
primem0ver
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@sheson. Thanks for your input. Found one problem: my new merge mod to settle the Cities of the North problem had a higher mod priority so was overwriting some of the textures. That was my bad. I should have thought of it. That solved the issues around Riverwood and Whiterun. Will check into the other issues as I play.
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Ok. This time I have pictures and logs. I also have to report that this problem has gotten worse since I started playing through the various versions of DyndoLOD. I have been "finishing" a load order in my spare time (not a lot since September) since June. In June through August, when running Dyndolod, I have gotten the occasional plus shaped object in certain areas of Tamriel. Just a few (I only remember seeing 3 near Winterhold). Last time I reported 4-5 between Riverwood and Whiterun which was after a rebuild in November. As you can see from the pictures, that has changed with later versions of DyndoLOD (up from 95 to 106). The only thing that has changed since my previous post (in November which was apparently deleted) was the DyndoLOD version and me switching from Sunhelm to Last Seed. Plus one or two other minor mods that looked interesting. Nothing to merit the changes you see in the pictures. Before that, back in September, I added a bunch of patch mods to fix some major issues around Morthal and Dawnstar caused by Cities of the North mods. I may have added a few more patch mods but little else. Before that I had ZERO tall plus shaped objects between Riverwood and Whiterun. So something has changed with DyndoLOD to cause these issues. As mentioned earlier, in the original build (with zero in this scene) the only plusses I ever saw in the game that far back were 2-3 of them near Winterhold. That is all. Now as I look over the Whiterun Valley from the path from Riverwood, this is what I see (two different runs of DyndoLOD. The first one without HQ trees, the second with.) The log can be downloaded here.
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Sorry about not including the "Copy Message to Clipboard". I didn't here either until Crash4. I have been including the logs that have been written to when the errors occured (based on timestamp). So the reason the others were left out was because they weren't updated... probably because I didn't exit Dyndolod when making the copies (write buffer wasn't cleared/file updated). I have included the requested files this time in Crash3 and Crash4. The fourth file is too big to upload here so you can get it here. I will try your linked version on my next attempt. EDIT: The issue might have something to do with having Bashed Patch,0.esp being enabled... or not. Not sure. It was disabled for times that it worked (at least the most recent ones). Crash2.zip Crash3.7z
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I had to redo the entire build because not everything was made correctly due to a crash caused by music files I didn't mean to include in my load order. So it appears there might be a "pattern" after all. The same errors repeat once per build session but it seems to not repeat any of these errors in the session. (By session I mean a single set of built attempts until I get the output). So here is the first crash. I will add more to this post for each crash. The logs and an image of the crash are in each report. Crash1.zip
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I am getting "random" errors (crashes) pointing to two merge mods that I have created. I say "random" because they are inconsistent. Referenced objects change, the source of the error changes, and many times the errors don't occur at all. I am posting this because I recently changed one of the merges and have to rebuild. Since then, the crashes are more frequent. The errors seem to be erroneous if you will forgive the pun as there doesn't seem to be anything wrong with the reference data in question when scanned for errors in xEdit (some errors do exist in these files but not the ones being referenced and not in the objects mentioned). I think the errors are related to large reference objects if I remember correctly. I will post such an error if I can catch it this time around. EDIT: As mentioned, the errors are inconsistent. This time (my fourth time through) running Dyndolod no crash occurred. I am curious if there is a reason for this.
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I am pretty frustrated with SSEEdit lately. There is no 64 bit version with the latest download and I cannot get my older version (4.0.3h) to work anymore. It keeps telling me there was an error and that editing is disabled. I can't run scripts or anything. (There IS NO ERROR in the log). Was something changed? Every time I try running 4.0.4 I get an out of memory error. Whats more I can no longer post on Discord to get help. I have to sign up? EDIT: More Info: Version 4.0.3h used to work fine without using the 64 bit version until a couple of weeks ago. The 64 bit version seems to be working ok so I guess I will use that until I get an answer.
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I did this. However I think I fixed it. Tree LODs seem to be working now. It was an issue with MO2 where old (bad) output that had been redirected to overwrite was overwriting my most recent run of dyndolod.
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I am relatively new to DyndoLOD (and Skyrim SE). Normal LODs seem to work and load ok. However I can't get any tree LODs to work After running DyndoLOD not even Vanilla tree LODs load. I am using the ultra tree feature because when I used the regular trees it said it ran out of space in the lod files (or some such similar warning). I am using several tree mods as well as seasons.
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Oh... thanks. Yup. That worked. I am used to that being a button.
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This is a suggestion/question as I am surprised this feature doesn't already exist (to me it is a fairly obvious feature). I am curious if there is a reason why a "Select All" option doesn't exist on the "Select Worldspaces" page. Is there a reason why we shouldn't do all world spaces? EDIT: I have used dyndolod a few times in the past with mixed results. Last time the trees didn't turn out well but with the new version I hope things go better.
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MO 2.1.2. Utilities not seeing mods (SSEEdit, LOOT)
primem0ver replied to primem0ver's question in Mod Organizer Support
Hello GrantSP. How do I report my issue there? I finally logged on today after building a new system. Is this a real time location? I typed it in the issue reports section.- 3 replies
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MO 2.1.2. Utilities not seeing mods (SSEEdit, LOOT)
primem0ver posted a question in Mod Organizer Support
Title pretty much explains it. I am setting up my mods for SE for the first time. I just installed MO version 2.1.2 into a clean folder before installing my "groundwork" mods. CK finds the mods just fine. SSEEdit and Loot do not (haven't added Wrye Bash yet but I suspect I will get the same results). Haven't run the game through MO yet. I have run it without MO. Here is the most recent MO log that was short enough to post here. [spoiler=mo_interface.log]02:09:27 [D] Starting Mod Organizer version 2.1.2 revision 8be73d2 02:09:28 [D] ssl support: 1 02:09:28 [D] data path: C:/Users/Matthew/AppData/Local/ModOrganizer/Skyrim SE 02:09:28 [D] Working directory: D:\Gaming\ModOrganizer 02:09:28 [D] Loaded settings: 02:09:28 [D] base_directory=D:/Gaming/ModOrganizer/Skyrim SE 02:09:28 [D] compact_downloads=false 02:09:28 [D] crash_dumps_max=5 02:09:28 [D] crash_dumps_type=1 02:09:28 [D] display_foreign=true 02:09:28 [D] download_directory=D:/Gaming/Mods - Main Collection/skyrimse 02:09:28 [D] force_enable_core_files=true 02:09:28 [D] hide_unchecked_plugins=false 02:09:28 [D] language=en 02:09:28 [D] load_mechanism=0 02:09:28 [D] log_level=0 02:09:28 [D] meta_downloads=false 02:09:28 [D] mod_directory=D:/Games/ModOrganizer/Skyrim SE 02:09:28 [D] nexus_login=true 02:09:28 [D] nmm_version=0.61.13 02:09:28 [D] offline_mode=false 02:09:28 [D] use_prereleases=false 02:09:28 [D] use_proxy=false 02:09:28 [D] initializing core 02:09:28 [D] usvfs log messages are written to C:/Users/Matthew/AppData/Local/ModOrganizer/Skyrim SE/logs/usvfs-2018-04-21_09-09-28.log 02:09:28 [D] Initializing VFS 02:09:28 [D] initialize plugins 02:09:28 [D] looking for plugins in D:\Gaming\ModOrganizer\plugins 02:09:28 [D] loaded plugin "bsa_extractor.dll" 02:09:28 [D] loaded plugin "check_fnis.dll" 02:09:28 [D] loaded plugin "diagnose_basic.dll" 02:09:28 [D] loaded plugin "game_fallout3.dll" 02:09:28 [D] loaded plugin "game_fallout4.dll" 02:09:28 [D] loaded plugin "game_fallout4vr.dll" 02:09:28 [D] loaded plugin "game_falloutNV.dll" 02:09:28 [D] loaded plugin "game_morrowind.dll" 02:09:28 [D] loaded plugin "game_oblivion.dll" 02:09:28 [D] loaded plugin "game_skyrim.dll" 02:09:28 [D] loaded plugin "game_skyrimse.dll" 02:09:28 [D] loaded plugin "game_skyrimvr.dll" 02:09:28 [D] loaded plugin "game_ttw.dll" 02:09:28 [D] loaded plugin "inibakery.dll" 02:09:28 [D] loaded plugin "inieditor.dll" 02:09:28 [D] loaded plugin "installer_bain.dll" 02:09:28 [D] loaded plugin "installer_bundle.dll" 02:09:28 [D] loaded plugin "installer_fomod.dll" 02:09:28 [D] loaded plugin "installer_manual.dll" 02:09:28 [D] loaded plugin "installer_ncc.dll" 02:09:28 [D] loaded plugin "installer_quick.dll" 02:09:28 [D] loaded plugin "pyCfg.py" 02:09:28 [D] loaded plugin "plugin_python.dll" 02:09:28 [D] loaded plugin "preview_base.dll" 02:09:28 [D] downloads after refresh: 443 02:09:28 [D] no plugin splash 02:09:28 [D] managing game at C:\Program Files\Games\Steam\SteamApps\common\Skyrim Special Edition 02:09:28 [D] setting up configured executables 02:09:29 [D] configured profile: Default 02:09:29 [D] validating login cookies 02:09:29 [D] initializing tutorials 02:09:29 [D] localization file qt_en not found 02:09:29 [D] localization file organizer_en not found 02:09:29 [D] loaded language en 02:09:29 [D] interface Local Area Connection seems to be up (address: fe80::986a:1624:d554:d9b2%ethernet_24) 02:09:29 [D] localization file bsa_extractor_en not found 02:09:29 [D] localization file check_fnis_en not found 02:09:29 [D] localization file diagnose_basic_en not found 02:09:29 [D] localization file game_fallout3_en not found 02:09:29 [D] localization file game_fallout4_en not found 02:09:29 [D] localization file game_fallout4vr_en not found 02:09:29 [D] localization file game_falloutNV_en not found 02:09:29 [D] localization file game_morrowind_en not found 02:09:29 [D] localization file game_oblivion_en not found 02:09:29 [D] localization file game_skyrim_en not found 02:09:29 [D] localization file game_skyrimse_en not found 02:09:29 [D] localization file game_skyrimvr_en not found 02:09:29 [D] localization file game_ttw_en not found 02:09:29 [D] localization file inibakery_en not found 02:09:29 [D] localization file inieditor_en not found 02:09:29 [D] localization file installer_bain_en not found 02:09:29 [D] localization file installer_bundle_en not found 02:09:29 [D] localization file installer_fomod_en not found 02:09:29 [D] localization file installer_manual_en not found 02:09:29 [D] localization file installer_ncc_en not found 02:09:29 [D] localization file installer_quick_en not found 02:09:29 [D] localization file plugin_python_en not found 02:09:29 [D] localization file preview_base_en not found 02:09:29 [D] reading save games from C:/Users/Matthew/Documents/My Games/Skyrim Special Edition/Saves 02:09:29 [D] displaying main window 02:09:29 [D] retrieving credentials 02:09:29 [D] D:\Gaming\ModOrganizer\Skyrim SE\profiles\Default\modlist.txt saved 02:10:08 [D] QWindowsNativeFileDialogBase::onSelectionChange () 0 02:10:11 [D] QWindowsNativeFileDialogBase::onSelectionChange (QUrl("file:///D:/Gaming/ModOrganizer")) 1 02:10:15 [D] QWindowsNativeFileDialogBase::onSelectionChange (QUrl("file:///D:/Gaming/Skyrim SE Tools")) 1 02:10:16 [D] QWindowsNativeFileDialogBase::onSelectionChange () 0 02:10:30 [D] QWindowsNativeFileDialogBase::onSelectionChange (QUrl("file:///D:/Gaming/Skyrim SE Tools/SSEEdit 3.2-164-3-2")) 1 02:10:30 [D] QWindowsNativeFileDialogBase::onSelectionChange () 0 02:10:32 [D] QWindowsNativeFileDialogBase::onSelectionChange (QUrl("file:///D:/Gaming/Skyrim SE Tools/SSEEdit 3.2-164-3-2/SSEEdit.exe")) 1 02:11:30 [D] D:\Gaming\ModOrganizer\Skyrim SE\profiles\Default\initweaks.ini saved 02:11:30 [D] D:\Gaming\ModOrganizer\Skyrim SE\profiles\Default\plugins.txt saved 02:11:30 [D] D:\Gaming\ModOrganizer\Skyrim SE\profiles\Default\loadorder.txt saved 02:11:30 [D] D:\Gaming\ModOrganizer\Skyrim SE\profiles\Default\lockedorder.txt saved 02:11:30 [D] Load Mechanism: Mod Organizer 02:11:31 [D] USVFS DLL Name: 02:11:31 [D] enable local saves: 0 02:11:31 [D] Updating VFS mappings... 02:11:31 [D] D:\Gaming\ModOrganizer\Skyrim SE\profiles\Default\archives.txt saved 02:11:32 [D] VFS mappings updated 02:11:32 [D] Spawning direct process < "D:/Gaming/Skyrim SE Tools/SSEEdit 3.2-164-3-2/SSEEdit.exe" , "" , "D:/Gaming/Skyrim SE Tools/SSEEdit 3.2-164-3-2" > 02:11:33 [D] Waiting for spawned process completion : SSEEdit.exe (21988) 02:11:42 [D] Waiting for process completion successfull 02:11:43 [D] D:\Gaming\ModOrganizer\Skyrim SE\profiles\Default\lockedorder.txt saved 02:16:41 [D] D:\Gaming\ModOrganizer\Skyrim SE\profiles\Default\initweaks.ini saved 02:16:41 [D] D:\Gaming\ModOrganizer\Skyrim SE\profiles\Default\lockedorder.txt saved 02:16:41 [D] Load Mechanism: Mod Organizer 02:16:41 [D] USVFS DLL Name: 02:16:41 [D] enable local saves: 0 02:16:41 [D] Updating VFS mappings... 02:16:43 [D] VFS mappings updated 02:16:43 [D] Spawning direct process < "D:/Gaming/Skyrim SE Tools/SSEEdit 3.2-164-3-2/SSEEdit.exe" , "" , "D:/Gaming/Skyrim SE Tools/SSEEdit 3.2-164-3-2" > 02:16:43 [D] Waiting for spawned process completion : SSEEdit.exe (2252) 02:16:49 [D] Waiting for process completion successfull 02:16:50 [D] D:\Gaming\ModOrganizer\Skyrim SE\profiles\Default\lockedorder.txt saved 02:25:30 [D] save D:/Gaming/ModOrganizer/Skyrim SE/webcache/cookies.dat 02:25:30 [D] D:\Gaming\ModOrganizer\Skyrim SE\profiles\Default\initweaks.ini saved 02:25:30 [D] D:\Gaming\ModOrganizer\Skyrim SE\profiles\Default\lockedorder.txt saved 02:25:30 [D] Load Mechanism: Mod Organizer 02:25:30 [D] USVFS DLL Name: 02:25:30 [D] save D:/Gaming/ModOrganizer/Skyrim SE/webcache/nexus_cookies.dat ,> Let me know if I need to post any additional files.- 3 replies
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Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
primem0ver replied to sheson's question in DynDOLOD & xLODGen Support
1. Which stuff do you think I could move? I am assuming of course this is stuff that doesn't rely on other mods. Is there specific things that I should move? Or not move? EDIT: In other words, is there an easy way to tell what can and/or cannot be moved? 2nd EDIT: Of course if it comes down to it, I assume I can always rely on color (anything besides white should remain in the ESP since it relies on other mods) -
Dynamic Distant Objects LOD - pre 2.xx
primem0ver replied to sheson's question in DynDOLOD & xLODGen Support
FYI I recently changed my game drive to an SSD. The only data that is not loaded from the SSD are the save games. 1. Which data? I am not following... are you saying I should merge mods without masters and make them ESM's? I am semi-proficient with xEdit. I have never created mods with xEdit though (other than those using a merge script). 2. I was speaking of the files/resources created with your utility. I do use Interesting NPC's. Is that an issue? I agree that this is probably adding "one thing too many" on top which is why I am still wondering what your ESP does exactly. Important: Can I use Enhanced landscapes without the DynDOLOD.esp? (Just the LODs?) -
Dynamic Distant Objects LOD - pre 2.xx
primem0ver replied to sheson's question in DynDOLOD & xLODGen Support
Ok... 1. One thing that should be noted is that my Skyrim is very heavily modded. I have over 500 mods installed; several plain textures; probably close to 250 merged (most of these are little mods like morefarmanimals, getsnowy, apple trees, footprints, etc...). I also have all 3 DLCS and 4 new land mods installed: frostfall, wyrmstooth, summerset isles, and beyond reach. These last two have been esm'ified because of the same issue your mod is causing. Turning them into an esm changes the way resources are loaded. I read this somewhere and it has worked (though some mods don't work at all/crash when this is done). 2. By itself, your mod has over 3GB of dynamically created resources which is nearly as much as these last two combined (mostly LOD's I assume). Plus, for the last two, the resources are in bsas. Yours are all loose. It takes far longer to read 3GB spread over thousands of files than those same resources in a single BSA (if they need to be loaded by the esp). If you want to call that a hardware problem, so be it. 3. I don't have a lot of huge scripting mods anymore. Mainly frostfall, campfires, RND, and possibly one or two others. (I now use Immersive Horses rather than CH, partly because of the script difference). But I am sure it adds up. Give me an example of a mod that would make such a modification. 4. I DO have several SKSE plugins such as iHud, DCF, Fuz Ro Doh, FileAccess Interface, and those that accompiany mods like IH and Simply Knock. I also had MemoryBlocksLog enabled so that might make a small difference when I try yours again. Probably like you I am extremely computer literate. I build my own computers, troubleshoot them, customize the OS, program them (for 20 years), and have professionally done tech support in the past, so I am very aware of hardware issues when they occur. I can assure you that currently my hardware is fine. I am sure I could get your mod to load as quickly as others if I could convert it to an ESM. Unfortunately, its reliance on esp's as masters makes this impossible. Your mod is currently not being used so uninstalling it isn't necessary. I will go ahead and enable the LOD resources without the mod to see what happens. I am fairly confident this will work since while we have been troubleshooting this I have been using LOD resources compiled by TES5LODGen (Your mod pointed me to this one) without issue. Out of curiosity, what features will not be enabled with the esp disabled?