maramsp
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Everything posted by maramsp
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Can i just replace the dyndolod dll with the new one? Or should i make a safe save?
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Hey there. Once in a while, mostly once in a couple of irl days, the game crashes when just walking around in the open. It always gives me the same crash log, but a simple relaunch of the game afterwards and exactly in the same spot, no crashes occur. But like ive said, it does come back once in a couple of irl days. The crash log, only lists dyndolod.esm as a culprit whenever this happens, and this kind of crash, like ive said, gives me always the same crashlog report. To my own knowledge it cant be dyndolod itself, cause otherwise i must have another crash at the exact same spot, not? But just to be curious if someone maybe can take a look upon it, to (maybe) solve this mystery? That would be awesome. Here is said crash report: https://pastebin.com/agsCfsZ3 Again, its a mystery to me what cause this crash, and why it is only once in a couple of real life days. But nevertheless thanks for anyone who want to take a look at it. Cheers, Mara
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Same goes for me unfortunally without the unofficial update. But what you can do, is just use the following console command when it happens: fw 0010a232 This will instantly change the weather to a foggy one that doesnt have the black sky bug. In any case, even without the step patch weather and lightning and withouth the step patch post processing, without cathedral weathers, but with the azurite weathers, still the black sky bug is there, most specifically with these specific weathers: 00105f40 – SkyrimDA02Weather - Cloudy sky with fog. 00105945 – SolitudeBluePalaceFog - Cloudy sky with fog. 00105944 – SolitudeBluePalaceFogNMARE = Cloudy sky with fog, reddish hue 00105943 – SolitudeBluePalaceFogFEAR - Cloudy sky with fog, green hue 00105942 – SolitudeBluePalaceFogARENA - Cloudy sky with fog. grey hue 000923fd – SovngardeFog (this one feature a tiny bit of details in the sky though such as a few stars) As you can see these are only foggy weathers, but the fw 0010a232 command gives a foggy weather too without the bug. So, just stick with that i suppose. Its quite easy to do, and does work for me every single time.
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Ye most likely, but i still dont have any clue which it will be. And especially since its only some weathers that have fog. Only the weathers that have fog are affected, and also not every weather that have fog is affected too, so its very specific, And since ive added a lot of mods after the initial step guide, and my game is very stable at the moment, ive decided to just change the weather myself. Most easy solution i think, cause its a matter of copy paste, since i have the code for the weather im gonna replace it with in a notepad. But still though, maybe someone could have a look at my load order, although it's quite large. But maybe then someone can find the culprit? https://pastebin.com/GwFKJjHX Have to say though that in this load order azurite weathers III is active. But I switch between Azurite weathers and cathedral weathers before every game section. Still cannot decide which one i want, but obviously with azurite weathers i know the 2 step patches (lightning and weather and post processing) will not work. Nevertheless though, besides the 2 step patches and azurite weathers/cathedral weathers my load order remains the same every session. Thanks in advance if someone wants to look it up for me, as i cannot find the culprit myself. Cheers, Mara
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Another update. Unfortunally the black sky bug is related to some weathers in the list mentioned above. For exemple the 00105f40 – SkyrimDA02Weather is one that triggers the black sky. And it doesnt trigger the black sky if i have the cathedral weathers disabled, but... I stick with having cathedral weathers installed, so i just change the weather to another foggy weather that doesnt have the black sky whenever the black sky occurs. Its a little thing to do, and i only might have to remember the code for more easier use. In any case, if anyone still has a solution, then i would be very grateful if that solution is shared. Cheers, Mara
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quick little update! I changed the weathers by following these weather codes: https://elderscrolls.fandom.com/wiki/Console_Commands_(Skyrim)/Weather#:~:text=Skyrim uses two console commands,%2C alternatively%3A sw and fw .&text=Artificially indefinite atmospheres can be,on any other weather type. It seems that when i move to the ones that have fog included i get the black sky bug. So it seems not snow related, but fog instead.
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Hey all. I did follow the full guide for skyrim, and it works great. But I do have a slight problem. Sometimes my sky, even during the day, turns completely black. Sometimes the sun is still visible, sometimes not. This problem happens most often when its snowing in skyrim. But when i force change the weather to some snow when the sky was just clear, then the sky dont turn black. Skipping a few hours ingame solves the problem, and as well force changing the weather to blue sky fixes it too, but its still quite annoying to do every time, especially now that im in the winter season with seasons of skyrim installed too. Have to admit that after the step guide i installed a lot of other mods, but i only installed the cathedral weathers and seasons for weather mods. I dont have any other mod installed that affects the weather. So, what could be the problem here? Thanks in advance! Cheers Mara
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Now that youre here @sheson With dyndolod outside of whiterun my fps is varying a lot. I have decided not to use precached grass, cause of i have to do it 5 times cause i use seasons. I did had a lot of fps to spare, so i decided not to use it, and still am glad that i didnt used it at all, however.. Like i said, my fps outside of whiterun is varying a lot, from the mid 50's all the way up to the high 90's. So, is there a tiny little setting in bethini that i can alter to get the low fps margin to be in the low 60s? Ive already raised the grass density from 40 to 50. But havent tested it yet. But should that do the trick, or should i alter some other things there as well. Btw, keep in mind that my pc is quite a beast (ryzen 5800x3d, rtx 4070 ti super, 32gb ram, game installed on a fast samsung ssd) But hey, nevertheless still thanks for your support. I remember you gave me some support back in the days as well with my old system. Glad to see that you still do Cheers, Mara
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Before I'm gonna upload my papyrus logs... I saw that in mo2, dyndolod.esm was not underneath the last esm. So i moved it up manually. Loot afterwards made no changes, so i assume it's safe to manually dragging the dyndolod.esm to be underneath the last esm directly? little edit: ofc i dont have BEES installed and obviously i have the latest version of sse engine fixes Another edit: After have placing dyndolod.esm at the correct spot, the error no longer appears in my game for some reason. Didnt expected it, but it works now, at least with my test character
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Heya. I have the feeling, dyndolod just works as it should, but when following the step guide, at the end, to test for a new character, i get the message ingame as following: As you can see in the distance, i do have the feeling dyndolod still is working, at least to some degree, but im not sure. I do have some log files as well, but there are some caveats to it. First of all, no log files are created in the normal dyndolod folder after exiting the game. No big deal here, as there were logs created when i ran dyndolod couple of days ago. Secondly, my dyndolod debug log is around 300mb, but that one was created when genereted dyndolod itself. But here is my entire log file as a rar file: https://www.mediafire.com/file/jhfplach89lcuxc/Logs.rar/file Thirdly, i do have a log file in my documents\my games, called dyndolod, so i will post that here: DynDOLOD NG plugin version: 3.0.34.0 | SKSE version: 2.2.6.0 | Game version: 1-6-1170-0 Trampoline initialized. DynDOLOD Patch installed. DynDOLOD save/load handler installed. DynDOLOD Papyrus functions installed. Reading file Data/SKSE/Plugins/DynDOLOD_Data/DynDOLOD_NG_Worlds.txt can not find dyndolod.esm The thing is, dyndolod.esm is checked in my load order, but when sorted with LOOT, it sits at position 224. Dyndolod.esp and occlusion.esp i have moved towards the bottom of my load order, but dyndolod.esm isnt moved. So especially @sheson, any idea what is wrong here? Thanks in advance for helping me out. Cheers, Mara quick little edit: Ofcourse both my dyndolod esm, esp and occlusion esp are in the step skyrim - dyndolod output mod. So there i didnt made a mistake as well.
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Thank you sheson! But i find it quite strange that for running xlodgen, texgen and dyndolod now with seasons, that xlodgen by far takes the longest to run. Xlodgen ran for 3 hours before completing, and while selecting only spr, aut, sum and wtr in dyndolod, even with occlusion enabled, just only took 54 minutes. So, can you verify that this is normal, cause normally it was dyndolod which takes the longest. Thanks in advance again!
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For this, there is the perferct paint program called paint.net You can get it at getpaint dot net. It automatically can open all sorts of dds, bc7, bc5, etc, etc. This is for me the program to go, as i find it much more easier and lightweight compared to gimp
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I'm installing seasons of skyrim togewther with turn of the seasons now. As we speak im running xlodgen. But next up is dyndolod. Should i regenerate the occlusion as well here? I havent added any mods other then the seasons of skyrim and turn of the seasons. So, i think i dont have to regenerate occlusion, but better to be safe then sorry to ask here, to know it for certain. Thanks in advance!
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DynDOLOD 3 - Is This As Good As Trees Get?
maramsp replied to mooit's topic in General Skyrim SE Discussion & Support
Here it takes 58 minutes with occlusion. And also having a raid setup here, but my m.2's are not. I do have 32gb ram and a ryzen 7 1800x, so its still pretty decent still. Nevertheless thank you -
DynDOLOD 3 - Is This As Good As Trees Get?
maramsp replied to mooit's topic in General Skyrim SE Discussion & Support
quick question. Does it help at all if putting dyndolod on an ssd or m2 drive, and having skyrim also on such one? Or is dyndolod purely cpu speed limited? Was wondering this, cause i own both normal drives, ssd drives and one m2 drive -
FEEDBACK v2.0.0 - Feedback & Bug Reports
maramsp replied to DoubleYou's topic in Step Skyrim SE Guide
I know this. But the last times i failed on the Dyndolod thingy, which now finally succeeded. Maybe it shouldve been better if i correct this, to say thanks to all. But in this case, i wanted to mention Sheson a bit more, cause i finally saw the awesomeness of the generated lods, cause of Dyndolod But ofcourse, the step team itself has done a magnificent job; Easy to follow, easy to do, and in the end a wonderful result! -
FEEDBACK v2.0.0 - Feedback & Bug Reports
maramsp replied to DoubleYou's topic in Step Skyrim SE Guide
@sheson and all the others that made the guide, but especially @sheson I was finally able to fully complete the dyndolod steps to generate the lods. Previously with older versions of skyrim, i was a bit stubborn, installing multiple mods that gave an error in dyndolod and so forth. Even now i had just installed the old 1.5.97 version of skyrim, and Dyndolod gave an error on update.esm, mentioning it might be the wrong version. Then i upgraded via steam, to the current version again, and ran Dyndolod again, and it finally finished. Even with my tons of other mods (i am 1 short of the 255 esp limit atm), i have the most stable skyrim i have ever had, cause when following the step guide i was not stubborn, and also because of choosing my other mods carefully. So thank you all! and again @sheson, the dyndolod lods are amazing! Thank you so much for everything And now --> back to playing and beating skyrim for the first time -
It seems i cannot edit my previous post. But the generating of the lods has now finished without an error. After all it seems it was the empty bashed patch that caused the trouble. But now the files have generated without an error, and with the tree lods. So in the end it was not a very heavy problem :)
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Thanks for replying sheson. However, the 16306 is actually a nexus mod > https://www.nexusmods.com/skyrimspecialedition/mods/16306 But i understand that has nothing to do with the generating of the lods. However, i already tried for more then an hour to find out what im doing wrong. I search above and below the error, but its only telling me that it was generating tree lods for the high splendor world. And below it is just the stuff that says read above it, or search online. And this is what i already did. What i find strange is, is this though. I only deinstalled legacy of the dragonborn, and ran into this. With legacy of the dragonborn installed, i was able to generate everything how it should be, just only without it not :( So what am im doing wrong here? I seriously have no clue..
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Hey all, At first i was playing a working skyrim which worked by following the step guide for sse (the 3.0 version) Then i got ctd's when traveling and found out that legacy of the dragonborn was causing the problem. I removed that mod via mo2, and tried to load my save again. It said tho that dyndolod esm and esp where missing, and then switching to mo2 again, the warnings said that dyndolod esm and esp where reliant on the esp from legacy of the dragonborn. So i had to regenerate the files again by running dyndolod 64. So far so good, cause i hadnt changed a thing cause i wanted 2d tree lods, so after that dyndolod 64 warned me that i had to enable generate tree lods, i enabled that and ran the high preset with candles, fxglow and windows. The program ran for about 40 minutes and then came up with this error: [00:33:30.351] <Error: Assertion failure (C:\Delphi\projects\DynDOLOD\wbImplementation.pas, line 16306)> However, the program still did save the esm and esp. Before doing anything anew, i made a backup folder, and moved the output files, including the old log files into that backup folder. Then i did some online research, but found not my error code, which is that 16306. I found a nexus mod that was having 16306, but i did not install that mod. Then i decided to run dyndolod 64 again, but now not enabling the square that said generate tree lods, and just ignoring the message that appeared that i should enable it. This time the dyndolod generated everything, without the message. So now im wondering, should i use the first output (with the generated tree lods) or the second one (without the generated tree lods) And also, does it matter to have no generated tree lods? If i am right, if you dont generate them, you have the vanilla ones, which means that distand views look a bit different as to when you had the generated ones? Hope that someone can help me here, by explaining what that 13606 error is, and presumably how to resolve it. For that sake, i decided not yet to upload my logs, cause for the sake of my main question (the 13606 error) i think its not needed, and for my second question (wheter to run with or without the generated tree lods) its also not needed. Though, if it IS needed, then please reply, and i will upload the log files. Thanks in advance for helping me out Cheers, Mara Quick edit: I found out that i had an unmanaged bashed patch that was empty checked in the plugins section of mo2. And since when searching on the forum here for a delphi error i found out that the bashed patch was the cause of it. As we speak, a new try is running with the tree lods activated. But as said without the empty bashed patch. Lets see how far we get now :)

