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Tetrol88

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Everything posted by Tetrol88

  1. Thanks for the new version - again (lots of work, much appreciated) Before I noticed you had put up another version I removed the Landscape and Water Fixes edit to Static 000744CA - and DynDOLOD then ran without error.
  2. Resources V53.1 - Still getting informed that the Resources are the wrong version, also got one saying to make sure the scripts from DynDOLOD DLL NG were overwriting the DynDOLOD resources - which they already were.
  3. Old post, but relevant DoF off in the Skyrim Menu (slider to minimum) EnableDepthOfField=false in enbseries.ini (scanned disc, no other rogue enbseries.ini files anywhere) Open ENB and uncheck the Depth of Field check box. Still got depth of field effects, and it makes me mildly nauseous - odd thing is, it just came on overnight - closed game last night no DoF, started today with DoF.
  4. Sorry - been flat out here and going away for 4 weeks as of tonight - suspect it is Destructible Skyrim - Base Object Swapper www.nexusmods.com/skyrimspecialedition/mods/77568 - I have identified 9 mods so far that are showing as being the pluginname_formID - including JKSkyrim, ryn's standing stones etc. I installed that 29th October but didn't see any of this until I re-ran Dyndolod - as it wasn't installed for the previous run.
  5. All well and good but ALL the references are Dyndolod ones - the base IDs are from Dyndolod.esm - eg Candlehorn 260162F0 and the refIDs are Dyndold.esp - all are placed at entrances/exits to settlements or dungeon areas. A singleshot with more informative console overlay showing the references is one just inside of the Whiterun gates, but have seen them in lots of places - town entrances (eg Riverwood, Rorikstead) and on the approach roads to Dungeons eg White River Watch
  6. Odd and amusing thing going on - Updated to latest version, re-ran Dyndolod - and now I am finding little "Easter eggs" all over the place - inside the Whiterun gates, at the entrance to Riverwood, just outside of White River Watch etc (only been Helgen - Riverwood - Whiterun area so far) What? - various candles - Candle Horns, Silver Candlesticks etc - and using more informative console they are vanilla resources placed by Dyndolod itself. Some example references are D3106C07, D310799F, D3105607, D310826E Nothing game breaking, but all a bit odd
  7. Thanks again - X3DAudio1_7.dll was placed by a manually installed mod "Binaural 3D Sound for Headphones" - so I had forgotten about it as it wasn't appearing on my mod list. Removing it and game loaded through to start ok (repeatable) - with the existing Dyndolod build too - odd (to me) that the issue only showed up when Dyndolod was loaded when it was a dll operating with or without it. A combination of the W10 update, an incompatible dll and somehow only triggered when Dyndolod active. and I have cleaned up those deleted references etc as well - that didn't change the game loading ctds for me, but still better to have cleaned them.
  8. Thanks for that, will start working through that - almost all of the various logs you mention are actually unknown to me, so will have to find them. What I can answer -> CTD was explained - reaches main menu, ctd occurs 5 - 10 seconds after starting "New" game prior to the game reaching the opening scene (for me in the cell of ASLAL) No bugreport.txt was generated Dyndolod was generated from scratch for the current load order. X3DAudio1_7.dll is only found in two places on my PC - in the Windows directory, last change dated 2010 and in the core Skyrim directory, I suspect as part of the Skyrim installation, about twice the size and last changed 2017 (prior to me having Skyrim) Anyway - off to work through your list
  9. HI - had a really difficult thing to track down and still have no idea what to do to fix it. The Crashlog doesn't point to anything skyrim specific other than X3DAudio1_7.dll which is in the Skyrim game directory and unchanged since 2017. Running 1.5.97 btw. Finished my game session two night ago, no issues, but wanted to add a mod and update some others. Had been waiting to update Dyndolod (3,0 alpha 65 to 73, also the resources file) so decided to do that at the time. After doing that - had a crashlog similar to the attached one - game loaded to main menu, but on attempting to start a new game -> ctd after 5 - 10 seconds (before getting into game on screen) Not knowing what KernelBase.dll was I hit google and the game forums and found it was a Windows file - and is definitely associated with crashes. Then noticed that on my toolbar was a flag saying I needed a restart for a W10 update. Sure enough, when I checked KernelBase.dll was a file modified by the update. Contacted MS and a consultant checked what he could, even reinstalled W10 - but no changes - he agreed the file had been updated but it was verified as correct . Hmmph - then parted with the classic palm-off - "the program is incompatible with the new dll so will need to be updated". Deactivated Dyndolod, rolled back the other mod changes - new game would start ok. Updated the mods (they were follower mods and updates of mods that add paintings to some interiors, and Veydogolt trees update) and games started ok still. Re did TexGen and Dyndolod (after completely clearing out the old output directories) and activated them. Ctd again on start. So now I can start a game with Dyndolod deactivated, but not with it active. Game will ctd with both Dyndolod.esp and esm active or with only Dyndolod.esm active. Any ideas/pointers? Debug_log.txt https://ufile.io/tdsj4ubw Log.txt https://ufile.io/r9ssno67 NetScript Crashlog https://ufile.io/xdkx57wg
  10. Thx for the answer - in the meantime I re-ran everything except lowered the Dyndolod setting from High to Medium - it worked without issue - I will see how it looks in game, if ok run with it, if I feel I need to do High will take your instructions to mind.
  11. Hi - thanks in advance for helping Just changed mods to include Veydogolt trees which advise running LodGEn with Ultra checked as it includes 3D tree models. Also have Vedogolt grass and land overhaul. I have - cleared out all old texgen, LOD files. Created grass cache as per "No Grass in Objects" Reinstalled Dyndolod 3 resources and Dyndolod 3 alpha 65. Installed xLodgen. Ran Texgen (log files attached). Installed generated output (MO2) Ran xLODGen to generate Terrain Lod (Only Terrain LOD, baked normal maps) - Installed the output. Ran Dyndolod 3 using recommended settings on Veydogolt Trees site, including Ultra for Tree Gen. After fixing one mod with a bad reference picked up by Dyndolod, it ran through ot the end, but failed to generate some worlds, including Tamriel and Solstheim (those log files included) - <Error: LODGenx64.exe failed to generate object LOD for Tamriel. LODGenx64.exe returned E0434352. Check C:\Games\DynDoLod\DynDOLOD\Logs\LODGen_SSE_Tamriel_log.txt> TexGen Debug, TexGen Log txt, Tamriel Log, Solstheim Log https://gofile.io/d/OuStFH No "bugreport.txt" was generated. I have read some reports about this happening when running with grass cache files included, but could find the answers/solutions. In the meantime perhaps I can try with decreased settings
  12. Ok - Not that anything seems different to what I have stated The last generated Worldspace message/txt https://ufile.io/peob5cnm Dyndolod_SSE_log.txt https://ufile.io/fe6kmc8v Truncated Dyndolod_SSE_Debug_log.txt https://ufile.io/peob5cnm
  13. Current Dyndolod 3 Alpha 42 + updated resources installed. Texgen just run (Grass LOD not selected). Issue with Grass LOD generation - apparently - which is odd as I have not selected to generate grass LODs, do not have "No Grass In Objects", nor do I intend to. Produced error - "Item not Found" without specifying what file - selected "help for this message", directed to /Games/DynDoLod/DynDOLOD/docs/help/Exception.html which tells me it is a missing or corrupt *.cgid file to be found in my /Data/Grass directory The Generating Grass LOD post (second in this thread) tells me these *.cgid files are generated by "No Grass In Objects" - so on one hand it is not surprising that Dyndolod couldn't find them, but on the other hand, why was it looking for them if I didn't have Grass LOD generation selected?. Repeated, and I went in and made absolutely sure nothing to do with Grass LOD generation was selected. Same error generated at the end of a big batch of Blackreach warnings Where next? I suppose roll back to the previous version.
  14. Unimpressed with trying to run 3.00. Non LOD related errors being picked up in mods I have run for ages (and not rejected by Dyndolod), and Dyndolod just rejects them. If I wanted the police I would call them.
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