While the tools run, they print message to the Messages window.
All messages are appended to ..\DynDOLOD\logs\[DynDOLOD|TexGen]_[GAME MODE]_log.txt when the tool is closed. A debug log of the last session is saved to ..\DynDOLOD\logs\[DynDOLOD|TexGen]_[GAME MODE]_debug_log.txt when the tool is closed.
There are 4 major types of messages: Information, <Notice>, <Warning> and <Error>.
Information messages start without any <> identifiers and simply give information about things or informs what process or action is started. They typically do not require an explanation and are not listed below.
Notices are additional messages about LOD generation to detail what happens with specific references or base records.
They are disabled by default. Set Notice=1 in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAME MODE].ini to enable notices being printed to the log message window.
See Notices for their explanations.
Warning and Error Messages
Warning messages inform about issues that should be fixed. If they are ignored there might be visual or game play issues.
Error messages inform about issues that need to be fixed. If they are ignored the process might not be able to complete successfully and/or just like with warnings, there might be visual or game play issues including CTD.
Some errors stop the process with a dedicated pop-up window with further details and a Help for this message link which directly opens a listed message below.
For certain warning and error messages DynDOLOD and TexGen create a summary of messages and opens it in the default web browser.
In case a message is not listed or needs further explanation, search or ask for it on the official DynDOLOD support forum.
A list of possible exceptions and their explanations.
The base record type of the large reference is not supported, which triggers large reference bugs.
The LOD billboard was generated by TexGen for a different load order and the full model changed and contains different textures.
The LOD billboard was generated by TexGen for a different load order and the full model or the full textures changed.
A record in a plugin could not be copied.
A problem occurred while trying to copy an asset from an BSA or the data folder.
The plugin needs to be cleaned. See xEdit Cleaning and Error Checking.
Two plugin add a new cell with the same coordinates.
Duplicate form ID errors are typically caused by broken plugins.
This setting is known to cause stuck object LOD after fast travel in Skyrim Special Edition, especially in Whiterun.
Missing meshes result in red exclamation marks placeholders or even CTD.
Missing scripts result in papyrus log error messages and most likely in mods not working as intended.
Missing textures result in purple default textures.
Typically the filename of normal map textures ends in *_n.dds.
INI files store settings.
A large reference is set to be initially disabled triggering large reference bugs.
HITME stands for HIgher Than Master Entry.
The light plugin (ESL) has a form ID outside the allowed range.
The compiled papyrus *.PEX script is corrupted or not in the valid format.
Large references need to be defined as such in the same plugin that adds the reference in order to work correctly.
Large reference bugs are triggered by records under certain conditions.
Large reference data defined in non master flagged plugins (ESM) is not used by the game.
A required LOD billboard was not found.
A full model was copied 1:1 to a LOD model filename instead of using the recommended, easier and future proof mesh rules.
A LOD model might be using animation or other features that are not supported by object LOD.
Mods should be following standard file naming conventions for better usability and compatibility.
Object LOD meshes generation failed for a worldspace.
Standard tree LOD does not support more than 256 different tree LOD billboards on the tree LOD atlas texture.
TexGen and DynDOLOD use OpenGL to render, create and resize textures.
A large reference is being overwritten by a non ESM plugin triggering large reference bugs.
The path is not allowed.
There is a plugin limit.
A plugin adds a new cell that might be a wild edit.
A wild edit results in a floating object in the middle of the map.
A property (variable) is defined for a papyrus script, but its definition does not exist in the script.
The model might be invisible in the game.
A record is being overridden by a different type of record typically happens because of not properly converted plugins.
The root node of a NIF for object models should typically be a BSFadeNode.
Terrain LOD meshes were generated while a plugin or mod which was made for another game was installed.
TexGen output refers to the installed mod made from the TexGen output folder.
The game requires specific texture resolutions.
There are outdated LOD resources in the load order.
Unresolved form ID errors signify records that try to use non-existing records in the same or master plugins.
This message is printed by the internal xEdit error check and can be ignored.
Games store their installation location in the Windows registry.
The worldspace bounds define the dimension of a worldspace.
The Editor ID of the winning overwrite for a worldspace record defines the filenames of LOD files.
A worldspace master record is being injected into another plugin.
A mod contains a LOD billboard with a wrong path.