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Kattmandu

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Everything posted by Kattmandu

  1. CTD (no death) crash-2025-06-08-01-22-56.log DynDOLOD.log skse64.log Papyrus.0.log
  2. The only extra mods I'm using that are not included in the STEP guide are for ultra widescreen compatibility and MCM settings loader mods. Nothing extra relating to NPCs or followers. My current playthrough is using the default Nord character (I made no changes to the character). I created this character specifically for the purpose of this testing. I'm currently regenerating all my grass cache, xLODGen, TexGen, and DynDOLOD output but from what you are saying, it sounds like I should keep testing with my current output. I will keep both sets of output. I tried using Pandora instead of Nemesis and it still crashed so I guess I'll go back to Nemesis for the testing.
  3. Interesting. I guess I'm back to square one then. I don't have any animation mods installed that are not part of the STEP guide.
  4. No, they were not death related crashes. I had loaded up my most recent save and the Steadfast Dwarven Sphere follower rolled up in front of me ready for action and then the game crashed. Doesn't happen every time though. I use Nemesis Unlimited Behavior Engine per the STEP guide. When run, it outputs the FNIS.esp plugin. Maybe I should try Pandora Behaviour Engine Plus instead. It looks like the Pandora behavior engine is currently being tested by the STEP admins and maybe it will eventually replace Nemesis in the guide. Actually, I previously added a note to the Nemesis Output mod in MO2. Can't seem to find any reference to this note in the STEP guide though. Not sure where I copied it from. "The plugin, FNIS.esp, is only for compatibility with mods that are dependent on FNIS. Step isn't using the XP32 Maximum Skeleton plugin so there is no need for it. Nemesis has a check that determines if it needs to create the FNIS.esp and it is not necessary since Step is hiding the XP32 Maximum Skeleton plugin." So, apparently, the FNIS.esp plugin is leftover from a previous Nemesis output generation when I had the XPMSE plugin enabled. I'll just disable the FNIS.esp plugin and see if I still get CTDs. I also had the Gender Specific Animations box ticked in Nemesis which is not part of the STEP instructions. I'll untick that box and regenerate Nemesis output. I bet one of these two things is the reason for the animation related CTDs.
  5. Just had a random CTD... crash-2025-06-06-20-01-01.log DynDOLOD.log skse64.log Papyrus.0.log And another random CTD... crash-2025-06-06-20-31-42.log DynDOLOD.log skse64.log Papyrus.0.log
  6. Can I use the test file from 2025-04-06-06-15 since it doesn't have the double gate and lever geometry? Or have CTDs been addressed in later test files?
  7. Made some time to test play today for a few hours. I didn't experience any CTDs.
  8. Relationship Dialogue Overhaul Lite added an optional AI Overhaul Patch
  9. Mod updated. Removed the FOMOD version and added a Plugin version and a SkyPatcher version. Not sure if SkyPatcher is worth looking into or not. SkyPatcher is also required for Creation Club Open Helmets 2.0.
  10. CTD upon death. Happened within a few minutes after launching the game. I think that was the quickest CTD I've experienced. crash-2025-05-13-21-27-16.log DynDOLOD.log skse64.log Papyrus.0.log
  11. Disabled RaceMenu, Skyrim Character Sheet, and and all mods under the 08-Character Appearance section of the STEP guide except for Beards, Brows, Consistent Older People, and Simple Children. Left all animation mods enabled. Played for a few hours without any CTDs.
  12. I am using XP32 Maximum Skeleton Special Extended per the STEP guide instructions (only the basic meshes are used, XPMSE.esp is not used). The STEP guide also uses the Nemesis Unlimited Behavior Engine to generate output for animation/skeleton mods. When I disable RaceMenu, MO2 does not warn me about missing masters but that doesn't necessarily mean I don't have any mods in my load order which require RaceMenu. I could disable everything under the 05-Animation and Physics section.
  13. Copy my current profile and then remove RaceMenu and all mods under the 08-Character Appearance section of the STEP guide (except for Consistent Older People and Simple Children since they are required by the STEP Patch) and continue my from my last save?
  14. CTD upon death: crash-2025-05-09-20-01-38.log DynDOLOD.log skse64.log Papyrus.0.log
  15. CTD after death. crash-2025-05-09-01-31-08.log DynDOLOD.log skse64.log Papyrus.0.log Save126_3E547E62_0_48616E73_ccASVSSE001Interior02_001340_20250509013015_13_1.7z
  16. I only have one DynDOLOD output. I did copy DynDOLOD.esp and removed 8 references from it. I have that in a separate mod in MO2 which overwrites the ESP from the DynDOLOD output. Should I continue using this edited version of DynDOLOD.esp where the 8 references were removed? Or are you wanting me to generate new DynDOLOD output? FYI... ReSaver message before cleaning: Potential problems were identified Unattached instances There are 12 script instances that are not attached to anything in-game. This is usually caused by uninstalling mods, or by updating mods that are not safe to update. Undefined elements There are 2 elements whose definition is missing. This is usually caused by updating or uninstalling mods. Missing parents There are 1 scripts with missing parents. This is usually caused by updating a mod to a new version that has major script changes. No parents There are 1 scripts with no parent script. This is usually caused by updating a mod to a new version that has major script changes.
  17. I started the new playthrough using the current released version of DynDOLOD DLL NG available on NexusMods and the same DynDOLOD output that I have been using. Afterwards, I switched to using the latest test version DLL. But then you suggested I go back to using the current released version, which I did. Do you want me to regenerate DynDOLOD output? The mod index of DynDOLOD.esp, according to MO2, is 6E. When I search for 6E00F9FA in the FormID field, no results are found. I am using the recently edited version of DynDOLOD.esp where the 8 references were removed. If you need me to, I can regenerate all LOD output and start a new game again.
  18. No results were shown when typing "28A" in the FormID field and pressing return so here is my latest save file... Autosave1_3E547E62_0_48616E73_DLC2SolstheimWorld_001319_20250507000603_13_1
  19. Had a CTD occur while roaming around Solstheim. Usually, my CTDs occur upon death or loading a save. crash-2025-05-07-00-08-45.log --> https://limewire.com/d/EYzDr#a3NAO5TSZ6 DynDOLOD.log --> https://limewire.com/d/m2PML#r5kwtwDq9W skse64.log --> https://limewire.com/d/hUp9L#sYdDv2oa6e Papyrus.0.log --> https://limewire.com/d/UrHGV#VWaol1SPuK
  20. CTD with SHESON_DynDOLOD_ObjectEnabler.pex hidden from both DynDOLOD DLL and DynDOLOD Resources SE. crash-2025-05-06-01-36-39.log --> https://limewire.com/d/PwdjV#zzLVSK1Plq DynDOLOD.log --> https://limewire.com/d/G8Ds7#kCNBzQRMix skse64.log --> https://limewire.com/d/CTKA5#xVTimK2nxm Papyrus.0.log --> https://limewire.com/d/RPLbm#eb2YyVmkOq
  21. I did not generate new LOD. Load order hasn't changed. I have the same load order that I've been using to start new playthroughs for the past month. I re-enabled all mods back to the standard STEP guide before starting this new playthrough (under a new MO2 profile) since I was testing if there was an issue with using RaceMenu presets. I did however update NGIO and generate new grass cache since the mod was just updated to v1.4.0 from v1.3.3. Do you want me to regenerate xLODGen, TexGen, and DynDOLOD output?
  22. CTD when manually loading a save. crash-2025-05-04-18-12-35.log --> https://limewire.com/d/8lGVw#8zLWZZAQVQ DynDOLOD.log --> https://limewire.com/d/qhcOB#1ic0hSTMXq (sorry, didn't have debug enabled) skse64.log --> https://limewire.com/d/BFa7Y#0AR7ZY7kz6 Papyrus.0.log --> https://limewire.com/d/nJKtT#RtXVm3Oijb
  23. I started a new playthrough using the default Nord player character that Skyrim generates upon a new game (I didn't load a RaceMenu preset). I haven't experienced a CTD yet although I haven't logged an insane amount of hours on this playthrough either. I'm also using the latest DynDOLOD DLL NG test file with timestamp 2025-04-11-05-41. The gate at Fahlbtharz Grand Hall seems to be doubled. When I click on the lever, one set of gates open and the other remains shut. Also, the lever seems to be doubled. After clicking on it, one lever moves up while the other stays down. The current DynDOLOD DLL NG available on Nexus doesn't appear to have this issue. The DLL NG test file with timestamp 2025-04-06-06-15 is okay as well. The doubled gate and lever bug seems to have been introduced in the test file with timestamp 2025-04-06-10-17.
  24. Discussion topic: Dragonborn DLC fixes by Jason, JamesTParker Wiki Link Fixes two bugs. The one bug that I have been annoyed by is the Tel Mithryn tower follower bug when leaving the tower your follower doesn't leave with you. The other bug is Fire Wyrm aggression. EDIT: False hope. The Tel Mithryn fix doesn't seem to be working for me.
  25. I used a RaceMenu preset to create my character. I could try starting a new game and not use a RaceMenu preset.
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