sheson Posted August 21, 2023 Author Posted August 21, 2023 On 8/21/2023 at 4:59 PM, yourmusicsucks said: I'm sure I'm going to mess up a procedure somehow in seeking support-- I apologize in advance. Never had an issue generating LOD before, but getting this error now: [Main Instruction] Access violation at address 00000000011D5C5C in module 'DynDOLODx64.exe'. [Content] Read of address 0000000000000000. I have tried different settings, all my ITMS are clean, turning off antivirus, downclocking my CPU/Ram for more stability, disabling mods I didn't have in the past. Anything else I can do to get this working? Expand Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log, debug log and bugreport.txt to upload when making post. Disabling mods is a troubleshooting step and not a fix.
yourmusicsucks Posted August 21, 2023 Posted August 21, 2023 Wow, thanks so much for the reply, any sorry to take up your time Sheson. Got a lot of joy out of your work over the years. I'm not sure if the other 2 bugreport.txtFetching info...
spacepillow Posted August 21, 2023 Posted August 21, 2023 Hey there, dumb question but I couldn't find a recent answer anywhere -- How do I re-generate my Dyndolod without also doing occlusion? Unless something has changed, it used to be that you could rerun dyndolod without also doing occlusion (which you only need to do the first time you run dyndolod + any time you change worldspaces or something). Am I missing something? Occlusion's box is checked but greyed out so I can't uncheck it.
sheson Posted August 22, 2023 Author Posted August 22, 2023 On 8/21/2023 at 10:07 PM, yourmusicsucks said: Wow, thanks so much for the reply, any sorry to take up your time Sheson. Got a lot of joy out of your work over the years. I'm not sure if the other 2 bugreport.txt 71.91 kB · 2 downloads Expand Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log and debug log to upload also.
sheson Posted August 22, 2023 Author Posted August 22, 2023 On 8/21/2023 at 10:35 PM, spacepillow said: Hey there, dumb question but I couldn't find a recent answer anywhere -- How do I re-generate my Dyndolod without also doing occlusion? Unless something has changed, it used to be that you could rerun dyndolod without also doing occlusion (which you only need to do the first time you run dyndolod + any time you change worldspaces or something). Am I missing something? Occlusion's box is checked but greyed out so I can't uncheck it. Expand Remove Occlusion.esp from the data folder and also do not check the Occlusion data checkbox. After LOD generation put it back.
yourmusicsucks Posted August 22, 2023 Posted August 22, 2023 (edited) Hopefully I got this right. A bit under the weather! Sorry and thank you. My whole log folder: https://drive.google.com/file/d/1z5QOCFZc8vy5fOqkkw6lqmVU-Wpe76bx/view?usp=drive_link And the ones I think are needed here: TexGen_SSE_log.txtFetching info... DynDOLOD_SSE_log.zipFetching info... TexGen_SSE_Debug_log.txtFetching info... LODGen_SSE_Tamriel_log.zipFetching info... Edited August 22, 2023 by yourmusicsucks
sheson Posted August 22, 2023 Author Posted August 22, 2023 On 8/22/2023 at 7:02 AM, yourmusicsucks said: Hopefully I got this right. A bit under the weather! Sorry and thank you. My whole log folder: https://drive.google.com/file/d/1z5QOCFZc8vy5fOqkkw6lqmVU-Wpe76bx/view?usp=drive_link And the ones I think are needed here: TexGen_SSE_log.txt 1.66 MB · 0 downloads DynDOLOD_SSE_log.zip 348.85 kB · 0 downloads TexGen_SSE_Debug_log.txt 131.19 kB · 0 downloads LODGen_SSE_Tamriel_log.zip 9.62 kB · 0 downloads Expand As explained by https://dyndolod.info/Generation-Instructions, the load order should be cleaned and error checked with xEdit before generating LOD. As further explained pay to attention to all log messages. See https://dyndolod.info/Messages. Log messages like this reported in the DynDOLOD log are the cause of the access violation. They would also have been reported by the xEdit error check: <Error: Unresolved FormID [E70048D3] RealisticWaterTwo.esp might be the wrong version. Error in RealisticWaterTwo - Unique Region Names - MissingEZs_AllExteriors.esp POIReach03 [CELL:00007040] (in Tamriel "Skyrim" [WRLD:0000003C] at -38,11)> See https://dyndolod.info/Messages/Unresolved-Form-ID. RealisticWaterTwo.esp is probably the wrong version for the patch RealisticWaterTwo - Unique Region Names - MissingEZs_AllExteriors.esp or vice versa. It should run through without an access violation once all the CELLs that have unresolved form ID have been fixed.
DarkladyLexy Posted August 22, 2023 Posted August 22, 2023 Hey Sheson think I have found an issue between DynDOLOD and wSkeevers - Windhelm Entrance Offset Fix - Base Object Swapper https://www.nexusmods.com/skyrimspecialedition/mods/98207 here are the Logs since they are too big to upload directly - https://drive.google.com/file/d/1_N8OCrkrNstxpnevJ2FrHdP2fDPcUr-l/view?usp=sharing As you can see from my screenshot there is an issue with Windhelm wall when look towards windhelm near Kynesgrove sawmill
sheson Posted August 22, 2023 Author Posted August 22, 2023 On 8/22/2023 at 8:45 AM, DarkladyLexy said: Hey Sheson think I have found an issue between DynDOLOD and wSkeevers - Windhelm Entrance Offset Fix - Base Object Swapper https://www.nexusmods.com/skyrimspecialedition/mods/98207 here are the Logs since they are too big to upload directly - https://drive.google.com/file/d/1_N8OCrkrNstxpnevJ2FrHdP2fDPcUr-l/view?usp=sharing As you can see from my screenshot there is an issue with Windhelm wall when look towards windhelm near Kynesgrove sawmill Expand Thanks. Will be fixed next alpha version. For future reference https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots If making screenshots of the LOD area, also make screenshots of the close-up object or full model for comparison. When making screenshots of full models, open console and click the object in question to show its reference form ID. Note that multi pass snow shaders can prevent full models from being selected. Temporarily disable any mod that prevents getting the form ID of full models in case getting the information is not possible otherwise. Knowing the form ids of one or two of the objects makes troubleshooting things easier right away.
sheson Posted August 22, 2023 Author Posted August 22, 2023 On 8/17/2023 at 10:31 PM, Blackread said: Here: https://mega.nz/file/NGtgRJDb#6_qQlqMbMp98j0O2zmDZJV_s844_1KJenJmBXxVccHA I only included the Tamriel.4.-44.0 and Tamriel.4.-44.-4 blocks, I assumed you didn't want the whole of Tamriel. Expand The underside should have the correct "holes" next version matching the ones in the terrain LOD.
Orimagen Posted August 22, 2023 Posted August 22, 2023 Hello, I'm trying to do my Dyndolod for Skyrim Special Edition but I have some issues. When I run Texgen, it get stucks on the same texture each time and don't continue to create texture (I know it get stuck because my CPU usage is at 0%). This texture is called "shiprope01lod.dds" and is part of the Dyndolod Resources SE mod. Of course I tried to reinstall the whole Dyndolod, tried to reinstall the Dyndolod resources and script, turn off Windows defender... but nothing, it always get stuck on this texture and I need to close Texgen and unlock MO2. Here the Debug Log I hope you can help me, thank you in advance !
sheson Posted August 22, 2023 Author Posted August 22, 2023 On 8/22/2023 at 2:27 PM, Orimagen said: Hello, I'm trying to do my Dyndolod for Skyrim Special Edition but I have some issues. When I run Texgen, it get stucks on the same texture each time and don't continue to create texture (I know it get stuck because my CPU usage is at 0%). This texture is called "shiprope01lod.dds" and is part of the Dyndolod Resources SE mod. Of course I tried to reinstall the whole Dyndolod, tried to reinstall the Dyndolod resources and script, turn off Windows defender... but nothing, it always get stuck on this texture and I need to close Texgen and unlock MO2. Here the Debug Log I hope you can help me, thank you in advance ! Expand By the time shiprope01lod is reported in the log it has been created from the full textures to the output folder. Textures in the data folder with the same filename as the created textures are irrelevant. See https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-134/?do=findComment&comment=273438
Mousetick Posted August 22, 2023 Posted August 22, 2023 DynDOLOD 3a134 / Resources 3a38 / DLL NG + Scripts 3a11 Not a problem report per se. Wondering if the observed plugin output is expected, as it doesn't look "right" in principle. I don't know how that translates practically in-game. DynDOLOD.esm makes some changes to the 'Force Hide Land' flags of some WindhelmWorld cells. These changes must be done on purpose by DynDOLOD because they're not forwarded from any previous plugins in the load order. However they're not forwarded to DynDOLOD.esp, so they're lost due to other plugins overwriting DynDOLOD.esm. WindhelmPalaceOfTheKingsExterior [CELL:00038380] (in WindhelmWorld "Windhelm" [WRLD:0001691D] at 32,10) [CELL:00038384] (in WindhelmWorld "Windhelm" [WRLD:0001691D] at 31,10) (Some mod plugins to the left of DynDOLOD.esm were hidden so that the remaining could fit in 1 screenshot) Full logs here if needed: https://drive.google.com/file/d/19EQbVwyzUSpR3ReaOWITDJFmMuKv5JYF/view Apologies if this is a stupid or not pertinent remark. Thank you.
DarkladyLexy Posted August 22, 2023 Posted August 22, 2023 just noticed that the Seasons option is checked but default in both Alpha 134 and Alpha 135 even if one has no season stuff installed
sheson Posted August 22, 2023 Author Posted August 22, 2023 On 8/22/2023 at 5:49 PM, Mousetick said: DynDOLOD 3a134 / Resources 3a38 / DLL NG + Scripts 3a11 Not a problem report per se. Wondering if the observed plugin output is expected, as it doesn't look "right" in principle. I don't know how that translates practically in-game. DynDOLOD.esm makes some changes to the 'Force Hide Land' flags of some WindhelmWorld cells. These changes must be done on purpose by DynDOLOD because they're not forwarded from any previous plugins in the load order. However they're not forwarded to DynDOLOD.esp, so they're lost due to other plugins overwriting DynDOLOD.esm. WindhelmPalaceOfTheKingsExterior [CELL:00038380] (in WindhelmWorld "Windhelm" [WRLD:0001691D] at 32,10) [CELL:00038384] (in WindhelmWorld "Windhelm" [WRLD:0001691D] at 31,10) (Some mod plugins to the left of DynDOLOD.esm were hidden so that the remaining could fit in 1 screenshot) Full logs here if needed: https://drive.google.com/file/d/19EQbVwyzUSpR3ReaOWITDJFmMuKv5JYF/view Apologies if this is a stupid or not pertinent remark. Thank you. Expand They are changed on purpose by DynDOLOD_SSE_skyrimesm_tamriel.patch. The vanilla land not showing can cause visible holes especially in the mountain north/west behind the palace while I did testing with the parent/child copies. Many of the mountain references in the child world do not match with the ones in the parent world. They only being done in the esm is on purpose (albeit not the perfect solution). It is assumed that any non vanilla plugins changing the areas/cells should win any comnflict.
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