Then I realised I was outside in the save, went back in and back out and it's successfully initialised. I fixed the affected nifs and converted them to BSfadeNodes but now after redoing the dyndolod process (remade the textures too) I got something like " Dyndolod couldn't find master files". Appreciate you taking the time to go through this with me. I'm learning so much here, never knew the ctrl f3 thing to browse bsa. If all else fails, remove the reference(s) from DynDOLOD.esp using the base record, thought it would be better to fix the cause. Net Crash log would know that the root block is called "Scene Root" and a NiNode without actually having loaded a NIF. It's EditorID of the form _ will tell you the source plugin and form id - you will need to prepend the form id with the load order id of the mentioned plugin.Ĭheck its base record and what NIF it defines. Use the 圎dit Asset Browser that is started with CTRL+F3 to search through all BSA for a file.ĭynDOLOD only ever uses paths/file it finds or that are defined in other plugins.Ĭheck the reference AA02BD36 in 圎dit.
So either I've done something wrong in generating the dyndolod output or maybe dyndolod is programmed with the wrong path for rigmor of cyrodil?Not sure how. Rigmorcr\meshes\terrain\rigmor_cyrodiil\ayleidruins\arbridge01.nifĪnd this was contained in the bsa of the rigmor mod. The only place I found that nif referenced was here: I searched all my folders and unpacked the rigmor.bsa as well and there's no such folder as "bstamriel" MODELS: Could not find model bstamriel\lod\ayleid set\arbridge01_lod.nif Opened up the dyndolod.esm in CK also and it threw me this error: Ok so after investigation Dyndolod is referencing this nif:īstamriel\lod\ayleid set\arbridge01_lod.nif If there is no such message in the log, just look up the base record 1B003BF4 in 圎dit and check what NIF it defines.Ĭonvert the NiNode to a BSFadeNode with NifSkope as suggested in the DynDOLOD readme. The NIF used by base record 1B003BF4 seems to have a NiNode root block.ĭid you check if the DynDOLOD log contains messages like 'Root block of meshes\.\*.nif is NiNode' as explained in the DynDOLOD readme? The logfile for the lodgen has no errors in it for RigmorCyrodil TESObjectREFR(FormId: AA02BD36, File: ` DynDOLOD.esp`, BaseForm: TESObjectSTAT(FormId: 1B003BF4, File: ` DynDOLOD.esm`))įaulting modules? Those look like base/ref ids if im not mistaken, where would these be located? TESObjectSTAT(FormId: 1B003BF4, File: ` DynDOLOD.esm`)
Unhandled native exception occurred at 0x7FF67821FE45 (SkyrimSE.exe+28FE45) on thread 20992! - error message I'm not used to reading the net crash log yet but here goes: But I plan for a substitute generation in the way like SkyFalls/Mills did it until the required plugins become available. Obviously the dynamic LOD that requires SKSE, PapyrusUtil is an entirely different matter. Static object and tree LOD is only meshes and textures and only requires some simple updates to base records in the esp.
#Rigmor of cyrodiil crash at ending update#
It won't be long until an update for DynDOLOD/TES5LODGen is available and you will be able to create static object and tree LOD that can be just dropped into any existing save game without a problem.
It may be possible to use the tree and static files created in the old format, but I do not recommend it at this point as they might be missing out new features and are twice the file size than the new format. Starting with 2.36 dynamic LOD is now supported for Skyrim SE. Starting with version 2.22 DynDOLOD supports Skyrim SE - as beta for experienced users.