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Scarehawke

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  1. Thanks for the tips. I Already tried to do the first step but i probably did something wrong. Deleted all entries mentioned in the post before from dyndolod.esp. Didn't work i'm afraid. I only removed them from that esp though. Since you mentioned the left tree and not on the right i thought it might be important to mention that. Didn't think i was supposed to delete them from the skyrim.esm and in this case my brotherhood of old.esp. I also, and this is probably important could not use the form ids like i was supposed to. That FB0C8860 for example couldn't be found. Instead i just used editor ID's and killed the entry of for example fxwaterfallthin512x128. So i probably went about this the wrong way. Weirdest thing is. I don't even have anything in the loadorder that could be FB.
  2. That worked. I've got a proper log now https://pastebin.com/4mFpDM3n [07/21/2019 - 08:05:54PM] [sHESON_DynDOLOD_LODObject < (FB0C9319)>] [sHESON_DynDOLOD_Firstborn < (FB0C649F)>] Enable #1 [Form < (17035032)>] using Water\MineralPoolBigWater01.nif [07/21/2019 - 08:06:02PM] [sHESON_DynDOLOD_LODObject < (FB0C93B5)>] [sHESON_DynDOLOD_Firstborn < (FB0C6631)>] Enable #2 [Form < (17034EC8)>] using dyndolod\lod\effects\fxfirewithembers01_lite_dyndolod_lod.nif TRUE False TRUE [07/21/2019 - 08:06:02PM] [sHESON_DynDOLOD_LODObject < (FB0C8F2F)>] [sHESON_DynDOLOD_Firstborn < (FB0C6631)>] Enable #2 [Form < (17034E47)>] using dyndolod\lod\clutter\candlelanternwithcandle01_dyndolod_lod.nif TRUE False TRUE [07/21/2019 - 08:06:02PM] [sHESON_DynDOLOD_LODObject < (FB0C8F2D)>] [sHESON_DynDOLOD_Firstborn < (FB0C6631)>] Enable #2 [Form < (17034E47)>] using dyndolod\lod\clutter\candlelanternwithcandle01_dyndolod_lod.nif TRUE False TRUE [07/21/2019 - 08:06:02PM] [sHESON_DynDOLOD_LODObject < (FB0C93B3)>] [sHESON_DynDOLOD_Firstborn < (FB0C6633)>] Enable #2 [Form < (17034EC8)>] using dyndolod\lod\effects\fxfirewithembers01_lite_dyndolod_lod.nif TRUE False TRUE [07/21/2019 - 08:06:02PM] [sHESON_DynDOLOD_LODObject < (FB0C8F2E)>] [sHESON_DynDOLOD_Firstborn < (FB0C6633)>] Enable #2 [Form < (17034EC2)>] using dyndolod\lod\clutter\candlehornfloor01_dyndolod_lod.nif TRUE False TRUE [07/21/2019 - 08:06:02PM] [sHESON_DynDOLOD_LODObject < (FB0C8F2C)>] [sHESON_DynDOLOD_Firstborn < (FB0C6633)>] Enable #2 [Form < (17034E79)>] using dyndolod\lod\clutter\candlehorntable01_dyndolod_lod.nif TRUE False TRUE [07/21/2019 - 08:06:02PM] [sHESON_DynDOLOD_LODObject < (FB0C885F)>] [sHESON_DynDOLOD_Firstborn < (FB0C662F)>] Enable #2 [Form < (17034E6A)>] using dyndolod\lod\effects\fxwaterfallthin512x128_dyndolod_lod.nif TRUE False TRUE [07/21/2019 - 08:06:02PM] [sHESON_DynDOLOD_LODObject < (FB0C8830)>] [sHESON_DynDOLOD_Firstborn < (FB0C662F)>] Enable #2 [Form < (17034E6A)>] using dyndolod\lod\effects\fxwaterfallthin512x128_dyndolod_lod.nif TRUE False TRUE [07/21/2019 - 08:06:02PM] [sHESON_DynDOLOD_LODObject < (FB0C8860)>] [sHESON_DynDOLOD_Firstborn < (FB0C662F)>] Enable #2 [Form < (17034E6A)>] using dyndolod\lod\effects\fxwaterfallthin512x128_dyndolod_lod.nif TRUE False TRUE
  3. Are you trying to tell me that walking to the area until it crashes should result in different logs than a crash when switching cells? because in that case sure i'll try it on monday when i get back to my setup.
  4. Alright. I've checked the readme once again but i'm confident i followed the instructions. I made the skyrimvr.ini change and edited both world files. I started the game by entering coc WindhelmStables and got the crash once i exited the building as expected. This is the log: https://pastebin.com/dpgNuUPW. Still no lines as you described. Even tried again giving it more time to make sure everything initialized. Nothing changed in the logs
  5. Alright. Tried making a new log and something changed for sure. https://pastebin.com/vcVAGSCk. This looks more interesting. Don't know if it has anything to do with the issue at hand but i'm still especially concerned with the logs calling for esp's it shouldn't even be asking for. Like true storms.esp. I've never had that installed for this playthrough and i don't think i have anything that depends on it. So why is it giving an error not found at the end?
  6. Alright. I've done everything. Due to me playing skyrim VR i am not able to install crash fixes or the .net framework. However I went through all the other steps (still nothing in the logs). First of all the meshes folder doesn't matter. The game still crashes when i disable it. Disabling the ESP file however did work. So the binary search is probably the way to go. I do have a little bit of experience with ssedit but i'm interested in how you suggest to go about this.
  7. Hmm I did forget to install .net script framework for sse. I followed all the other steps including altering the DynDOLOD_Worlds and skyrim.ini file. Readme said i only had to change one of the 2 worlds files. I'll try changing both + installing the .net framework and will trigger the crash again to see if that adds anything. Will also follow your other suggestions and get back to you. Ty for the help.
  8. Hey guys. I started an attempt at a serious play-through a while ago after weeks trying to make a stable game with way too many mods. It's been going well until i came to windhelm where my game keeps crashing just outside the city. After doing some testing and research I concluded Dyndolod was to blame for this as without it i can go there just fine. I'm thinking it's a missing nif or something. Problem is it's a bit hard to locate and I don't want to have to enable and disable all my mods and run dyndolod + patchers over and over until i fix it. So i'm hoping someone else has run into this problem and knows the culprit. I know load order probably doesn't help much since it might be related to a mod without esp but I'll share mine anyway. https://pastebin.com/5L41F7yR I've also tried the advice of going through the Dyndolod readme and FAQ but i've ended up none the wiser. Below is my papyrus log, which I couldn't find anything in with my limited knowledge that could explain the issue. Any further advice? Also am I right to be concerned the log is pretty long or are lots of these errors to be expected in a heavily modded game? I also see references in there to missing esp files of mods i deleted before even starting my current playthrough, using mod organizer so i'm not sure why those are even being looked for as any trace of those should be gone from my game. Example: inigo. Do i have bigger issues than dyndolod? https://pastebin.com/BaHTmFpT
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