Jump to content


Photo

DynDOLOD error


  • Please log in to reply
6 replies to this topic

#1 Hausi7447

Hausi7447

    Prisoner

  • Members
  • 7 posts

Posted 05 December 2018 - 12:29 PM

I tried to run DynDOLOD with medium settings and all world spaces selected and i've been getting the following error persistently. Any Idea how this can be fixed?

 

Edit: Here's the Pastebin as the log file did not attach for some reason -> https://pastebin.com/KXJC8Vr1


Edited by Hausi7447, 05 December 2018 - 12:31 PM.

  • 0

#2 sheson

sheson

    Dragon King

  • Mod Authors
  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • 3,986 posts

Posted 05 December 2018 - 12:37 PM

[00:00:07.905]  Exception in unit prepare line 551: Can not copy [REFR:0706312F] (places TreePineForest02 [TREE:00018A02] in GRUP Cell Persistent Children of [CELL:00037EE6] (in SolitudeWorld "Solitude" [WRLD:00037EDF]) at -18,25) from Unofficial Skyrim Special Edition Patch.esp into DynDOLOD.esp Assertion failure (C:\Delphi\projects\DynDOLOD\wbImplementation.pas, line 13810)
[00:00:07.905]   
[00:00:07.905]  Check log lines above the exception for additional hints. Check the FAQ and search official forum http://forum.step-pr...ndolod-support/ for those errors.
[00:00:07.905]   
[00:00:07.905]  If problem persists, post error report with entire contents (not just the last couple lines) of ..\DynDOLOD\bugreport.txt and ..\DynDOLOD\logs\DynDOLOD_SSE_log.txt to official forum http://forum.step-pr...ndolod-support/
[00:00:07.906]  Error: Can not copy [REFR:0706312F] (places TreePineForest02 [TREE:00018A02] in GRUP Cell Persistent Children of [CELL:00037EE6] (in SolitudeWorld "Solitude" [WRLD:00037EDF]) at -18,25) from Unofficial Skyrim Special Edition Patch.esp into DynDOLOD.esp Assertion failure (C:\Delphi\projects\DynDOLOD\wbImplementation.pas, line 13810)

 

 

FAQ: DynDOLOD.exe: Exception in unit xxx line xxx: Can not copy xxxx from xxxx.esp into xxx.esp
 
A: Often caused by a broken bashed patch. Use a newer Wrye Bash version to create the patch or do not use the merge patches option. 
 
A: There might be plugin in the load order with errors. Check the load order for errors with xEdit.exe before generating LOD. Fix all errors. See this video for help. 
 

The the most recent thread found when searching: https://forum.step-p...opy-sninedivine


Edited by sheson, 05 December 2018 - 12:37 PM.

  • 0

#3 Hausi7447

Hausi7447

    Prisoner

  • Members
  • 7 posts

Posted 05 December 2018 - 02:56 PM

*facepalm*

 

Unchecking the Bashed patch fixed it for me, still had some access denied issues but i ran mod organizer as admin and that fixed it. Thanks a lot!


  • 0

#4 totengraeber

totengraeber

    Prisoner

  • Members
  • 2 posts

Posted 03 January 2019 - 10:37 AM

Hi. First time dyndolod (wannabe) user here. I had a similar message. The end of the message was

 

 


 

Error: Can not copy whiterunLODlightsControlDummy [REFR:000B11EC] (places TrapLinker "Trap Linker" [ACTI:00079986] in GRUP Cell Temporary Children of WhiterunWindDistrict03 [CELL:0001A275] (in WhiterunWorld "Wei├člauf" [WRLD:0001A26F] at 6,-1)) from Skyrim.esm into DynDOLOD.esp Assertion failure (C:\Delphi\projects\DynDOLOD\wbImplementation.pas, line 13810)

 

 

 

Well, when i used the normal settings of dyndolod the process was starting without any error messages. I had a bashed patch with merged .esps and that was not a problem.

 

When i changed to the advanced settings the above error msg occured right after the start and what i didn't understand was the "from Skyrim.esm into DynDOLOD.esp Assertion failure" and how can a bashed patch or merged esps be the problem. The Problem still occured after recreating a bashed patch without merged .esps. Only unchecking the bashed patch resolved the issue.

 

So i had the experience if i used the normal settings all was working even with a bashed patch and merged .esps but the advanced version was only working with a deactivated bashed patch.


Edited by totengraeber, 03 January 2019 - 10:39 AM.

  • 0

#5 sheson

sheson

    Dragon King

  • Mod Authors
  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • 3,986 posts

Posted 03 January 2019 - 12:37 PM

If a plugin causes an Assertion Failure it means the plugin is broken. I am not sure what you are asking? Obviously the different presets mean that different things are happening, so it should not be surprising that different things are happening - like it might not require to access certain data in the broken plugin.


Edited by sheson, 03 January 2019 - 12:38 PM.

  • 0

#6 totengraeber

totengraeber

    Prisoner

  • Members
  • 2 posts

Posted 03 January 2019 - 02:22 PM

Hey, i was not asking something specific, just wanted to post my experience and of course i got your point with the different presets. But i have a question now. :)

 

I had 6 mods (no one has anything to do with lod or something like that) merged within the batched patch. I checked them via TES5Edit and no errors were found in them. Picture.

 

Wrye Bash is the last version i could download. So i guess it's up to date. 

 

As i mentioned above running Dyndolod (advanced settings) with the bashed patch with merged mods was not working and running it with the bashed patch without the merged mods was also not working. Both times i got the same error message. Only with a deactivated bashed patch it worked.

 

The message contained "from Skyrim.esm into DynDOLOD.esp Assertion failure" but the problem seemed to be the activated bashed patch somehow. The faq hints that a bashed patch could be a problem but it's not stating that a bashed patch should be always disabled. So should it be always disabled when running Dyndolod or doesn't it matter and if it's the last then i don't understand why in my case the bashed patch caused the problem.


Edited by totengraeber, 03 January 2019 - 02:23 PM.

  • 0

#7 sheson

sheson

    Dragon King

  • Mod Authors
  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • 3,986 posts

Posted 03 January 2019 - 02:28 PM

Disabling a plugin is a troubelshooting step to test if it is broken. If a plugin is broken, it should be deleted since it will also cause problems in the  game.

 

Check Wrye Bash discord for latest WIP-build.


  • 0


0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users