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Scandre1

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Everything posted by Scandre1

  1. So I did as you asked and rebuilt dyndolod with 2.40 with Elysium Estate active. I did my regular routine of leaving dragonsreach (I had a save here which had an old version of dyndolod removed) and started to walk to the temple of kynareth. I entered and left pretty quick and no ctd. Did the same with some other buildings and now I can say that 2.40 fixes any issues that the previous versions had while Elysium Estate was active during generation. tl;dr: 2.40 of dyndolod fixes ctd's with Elysium Estate 5.01
  2. I did all the testing on 2.39 of dyndolod so it could be possible that you have fixed the problem. It might also be that the location where you do the testing is important. I did all my testing in whiterun running in and out of buildings like some madman and always got the ctd if Elysium Estate was active during creation of dyndolod. However I also noticed that if I started the game in Riften and did the same the game would not ctd. But if I went to whiterun and then back to riften the ctd's do happen again.
  3. So do you remember how I brought up an issue with dyndolod where it would crash whenever I left an interior cell to a worldspace? I decided after some time that I wanted to figure out which mod it was that caused it and to my surprise it was Elysium Estate 5.01. I tried to figure out why this was the case (even thought it might have been unoptimized meshes, but that was not it). Simply disabling it before generation completely removes any issues. The thing that surprised me was that the older version of Elysium Estate was compatible with dyndolod, but that was back in the days of 2.36 of dyndolod. Anyway I thought to let you and everyone else know that Elysium Estate 5.01 causes ctd's when leaving interior cells to a worldspace when dyndolod is generated with it activated in the load order. Edit: wrote down the wrong version of dyndolod
  4. managed to solve the problem I had. Removing a lot of mods from the load-order (and all the meshes that were accociated with them). I have been running from interior to exterior several times and it works without any problems. So thanks for the advice.
  5. Now I got something to do for my weekend with a load order of 200 esp (more than 300 if merged plugins are not included (use sse engine fixes that fixes the phantom save corruption)). I will try to figure out which esp it is and hopefully fix the issue.
  6. During the instalation of dyndolod resources you must have selected the holy cow option. To remove the cow simply reïnstall the resources and do not select holy cow. After that rerun dyndolod so that any reference to the cow is gone.
  7. Hello there, It seems that ever since 2.38 (can't tell for 2.37) the game seems to crash rather often when leaving an interior cell to a worldspace. When leaving an interior cell the game ctd's during the loading screen. I never had the issue on 2.36 and even upgrading to 2.39 makes no difference. I got a link to a db map with the logs from dyndolod and texgen. Dropbox I personally don't think anything went wrong during the process (even though there were some missing meshes for tree lods). Considering that dyndolod deactivates when you enter an interior cell and reactivates when entering a worldspace makes me believe that there is some issue with this process. The never crash happens when I load a save from withing a interior cell and leave to a worldspace. Hope this is usefull in any way.
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