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bchick1

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  1. Created a 'Test Profile' in MO2 with only vanilla game. Ran TexGen and DynDOLOD installs. Game starts and runs fine. (of course!) However, unsure how to effectively/efficiently test against all other mods in load order. <!>
  2. Skyrim SE starts ok with 'DynDOLOD.esp' ONLY removed and all other plugins active.
  3. Upload files to a file service or paste log file to pastebin.com https://1drv.ms/u/s!Aos6lGcTaGEJq1W4HXjMm_BPXL-C?e=DCh09w NOTES: (a) 'Bash' Patch was built WITHOUT inclusion of DynDOLOD components. All DynDOLOD components are therefore loaded OUTSIDE of 'BASH' patch (b) 'occlusion.esp' was built with 'XLODGen64' (Xedit v 4.1.3.1 ) using 'occlusion' option ONLY. In troubleshooting this issue, 'occlusion.esp' was disabled without significant results. © Just as a matter of FYI and my own curiosity, the game runs fine with 'XLODGen64' loaded and configured with ALL OPTIONS checked. While I understand that XLODGen is to be run for 'Terrain' only (I installed using Shesons video) and is a different 'animal' than DynDOLOD, I was experimenting. XLODGen is, of course, disabled in MO2 when testing DynDOLOD. Especially post the SKSE64.log that stop abruptly. Maybe clean out the entire SKSE log folder, start the game and then check all logfiles created for issues. DONE Narrow down what part might be causing the issue. Report findings as soon as issue stops. IN PROGRESS
  4. Thank you. Will do. Info will follow ..
  5. SSE engine fixes are and have been in place. checked for current version and modified engine.ini as suggested I have compressed notepad file of current load order but I am not sure how to send it in this forum
  6. Explain what you mean by "Removing all elements of the DynDOLOD install". ________ I meant that I 'disabled' the three elements of the DynDOLOD install in MO2: DynDOLOD Resources; TexGen Output; and DynDOLOD ouput (DynDOLOD.esp and .esm) This sounds like an issue with an outdated SKSE64 plugin, for example PapyrusUtil. A: _________Papyrus SE v 3.8 (version 3.8 for SKSE64 2.0.17 & SSE 1.5.97) Check the c:\Users\[username]\Documents\My Games\[skyrim|Skyrim Special Edition|Skyrim VR]\SKSE\[skse|skse64].log for errors A:___________There were no errors shown. however unlike a normal SKSE log which ends with 'Init complete' the pertinent log abruptly stops in processing without generating any messages. DynDOLOD Resources SE does not cause crashes. TexGen Output does not cause crashes. DynDOLOD Output can cause crashes if there were bad assets in the load order that are used by it for LOD. They can typically only cause crashes while/once a worldspace is loaded. Game does not get into any worldspace. Typically CTD when the 'Dragon' Icon first appears just prior to main menu. As mentioned on several occasions, read the included manual and FAQ in case of problems: FAQ: Game: ILS or CTD A: More LOD uses more memory and this can cause infinite loading screen (ILS) or crash to desktop (CTD) if the game is not setup correctly. This should generally not be a problem with Skyrim Special Edition or Skyrim VR, but for Skyrim double check heap memory usage (block 1) with Memory Blocks Log from https://www.nexusmod...rim/mods/50471/ and adjust SKSE or SSME memory settings. Or use the alternative OSAllocator from crash fixes with pre-loader. Remove satefy-load if it is used. Setup ENBoost correctly. Set ExpandSystemMemoryX64=false in enblocal.ini. A: Do not use the experimental TreeFullFallBack setting without understanding what it does and what it is for. A: If heap memory is not the cause of CTD see ..DynDOLOD\Docs\DynDOLOD-README.txt for checking if a missing or invalid nif model used for dynamic LOD is the cause. A: Large load orders with many plugins might surpass the reference handle cap. SSE Engine fixes prints a warning. See https://www.reddit.c...gnosing_one_of/ Setting Temporary=1 in ..DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GameMode].ini may help in these situations, however converting large new land plugins to ESM is the preferred solution. ESM= 28 ESP=219 ESL= 36 Active A: If there are problems saving in Skyrim Special Edition, install SSE Engine Fixes 4.8 or newer and set SaveGameMaxSize = true in the EngineFixes.ini. Alternatively add/set [saveGame] uiCompression=1 in Skyrim.INI to change from the default 2 for LZ4 to 1 for zlib compression. 0 means no compression like games are saved in Skyrim. Edited by sheson, Today, 10:03 PM. + 0 Upload or paste entire log to a file service or pastebin when making an error report.
  7. Thank you very much for your response! I will review your response and reply with info. THanks!
  8. I have installed the following via instructional video by GamerPoets video ( ) ...I am using MO2 v2.2.2 DynDOLOD v2.76 package DynDOLOD v2.75 Resources package I ran LOOT and established load order then tested the entire mod load by playing the game prior to beginning the DynDOLOD install. I installed the 'Resources package' into MO2 and enabled I ran TexGen from MO2 excutable and zipped the output file and created a mod in MO2 and enabled I ran DynDOLOD from MO2 executable and zipped all resultant files and created a mod in MO2 and enabled At the bottom of my load order: DynDOLOD Resources SE v2.75 TexGen Out DynDoLod Out ____________________ When starting up the game, the very initial 'Bethesda gear' screen will display then it goes dark and CTD to desktop. The intro does not reach the main menu screen. Removing all elements of the DynDOLOD install the game starts normally. Not sure where to look for a definitive answer for this.
  9. I have looked through several videos and have successfully run XGenLOd, TexGen, and DynDOLOD (in that order) and placed all output results as mods in my MO2. In addition to the DynDOLOD mod file, i still have the XgenLOD and TexGen files active as well as the DynDOLOD 'Resources" also the tree lods and other billboard files (i.e. 'Bruma Tree LOD Billboards, etc) Which files in my MO2 can I now discard after a successful DynDOLOD run?
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