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It's waaaay over my head to (which is exactly why I would really like to see a fix for this pop up on the store here or in the next update...)
I'll send the log over asap... Sorry for the delay... Don't have access to my DS machine all the time...
Kind regards,
Me
Even if there is not a single solution that can remove these errors, I would still happily pay for a script that could point me in the right direction. The log file is gigantic, and my eyes bleed trying to read through all that text. If a script could locate duplicate errors and then suggest possible ways to fix them from there, that alone would be a huge help for me. I think that's where a lot of us with these errors are, we get these and we just aren't sure where to even start from.
Because of a completely different thing I'm doing, I happen to know the reason this doesn't exist is because it's really, really hard.
There is a method, somewhere in the Daz API that allows Studio to say "This property is linked to that property." (Obviously.) It's not documented. Even if were, the dupe error prevents Daz making the link, so the API can't pick up on it. So the potential script couldn't do it the easy way, from Studio alone.
So any script has to do it by brute force. It has to capture the specifics of the error (because, remember, each issue is unique, and it only comes to light when you load the figure), which are only found in the log file for sure. So any script is, off the bat, dependent on you reading the log file. Then it has to manually parse all of the morphs on the figure, one by one.
I'm not saying that what you want is impossible. I'm not that well versed in Daz Script. But my hunch is that Daz does not persist the error data. That's what the log is for. Frees memory. So you either need a Debug mode that does persist the error data, or the script has to be running when the error happens, and have listerner to capture the error, the ability to parse for the specific duplicate error, and discard other errors and warnings (Studio writes a lot of warnings) and have an interactive mode so you can see what's it has found. (because if there's more than one, the results of search for all might be as bas as the log file)
This has gone from script to full up program. We're talking mcjTeleblender level stuff. Which is probably more touble than anyone is going to go to for this issue. Annoying as it is, most people don't have enough content to trigger it (meaning the closeness of being on a forum where people will come to say they have a problem makes it seem bigger than it is) and that means there's no huge market. So it's a difficult (if not impossible) task that won't make a lot of money if solved (I mean, I know you'd pay, but would you pay several hundred or thousand for it? This is a lot of (wo)man hours). The only hope is then is that some has already solved it up to professional standards of solved, and feels like it's worth the beer money it would bring to send it through QA, or that there's an mCasual out there who finds the problem irresistable.
Of course, if you can take just reading the log to find the deets, this all becomes way more plausible. Still brute in terms of force, but it's much more reasonable issue.
Hi. I just sent my log file over. Hope it helps.
Thanks a lot,
Me
Hi again. I uninstalled the products that gav me the duplicate formula error. I'm now "back" to 48 seconds loading time for G3F and 31 for G3M... No more pop up now... But my log file is still filled with a lot of stuff that doesn't look right...
On the issue of loading times: is there anybody that has experience with changing to an SSD for DAZ content? Does it speed up the laoding time compared to a regular SATA disk?
Thanks a lot,
Me
For what it's worth, I have my content on an 850 EVO, running 5820K at stock clocks...loads G3m in 10 seconds and G3F in 23 seconds. For the G3F that includes the error message about duplicate ids and clicking ok.
Thanks for the reply! Am I wrong or is that not such a massive difference in loading speed? Do G3M and G3F have lots of morphs to load in these time frames?
Thanks a lot,
Me.
Well it's only a ten or twenty second difference if you look at it one way. look at it another way, the SSD is 2-3 times faster. Probably not fast enough to go out and replace your spinning disk with an SSD, especially with prices the way they are right now. I do have a lot of morphs installed for both figures as well. Less for G3M, but still a good amount, plus dozens (hundreds?) of morphs transferred via GenX tool on G3F.
It probably is, though.
I think I said before, Daz is verbose when it logs. So even if everything went eaxtly to plan, it would be a long log. Quite a bit of the log is effectively "Finished doing this."
When things don't go to plan, you get WARNING and ERROR. A ton of Warning can be cause because you don't have product. Say you have "Whimsically Misspelled Name for Rune 7 and Genesis 3 Female" but not Rune 7 because the vendor says it world great without Rune. You'll get warnings because there are still pointers to Rune, nad Studio will get huffy that it's being pointed at files that aren't there.
Studio was expecting one color profile and got another. WARNING... for every single image file it finds
None of these things seem to have practical impact on operations. Studio still logs them.
As for the SSD question, I suppose that would work. Basically, you have 2 choke points. When the Figure data folders are read from the disk, and the writing of the log back to disk. Input and Output. Exactly what SSD's excel at (That and generating heat). I have an SSD, but I only keep system files on it. I suppose I could test it out a bit. Since my log file should be on the SSD my results wouldn't necessarily reflect yours. As of now, Genesis 8 loads in about 22 seconds, which is 4 seconds over stock (I timed it day one).