist:

Access violation at address 00000000014E5F82 in module 'DynDOLODx64.exe' (offset F05F82). Read of address 0000000000000000.

Don't know if you discussed yet about this problem, i tried in many ways, xediting, reinstalling different modlist... so now i'm here

bugreport.txt:

https://paste.ee/p/wPmly#section0

DynDOLOD_SSE_Debug_log.txt:

https://paste.ee/p/zW3Em#section0

DynDOLOD_SSE_log.txt:

https://paste.ee/p/P41Wf#section0

LODGen_SSE_Tamriel_log.txt

https://paste.ee/p/d38yh#section0

I hope i provided enough info's.

Thanks

Xanny

 

  • sheson changed the title to DynDOLOD 3.00 Alpha 182
  • sheson pinned this topic
Posted
  On 12/17/2024 at 10:47 PM, Xanny said:

Hi Guys, thanks for your works.

I got same problem on my two different modlist:

Access violation at address 00000000014E5F82 in module 'DynDOLODx64.exe' (offset F05F82). Read of address 0000000000000000.

Don't know if you discussed yet about this problem, i tried in many ways, xediting, reinstalling different modlist... so now i'm here

bugreport.txt:

https://paste.ee/p/wPmly#section0

DynDOLOD_SSE_Debug_log.txt:

https://paste.ee/p/zW3Em#section0

DynDOLOD_SSE_log.txt:

https://paste.ee/p/P41Wf#section0

LODGen_SSE_Tamriel_log.txt

https://paste.ee/p/d38yh#section0

I hope i provided enough info's.

Thanks

Xanny

 

Expand  

The debug log only ever contains the last session. The one you uploaded just shows loading the plugins. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs

The message should have had a link Click on this link for additional explanations and help for this message that opens https://dyndolod.info/Messages/Exceptions as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages

If you scroll to Access violation https://dyndolod.info/Messages/Exceptions#Access-violation
This could be caused by invalid or corrupt plugins. Check the DynDOLOD log for unresolved form ID and Ignoring Cell error messages in particular. Clean and error check the load order with xEdit. Fix all unresolved form ID errors in particular.

The log shows several of these messages:
<Error: Ignoring Cell Fabled Forests - Exclude Towns Villages Inns AIO.esp "EditorID" [CELL:"FormID"] (in Tamriel "Skyrim" [WRLD:0000003C] at -x,y)>

Those cells likely have a problem reported by the xEdit error check that need to be fixed. Also see https://dyndolod.info/Generation-Instructions#Prerequisites.

If the error persists after fixing those cells, upload new logs.

Posted

Thanks for the reply,

yes i posted just the last session i cleaned and reinstalled everything in my last attempt.

Yes i saw the errors, but i ignored them because also in another session with a different choices in the Fabled Forest fomod i got Access Violation yesterday i tried a quasi vanilla build same problem Access Violation , so i was thinking was a problem with GOG Skyrim and Dyndolod 3 Alpha but now i'll try different things.

Thanks a lot i'll anyway let you know.

Posted

Everything else seems to be working just great, but on the latest version I am unable to see the Solitude Windmill Rotor from Windstad manor nor from the Dragonbridge anymore. I know that I used to be able to see it from those locations, and at sunset it would even cast a dynamic moving shadow on Windstad manor. Now it only appears if I am very close. I honestly want to say I remember a chat about this a year ago, but all I could find was our convo about Azura, which turned out to be an ini issue with the fBlockMaximumDistance. Everything else is working great, and I can see most large things from all the way across the map. Just this one rotor is no showing up until I am half way across the Morthal swamp. Please find my attached log file, and link to the debug_log. No bugreport. It is running flawlessly. Thanks. I appreciate the help. https://ufile.io/mteydkwg

TexGen_TES5VR_log.7zFetching info...

Posted
  On 12/21/2024 at 9:03 PM, The_Franks said:

Everything else seems to be working just great, but on the latest version I am unable to see the Solitude Windmill Rotor from Windstad manor nor from the Dragonbridge anymore. I know that I used to be able to see it from those locations, and at sunset it would even cast a dynamic moving shadow on Windstad manor. Now it only appears if I am very close. I honestly want to say I remember a chat about this a year ago, but all I could find was our convo about Azura, which turned out to be an ini issue with the fBlockMaximumDistance. Everything else is working great, and I can see most large things from all the way across the map. Just this one rotor is no showing up until I am half way across the Morthal swamp. Please find my attached log file, and link to the debug_log. No bugreport. It is running flawlessly. Thanks. I appreciate the help. https://ufile.io/mteydkwg

TexGen_TES5VR_log.7z 18.79 kB · 1 download

Expand  

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log to also upload in addition to the DynDOLOD debug log.
No need for the TexGen logs.

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make a useful screenshot of the building and the rotor full models (might be the same or separate references) with more informative console. Upload those screenshots.

Posted

Hello!

I just finished up the SkyrimSE v2.3 STEP Guide and it was absolutely fantastic, extremely easy to follow. However, after I completed DynDOLOD, I received the following errors. I put the Textures do not match error message into pastebin because of how much there was!

Textures Do Not Match:

https://pastebin.com/nHDmQce9

This is for Files Not Found:

Warning: File not found textures\effects\glowsoft01_enbl.dds. Used by Meshes\clutter\blackreach\blackreachbush01.nif Skyrim.esm BlackreachBush01 [TREE:000CE101]
Warning: File not found textures\effects\glowsoft01_enbl.dds. Used by Meshes\clutter\blackreach\blackreachbush02.nif Skyrim.esm BlackreachBush02 [TREE:000CE102]

Currently trying to understand where I went wrong! Any assistance that can be provided to resolve these errors would be greatly appreciated.

Posted
  On 12/23/2024 at 6:32 AM, iReptar said:

Hello!

I just finished up the SkyrimSE v2.3 STEP Guide and it was absolutely fantastic, extremely easy to follow. However, after I completed DynDOLOD, I received the following errors. I put the Textures do not match error message into pastebin because of how much there was!

Textures Do Not Match:

https://pastebin.com/nHDmQce9

This is for Files Not Found:

Warning: File not found textures\effects\glowsoft01_enbl.dds. Used by Meshes\clutter\blackreach\blackreachbush01.nif Skyrim.esm BlackreachBush01 [TREE:000CE101]
Warning: File not found textures\effects\glowsoft01_enbl.dds. Used by Meshes\clutter\blackreach\blackreachbush02.nif Skyrim.esm BlackreachBush02 [TREE:000CE102]

Currently trying to understand where I went wrong! Any assistance that can be provided to resolve these errors would be greatly appreciated.

Expand  

Read this 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.

If you follow a third party guide like STEP, then you should ask in their part of this forum if the warning messages are expected as explained in the Summary page that opens or if they mean something went wrong.

Each page that lists similar messages either have detailed explanations on top or a link to them

Read all of https://dyndolod.info/Messages/Textures-Do-Not-Match
There are outdated LOD models in the load order or full models have been replaced without providing updated LOD models.
If and only if there are obvious differences of the textures between full models and LOD models, the log messages can aid in quickly finding the reason.

A mod replaced the vanilla roads meshes so they are using different textures while another mods 3rd party LOD models were made for the vanilla version of the roads. If you do not notice any texture discrepancies in Blackreach, the automatic LOD texture replacements worked out OK.

Read all of https://dyndolod.info/Messages/File-Not-Found-Textures
This can happen if a mod is installed that requires the textures from another mod that is not installed. Verify the requirements of the reported models, plugins and their related mods.

Posted
  On 12/23/2024 at 7:39 AM, sheson said:

Read this 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.

If you follow a third party guide like STEP, then you should ask in their part of this forum if the warning messages are expected as explained in the Summary page that opens or if they mean something went wrong.

Each page that lists similar messages either have detailed explanations on top or a link to them

Read all of https://dyndolod.info/Messages/Textures-Do-Not-Match
There are outdated LOD models in the load order or full models have been replaced without providing updated LOD models.
If and only if there are obvious differences of the textures between full models and LOD models, the log messages can aid in quickly finding the reason.

A mod replaced the vanilla roads meshes so they are using different textures while another mods 3rd party LOD models were made for the vanilla version of the roads. If you do not notice any texture discrepancies in Blackreach, the automatic LOD texture replacements worked out OK.

Read all of https://dyndolod.info/Messages/File-Not-Found-Textures
This can happen if a mod is installed that requires the textures from another mod that is not installed. Verify the requirements of the reported models, plugins and their related mods.

Expand  

A mod or mod option was probably installed that is not in our guide, as I don't have this texture in my instance. Nor do I have any DynDOLOD Summary generated (so no such errors with the mods in our guide).

Posted
  On 12/23/2024 at 12:55 PM, z929669 said:

A mod or mod option was probably installed that is not in our guide, as I don't have this texture in my instance. Nor do I have any DynDOLOD Summary generated (so no such errors with the mods in our guide).

Expand  

 

  On 12/23/2024 at 7:39 AM, sheson said:

Read this 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.

If you follow a third party guide like STEP, then you should ask in their part of this forum if the warning messages are expected as explained in the Summary page that opens or if they mean something went wrong.

Each page that lists similar messages either have detailed explanations on top or a link to them

Read all of https://dyndolod.info/Messages/Textures-Do-Not-Match
There are outdated LOD models in the load order or full models have been replaced without providing updated LOD models.
If and only if there are obvious differences of the textures between full models and LOD models, the log messages can aid in quickly finding the reason.

A mod replaced the vanilla roads meshes so they are using different textures while another mods 3rd party LOD models were made for the vanilla version of the roads. If you do not notice any texture discrepancies in Blackreach, the automatic LOD texture replacements worked out OK.

Read all of https://dyndolod.info/Messages/File-Not-Found-Textures
This can happen if a mod is installed that requires the textures from another mod that is not installed. Verify the requirements of the reported models, plugins and their related mods.

Expand  

 

Thank you both so very much! I will go ahead and see if I can determine where I went wrong with one of the FOMOD installers. Is there a way to determine for the "textures do not match" error, which mod has those files associated with it?

Posted
  On 12/23/2024 at 2:48 PM, iReptar said:

Thank you both so very much! I will go ahead and see if I can determine where I went wrong with one of the FOMOD installers. Is there a way to determine for the "textures do not match" error, which mod has those files associated with it?

Expand  

Use the MO2 right window Data tab to find out the winning mod for specific files like the mentioned NIF comes from. Do not forget to enable archive parsing in Tools, Settings, Workarounds tab.

Posted
  On 12/23/2024 at 2:58 PM, sheson said:

Use the MO2 right window Data tab to find out the winning mod for specific files like the mentioned NIF comes from. Do not forget to enable archive parsing in Tools, Settings, Workarounds tab.

Expand  

So, I did some digging in my files and I found where those files located! I will need to go back and reinstall "Cathedral Landscapes" and "Skyrim Realistic Overhaul" it looks like.

https://ibb.co/QP9hyDQ
https://ibb.co/3RgZK0R

I will refer back to the STEP Guide support forums now since it seems to be an issue with how I followed the guide and not really anything to do with DynDOLOD. Thank you so very much for your assistance.

  • Like 1
  • 2 weeks later...
Posted

Hello. I don't normally like asking for help, but I have been banging my head against TextGen for the past two days and had very little success for all my troubles. My original problem was simply that TextGen kept trying to find the Steam version of the game, whereas my version is the GOG version (aka, a problem with the Windows Registry). I eventually had to use -i,-m,-p,-d arguments in order to even get TextGen to find the correct folders and files ("-sse" did not work). My joy was short-lived, however, as I was immediately confronted with a "Skyrim.ini was not found" error message upon starting TextGen, even though it is a fact that the correct .ini file is present at the exact path which I had specified in the command line arguments. The exact error message which I receive is this:
https://imgur.com/a/biEAMAK

I have the latest GOG version of Skyrim AE, freshly installed on a new rig.

Exhaustive list of what I have so far tried:
disabling anti-virus
eliminating "special" characters including any and all spaces) from only the command line arguments, only the actual folder names, or both.
starting the launcher to generate a new Skyrim.ini file
using "-sse" (minus the "") in the argument line

Does anyone know/think there is any workable solution to this problem? I am more or less at my wits end here.

Posted
  On 1/1/2025 at 3:49 AM, Earl500 said:

Hello. I don't normally like asking for help, but I have been banging my head against TextGen for the past two days and had very little success for all my troubles. My original problem was simply that TextGen kept trying to find the Steam version of the game, whereas my version is the GOG version (aka, a problem with the Windows Registry). I eventually had to use -i,-m,-p,-d arguments in order to even get TextGen to find the correct folders and files ("-sse" did not work). My joy was short-lived, however, as I was immediately confronted with a "Skyrim.ini was not found" error message upon starting TextGen, even though it is a fact that the correct .ini file is present at the exact path which I had specified in the command line arguments. The exact error message which I receive is this:
https://imgur.com/a/biEAMAK

I have the latest GOG version of Skyrim AE, freshly installed on a new rig.

Exhaustive list of what I have so far tried:
disabling anti-virus
eliminating "special" characters including any and all spaces) from only the command line arguments, only the actual folder names, or both.
starting the launcher to generate a new Skyrim.ini file
using "-sse" (minus the "") in the argument line

Does anyone know/think there is any workable solution to this problem? I am more or less at my wits end here.

Expand  

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

Copy the text of the message to the clipboard and post the text of the message instead of a screenshot as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text
The message tells you what the problem is. The path is wrong, there is no such path/filename. xEdit asks the OS if the file exists at the shown path and the OS reports that it does not. No information about the actual path has been provided.

https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages
Click on the link Click on this link for additional explanations and help for this message, which opens https://dyndolod.info/Messages/INI-Files.
The screenshot shows the game mode is SSE, so -sse seems to be working as expected.
Alternatively set the path to the INI with a command line argument. If the path to the INI is already set with command line arguments, make sure they have been added correctly.

See https://dyndolod.info/Help/Command-Line-Argument. Also see https://dyndolod.info#Skyrim-Special-Edition-GOG-Skyrim-Anniversary-Edition-GOG or https://dyndolod.info/Mods/Skyrim-Special-Edition-GOG-Skyrim-Anniversary-Edition-GOG
The explanations which commands line to use do not include the -i command line. They instead explain to use -m to the folder.
Do not removes spaces. Best not edit folder or filenames. Copy and paste paths/filenames to avoid mistakes.

Posted
  On 1/1/2025 at 10:07 AM, sheson said:

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

Copy the text of the message to the clipboard and post the text of the message instead of a screenshot as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text
The message tells you what the problem is. The path is wrong, there is no such path/filename. xEdit asks the OS if the file exists at the shown path and the OS reports that it does not. No information about the actual path has been provided.

https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages
Click on the link Click on this link for additional explanations and help for this message, which opens https://dyndolod.info/Messages/INI-Files.
The screenshot shows the game mode is SSE, so -sse seems to be working as expected.
Alternatively set the path to the INI with a command line argument. If the path to the INI is already set with command line arguments, make sure they have been added correctly.

See https://dyndolod.info/Help/Command-Line-Argument. Also see https://dyndolod.info#Skyrim-Special-Edition-GOG-Skyrim-Anniversary-Edition-GOG or https://dyndolod.info/Mods/Skyrim-Special-Edition-GOG-Skyrim-Anniversary-Edition-GOG
The explanations which commands line to use do not include the -i command line. They instead explain to use -m to the folder.
Do not removes spaces. Best not edit folder or filenames. Copy and paste paths/filenames to avoid mistakes.

Expand  

Hello and thank you for the response.

First of all, I feel that I ought to provide more information. My initial problem was simply that starting TextGen at all (no command line arguments at all) through MO2 resulted in the following error message after selecting the SSE option, with no change by using the "-sse" argument or not doing so:

[Window Title]
TexGen

[Main Instruction]
Fatal: Could not open registry key: \SOFTWARE\Bethesda Softworks\Skyrim Special Edition\

[Content]
This can happen after Steam updates, run the game's launcher to restore registry settings.

Current game mode: Skyrim Special Edition (SSE)

Click on this link for additional explanations and help for this message

For qualified help and advice or to report a problem make a post on the official DynDOLOD support forum.

[OK] [Exit TexGen]

[Footer]
Online Help | Support Forum | Copy message to clipboard

 

I was eventually lead to conclude by the instructions on the DynDOLOD website that this was because I had not put in the three recommended commandline arguments (-m,-p,-d) pointing to the correct folders and files. Upon doing so, I could launch TextGen but was immediately met with this error message:
 

[Window Title]
TexGen

[Main Instruction]
OlavSkyrim.ini can not be found.

[Content]
The INI file is missing from its default location at C:\Users\OlavSkyrim.ini.

Current game mode: Skyrim Special Edition (SSE)

Click on this link for additional explanations and help for this message

For qualified help and advice or to report a problem make a post on the official DynDOLOD support forum.

[OK] [Exit TexGen]

[Footer]
Online Help | Support Forum | Copy message to clipboard

 

From this error message I was lead to conclude that the issue was that the name I use as a username (Olav Huitfeldt) presented an issue to TextGen because it included a space, based on the reasoning that TextGen seems to stop registering anything after and included a space (like the space in my user name). Based on this, I attempted to change the username to Olaus in order to get around this issue, but this did not resolve anything. In short, the -m: commandline argument does not work properly. The path I direct it to by using that command ("-m:C:\Users\Olav Huitfeldt\Documents\My Games\Skyrim Special Edition GOG") is the only/proper location of the files in question.

These are the TextGen logs (both):
https://ufile.io/f/4ocx9

Posted
  On 1/1/2025 at 7:53 PM, Earl500 said:

Hello and thank you for the response.

First of all, I feel that I ought to provide more information. My initial problem was simply that starting TextGen at all (no command line arguments at all) through MO2 resulted in the following error message after selecting the SSE option, with no change by using the "-sse" argument or not doing so:

[Window Title]
TexGen

[Main Instruction]
Fatal: Could not open registry key: \SOFTWARE\Bethesda Softworks\Skyrim Special Edition\

[Content]
This can happen after Steam updates, run the game's launcher to restore registry settings.

Current game mode: Skyrim Special Edition (SSE)

Click on this link for additional explanations and help for this message

For qualified help and advice or to report a problem make a post on the official DynDOLOD support forum.

[OK] [Exit TexGen]

[Footer]
Online Help | Support Forum | Copy message to clipboard

 

I was eventually lead to conclude by the instructions on the DynDOLOD website that this was because I had not put in the three recommended commandline arguments (-m,-p,-d) pointing to the correct folders and files. Upon doing so, I could launch TextGen but was immediately met with this error message:
 

[Window Title]
TexGen

[Main Instruction]
OlavSkyrim.ini can not be found.

[Content]
The INI file is missing from its default location at C:\Users\OlavSkyrim.ini.

Current game mode: Skyrim Special Edition (SSE)

Click on this link for additional explanations and help for this message

For qualified help and advice or to report a problem make a post on the official DynDOLOD support forum.

[OK] [Exit TexGen]

[Footer]
Online Help | Support Forum | Copy message to clipboard

 

From this error message I was lead to conclude that the issue was that the name I use as a username (Olav Huitfeldt) presented an issue to TextGen because it included a space, based on the reasoning that TextGen seems to stop registering anything after and included a space (like the space in my user name). Based on this, I attempted to change the username to Olaus in order to get around this issue, but this did not resolve anything. In short, the -m: commandline argument does not work properly. The path I direct it to by using that command ("-m:C:\Users\Olav Huitfeldt\Documents\My Games\Skyrim Special Edition GOG") is the only/proper location of the files in question.

These are the TextGen logs (both):
https://ufile.io/f/4ocx9

Expand  

xEdit - on which DynDOLOD is based - is a Windows program and uses DOS/Windows command line standards that enclose paths in double quotes as shown in the examples:

https://dyndolod.info/Help/Command-Line-Argument
-o:"[path to output folder]" for example -o:"c:\Output\"
-m:"[path to INI folder]" for example -m:"c:\Users\[USERNAME]\Documents\My Games\Skyrim Special Edition GOG\"
-p:"[path to plugins.txt]" for example -p:"c:\Users\[USERNAME]\AppData\Local\Skyrim Special Edition GOG\plugins.txt"
-d:"[path to Data folder]" for example -d:"c:\GOG Games\Skyrim Special Edition GOG\Data\"

A path should always be enclosed between double quotes. Use copy and paste to avoid mistakes, like adding extraneous spaces between the command letter, colon and beginning double quotes.

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