
Soulmancer
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Everything posted by Soulmancer
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Understandable. I had not tried updating with same version, but I will in the future. I have read instructions for updating on an existing save. Does the same apply to generating from scratch? I guess my concern there is wont the exclusive dyndolod form IDs be different when creating from scratch? … On an existing save isn’t that bad? akin to compacting form records to ESL flag a plugin mid save?
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The output I pathed to e:\DynDOLOD_Output\ The process completes successfully if I build from scratch but I still get the same assertion error if I try to update using the old plugins EDIT: don't know if this is relevant, but according to the date stamp it seems to be finishing updating the Occlusion and Dyndolod ESPs according to the date modified stamp and creating the meshes and textures... but it is not updating the Dydolod.ESM or creating the SKSE folder.
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I did fix the NULL error record, and have now made sure the new version of dyndolod has been extracted to an empty and benign folder. I was trying to update existing plugins and I made sure I wiped the output folder of everything except the Dyndolod.esp, Dyndolod.esm and Occlusion.esp. I thought it's because my Dyndolod output generation was pointing into my active MO2 mod list so I tried changing the output destination to an empty folder outside of my mod folder. After this it is still hitting on the same assertion error. I am also using the latest Dyndolod Resources and Dyndolod DLL NG. There were no issues generating TexGen. I'll try generating the output from scratch next time to see if it's the same result but updating the plugins is preferable. I believe the last time I created Dyndlod from scratch was in .169
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I tried to run Dyndolod Alpha .173 x64 but I got an Assertion failure (E:\Delphi\Projects\DynDOLOD3\Core\wbImplementation.pas, line 8480) Here is the bug report log. https://paste.ee/p/EVyLv here is the DynDOLOD_SSE_log.txt https://paste.ee/p/NmRzC Debug log is here. https://drive.google.com/file/d/1hGt9AP4_VHPNw21XIMxkutKxWGKQiZUf/view?usp=sharing Never experienced this before but running again to see if it's repeatable. I did check xEdit for errors and can't see an issue I've not addressed EDIT: re-ran and the had the same error again.
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Was just curious about your thoughts on this discussion. https://github.com/SaneEngineer/No-Grass-In-Objects-NG/issues/20 It talks about frequent crashing during the grass cache process if either True Hud or Dyndolod DLL NG is enabled. I don't recall experiencing this with 1.5.97, but seems to be something a lot are experiencing in 1.6.1130+
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15 is the hard max for Skyrim isn’t it? Is it the same in FO4?
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is re-generating dyndlod mid-save akin to compressing form IDs of plugin in a sense? The form IDs generated in the re-run would not remain the same as they were in the prior build? ... Does using/updating the existing plugins as opposed to deleting them mitigate any change to the form IDs? I know what the manual says about updating, but it advises you to disable the plugins in an existing save, which seems like a worse idea.
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Was just looking to clarify a few things around mipmaps. I've been going over the STEP and this thread here. https://dyndolod.info/Help/xLODGen I assume the same applies to dyndolod object lods? That mipmaps are only beneficial on LOD4 diffuse? ... Beyond this it'd only serve to increase the size of the textures? Was just curious as I ran CAO to optimize, compress and add mipmaps to every texture in my load order but I forgot to exclude the dyndolod and xlodgen output so I'm pretty sure it would have added mipmaps to level of lod.
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Hi, Not sure if this is actually dyndolod related or a false lead. I recently moved from Net Script Framework to Crash Logger as I updated to 1.6.1170 ... I've been getting occasional crashes on loading a saved game and moving between loading areas and am noticing this is a common theme in every log. DynDOLOD.esm: count: (1) There is a chance that this might cause a CTD when changing locations. I do see in your FAQ that this will have nothing to do with auto save, but do you think it has enough validity to post a crash log and dyndolod log now or should I follow the steps outlines in your read me? It's a bit hard to duplicate as the crashes seem at random and not consistent, just sometimes loading a save game or sometimes passing through a loading screen. I can't really "make it CTD" on the fly.
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Unable to fully precache grass (crash at specific coordinate)
Soulmancer replied to MinhazMurks's question in General Skyrim SE Support
Not sure if it’s windows 11 but grass cache rarely crashes. Though it stalls and I have to force close skyrim for it to resume. -
A new crash I am trying to diagnose
Soulmancer replied to Soulmancer's question in General Skyrim SE Support
I'll be updating to 1.6.1170 soon so I'll see if the crash persists But I am using Papyrus Tweaks NG and Scripts Carefully Reworked Optimized and Tactfully Enhanced -
GUIDE Skyrim Special Edition Grass LOD Guide
Soulmancer replied to DoubleYou's topic in Game-Specific
I am a but thrown off by this? OverwriteGrassDistance=6144 OverwriteGrassFadeRange=14128 What is the logic in those numbers? With fade the recommendation in the grass config says to keep it at "at least half of the other value" ... though STEP doubles it instead? Also... ExtendGrassDistance = False Stated above that it says this should be enabled for LOD grass? -
Is this reversion intentional? I don't recall seeing this in past versions where these world not forwarded for the persistent world space cell. http://icecream.me/uploads/c9d457317922354b909a694683de623e.png
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A new crash I am trying to diagnose
Soulmancer replied to Soulmancer's question in General Skyrim SE Support
Sorry. Busy as in a ton of errors. some errors once upon loading a save that prompt once then go quiet, and other errors spamming my papyrus throughout gameplay. I am going to try to go through and clean this up by either looking into or removing the mods prompting errors. Based on what I am seeing in these logs, it is far from good. papyrus logs: https://drive.google.com/file/d/152Ay58dUX7iuaQV7HKTnj3vGbFTUZwQx/view?usp=sharing https://drive.google.com/file/d/13kTSQVjS2sar8xA1sp2NvdHWlOdFqk71/view?usp=sharing -
A new crash I am trying to diagnose
Soulmancer replied to Soulmancer's question in General Skyrim SE Support
Yah, it seems to happen "mostly" when loading a saved game, after a current game is underway. Seems ok when I start skyrim and load a save. But if I say, die and reload then this crash seems quite common. I enabled papyrus logging and it is.... busy. But the last thing I am seeing in papyrus before it crashes is. " WARNING: Missing or zero refcount on (000#####) when releasing" -
A new crash I am trying to diagnose
Soulmancer replied to Soulmancer's question in General Skyrim SE Support
Even with those all disabled, still getting this same crash very frequently. Probable callstack { [0] 0x7FF737662691 (SkyrimSE.exe+902691) SkyrimScript::HandlePolicy::Func1_902560+131 [1] 0x7FF737662CE4 (SkyrimSE.exe+902CE4) SkyrimScript::HandlePolicy::Func9_902CB0+34 [2] 0x7FF737F943C8 (SkyrimSE.exe+12343C8) unk_1234360+68 [3] 0x7FF737FBFF5D (SkyrimSE.exe+125FF5D) BSScript::IVMSaveLoadInterface::Func7_125F7C0+79D [4] 0x7FF73768E23F (SkyrimSE.exe+92E23F) SkyrimVM::unk_92DAE0+75F [5] 0x7FF8226BF640 (skse64_1_5_97.dll+F640) [6] 0x5B the call stacks are always indentical... Trainwreck gives me this log. https://pastebin.com/dP0PpEAX -
A new crash I am trying to diagnose
Soulmancer replied to Soulmancer's question in General Skyrim SE Support
Foolishness on my part. They were disabled at some point, not sure why but they had somehow become reenabled… I will turn em off and see if the ctd stops. thx -
Recently I have started experiencing a very frequent crash on a new game that occurs when leaving an indoor area. I don't recall ever seeing a log like this before. May be worth noting that I upgraded to 1.6.1130 then downgraded to 1.5.97 with best of both worlds. https://pastebin.com/stuPBPBu I have five more just like this within 5 hours of starting a new game, this log means nothing to me in the probable object/callstack. Thx
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Since updating to 163 I've been getting this error. http://icecream.me/uploads/31f3595963c16ccfa1b27a011985eea2.png Haven't encountered it on 162 or prior. This is the texture: https://drive.google.com/file/d/1vbiZ7F1EO1s0qqXS0VvQk1NdapLqUiKh/view?usp=sharing This is the log: https://drive.google.com/file/d/1Yd9k0X0IF4znWwCRxd3i-5bnTMqNfq9m/view?usp=sharing I tried running it through Cathedral Asset Optimizer but it did not process/modify the texture.
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I thought the issue with SSE engine fixes was mostly due to the Steam API and broken DRM. And that the 11% mismatch with the address library was mostly was mainly UI, control map and console.
- 16 replies
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- SKYRIMSE
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That’s disconcerting… If a mod is crashy will it generally do this quickly at either the main menu or early in gameplay? I ve about 100 skse mods and just doing some basic testing on a portable profile for 1.6.1130 and skse mods.
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Not sure why but this mod will crash on 1.6.1130.
- 16 replies
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Might be a dumb question, but checking the log I am seeing. Perhaps I am looking at the wrong message / log to see if the workaround was successful or failed. Large reference bugs workarounds: enabled (DynDOLOD.DLL: NG, Scripts: NG, Deleted references: no) But when dyndolod completes it does note. Error: Deleted reference Gabby.esp [REFR:0003BF63] (places TreePineShrub02Snow [TREE:0009DAA1] in GRUP Cell Temporary Children of [CELL:00009352] (in Tamriel "Skyrim" [WRLD:0000003C] at -1,18))
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How does that retroactively impact/effect a mod that I released in 2021 which included those assets when permissions were still open?
- 27 replies
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I was curious if the Just Ice permissions had changed during or after 2021? I was certain these were open or at least more lenient in the past. Checking now though it says textures may not be used under any circumstances? Edit: Apparently so. I pulled up an older cache of the nexus page and permissions used to be "You may use assets without asking if credit is given" to "You may not use these under any circumstances" currently... I had already included these assets in a mod I put together back in 2021 when the permissions were open based on credit so not sure what I should do now? When were permissions locked down.
- 27 replies
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- SKYRIMSE
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