pentapox
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Everything posted by pentapox
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CTD from having dyndolod.esp enabled in new save and old
pentapox replied to pentapox's question in DynDOLOD & xLODGen Support
Having done some testing I've ruled out DynDOLOD as the culprit, it appears to have just been a lot of coincidences. I've got dozens of crashlogs now from the load order with no dyndolod or xlodgen files whatsoever enabled. Thank you so much for your patience in helping me nonetheleess, I've still got all the files cleaned and I think that'll make for better DynDOLOD outputs in the future. Wish me luck figuring the rest of this out! Feel free to close the thread or what have you.- 18 replies
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- SKYRIMSE
- DynDOLOD 3
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CTD from having dyndolod.esp enabled in new save and old
pentapox replied to pentapox's question in DynDOLOD & xLODGen Support
After a second look, several tree textures are appearing in the texgen output folder and according to Sniff they're not the power of 2. From what I've been told these should be atlased so it shouldn't be an issue, but the files are still present in Texgen Output. Here's the log from Sniff, which just tests for errors and gave me these results. SniffLog.txt- 18 replies
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- SKYRIMSE
- DynDOLOD 3
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CTD from having dyndolod.esp enabled in new save and old
pentapox replied to pentapox's question in DynDOLOD & xLODGen Support
Okay I know I said I'd do a new run and all, but I went digging and found several texture files in texgen output that have resolutions that aren't to the power of two and I'm being told that this might be the problem, however the files go back to Dyndolod Resources SE and are several different trees that appear to be in the SBT folder. Is this possibly the problem? I don'/t even think I use Simply Bigger Trees.- 18 replies
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- SKYRIMSE
- DynDOLOD 3
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CTD from having dyndolod.esp enabled in new save and old
pentapox replied to pentapox's question in DynDOLOD & xLODGen Support
Removed the plugins above as the patches are either unneeded or just cause too many issues, northern roads patrol patch doesn't actually do anything important anyway. I've unset the flag above and will now run a new dyndolod output with all the root blocks and undeleted references (As far as I can tell) fixed and Master Occlusion enabled. I also disabled kanjs dugnagol - pentapox sfx.esp as it's not even needed anymore and reinstalled Einherjr.esp as a regular ESP with the LOOT fix the author provided. Will get back to you in a couple of hours once the DynDOLOD run is done - I also wanted to ask though if you think it's possible the NiNode as root blocks from Enhanced Landscapes Standalone - Dead Marsh was responsible? All the trees in that mod seemed to be incorrect.- 18 replies
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- SKYRIMSE
- DynDOLOD 3
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CTD from having dyndolod.esp enabled in new save and old
pentapox replied to pentapox's question in DynDOLOD & xLODGen Support
Further testing found that hiding JUST the SKSE folder in DynDOLOD output stops CTDs - at least when I tested it. I bet it's something in there.- 18 replies
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- SKYRIMSE
- DynDOLOD 3
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CTD from having dyndolod.esp enabled in new save and old
pentapox replied to pentapox's question in DynDOLOD & xLODGen Support
Sorry to post again, while combing through logs I came across this in the above sseedit log: [08:06] Checking for Errors in [FE 49E] Fabled Forests - Exclude Morthal.esp [08:06] Tamriel "Skyrim" [WRLD:0000003C] [08:06] WRLD \ Record Header \ Record Flags -> <Unknown: 11 $B> Think this could be it? I've cleared the record flag but it hasn't been carried over through any of the following plugins so it shouldn't have an effect surely.- 18 replies
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- SKYRIMSE
- DynDOLOD 3
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CTD from having dyndolod.esp enabled in new save and old
pentapox replied to pentapox's question in DynDOLOD & xLODGen Support
Here's the sseedit log as requested. Massive load order: https://ufile.io/9ehu0jqs- 18 replies
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- SKYRIMSE
- DynDOLOD 3
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CTD from having dyndolod.esp enabled in new save and old
pentapox replied to pentapox's question in DynDOLOD & xLODGen Support
No tangible CTDs with the parameters you've suggested in the locations I had them before but we'll see as these CTDs seem to be very inconsistent? I'm not sure why my plugin list isn't even loading in the correct order in the crashlogger too. I'll work on the xedit error check in the meantime and get back to you ASAP as I can imagine it'll take a little while.- 18 replies
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- SKYRIMSE
- DynDOLOD 3
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CTD from having dyndolod.esp enabled in new save and old
pentapox replied to pentapox's question in DynDOLOD & xLODGen Support
Okay holy crap I've got the CTD again. I was away for around a week but I've had the CTD three times in like an hour after doing nothing but loading into the game. The first two times were with Occlusion.esp and Master Occlusion.esm both enabled, and the third was literally 5 seconds into loading in I killed some random ghost near the plantation from the creation club and then immediately CTD'd. Here's the logs (The one ending in -39 is the one without the plugins enabled) Sorry for the delay but I had a busy week and I've only just logged on as I set aside a few hours for myself for my birthday LOL, and now I'm about to spend it troubleshooting this mod. crash-2024-08-10-15-41-39.log crash-2024-08-10-15-34-41.log crash-2024-08-10-15-26-38.log- 18 replies
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- SKYRIMSE
- DynDOLOD 3
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CTD from having dyndolod.esp enabled in new save and old
pentapox replied to pentapox's question in DynDOLOD & xLODGen Support
The crash only happens if dyndolod.esp is enabled specifically. Skyrim.esm and Update.esm should both be from whichever version of AE I was on when I downgraded last which I believe was 1130? or 1170. CTD occurs whenever dyndolod.esp is enabled, however I'm having trouble reproducing the CTD suddenly? I don't think it's likely but it might literally be the deleted references I've since fixed through quickautoclean? Regardless I will get back to you as soon as it occurs again.- 18 replies
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- SKYRIMSE
- DynDOLOD 3
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CTD from having dyndolod.esp enabled in new save and old
pentapox replied to pentapox's question in DynDOLOD & xLODGen Support
Apologies for posting a trimmed mod manager, it was meant to JUST display the new mods installed. Here is my plugins.txt https://loadorderlibrary.com/lists/pentapox-load-order#plugins.txt as requested. I'm aware it needs re-sorting as I've added a few extras since the last LOOT sort and that's top on my list when I finish with the root blocks and deleted references for a new dyndolod output. As for installing DynDOLOD it's in a standard folder i.e. D:\DynDOLOD\ and I've been updating properly and making clean saves in empty interior cells as usual. As for incorrect advice about disabling master occlusion, I'll keep it enabled while running DynDOLOD from now on (assuming we find the source of the issue) from now on but it does say on the mod page that some users have had issues having it enabled during generation so I wasn't sure whether it was the problem child. Attached is a crashlog from a few days ago when I had crashes without Occlusion.esp and Master Occlusion.esm in the load order, sorry for not uploading these earlier it probably would've saved time.Crash_2024_8_2_7-10-11.txt Will hold off on running a new dyndolod generation for now until I've finished with root blocks as some of these nifs are in BSAs I'm pretty sure and it's gonna be a bit of a pain going through them. Thanks again for your time.- 18 replies
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- SKYRIMSE
- DynDOLOD 3
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CTD from having dyndolod.esp enabled in new save and old
pentapox posted a question in DynDOLOD & xLODGen Support
After probably a good few years of no issues with Dyndolod I've come across pretty much the only error I can't troubleshoot by myself. I'm on 1.5.97 with the best of both downgrade but I'm not sure how relevant that is. For reference, I did the following: 1) Pruned my load order prior to the error as I had a lot of city mods that I didn't want anymore and installed several mods (Below are screenshots of the recently installed/updated mods in order of installation date) (Note that City Trees is ONLY the farm plugins and trees for Solitude, and it doesn't affect Corpselight Farm in particular. Mods that aren't updated are purposely left not updated as I don't tend to go through fixing versionin errors.) 2) Ran a new Dyndolod output but forgot to disable Master Occlusion.esm as per in the mod page (BOS Master Occlusion) 3) made a new save once I was sure everything was as it was supposed to be and loaded in. I noticed the CTD first in the various cells around WhiterunStables, notably cell 0000967B (1, -6) aka Wilderness, (see the crash logs attached ending in -42 and -11) 4) I disabled occlusion.esp and master occlusion.esm for the tim e being and tried to continue onwards. I came across the CTD again later on a couple of times outside of Bleak Falls Barrow and later near Falkreath (Crashlogs ending in -55 and -25) 5) After clearing my texgen and dyndolod outputs and running the process again from the top with the latest versions of Dyndolod 3 and Dyndolod DLL NG and Dyndolod Resources SE I have experienced the same CTDs again following. This time I even made sure to disable Master Occlusion.esm and I tried both loading again from a save in an interior cell and exiting to the exterior (Which caused CTDs upon loading into the worldspace, specifically the mountains south of Falkreath) and faced the CTD AGAIN when exiting that same interior cell to an exterior from a fresh save aka using COC to enter the cell from the main menu and leaving through the main door. If I disable dyndolod.esp it doesn't CTD whatsoever, however disabling occlusion.esp does nothing. I'm at my wit's end about what could be causing this so I'm currently looking through mods and my load order for anything out of the ordinary. I looked for errors with xedit in the dyndolod plugins and found nothing, and I've also been checking the wilderness cells referenced in the netscriptframework logs. If you want me to get back to you with logs from CrashLogger let me know and I'll reproduce the bug with it installed. I usually use netscript as I'm just used to the format for personal usage as I don't normally need tech support. https://ufile.io/f/tr8ak Linked here are the dyndolod log and dyndolod debug log, and there is no bugreport.txt. For whatever reason the debug log is 300mb Crash_2024_7_30_22-14-42.txt Crash_2024_7_30_21-30-11.txt Crash_2024_7_31_5-24-25.txt Crash_2024_7_31_1-15-55.txt- 18 replies
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- SKYRIMSE
- DynDOLOD 3
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Using the texconv file you've given me with texconvadapterindex=0 has caused my dyndolod to report error C0000005 when running dyndolod, referencing the exe. https://ufile.io/jngm3y2w
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Tested it with -1, stuck at sstonebase01lod.dds again. EDIT: Nevermind! It worked!
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this is the log that shows up with both texconv settings when killing the texconv process this is the details you wanted from cmd i tested with texconvadapterindex=0, i'm gonna test at -1 and see if it works.
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I'm trying this now, usually there are processes though they just have no usage. I've been leaving texgen running around 45 minutes while testing your suggestions and up until literally 3 days ago it's usually taken a maximum of 15 minutes to run so I've assumed it was just not working. I'll get back to you with the results, thanks again I appreciate your help EDIT: It's stuck on sstonebase01lod.dds again and there's a texture conversion command line process hanging with no cpu or disk usage, just 11mb of ram usage. I'll wait and see if it changes.
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Sorry my bad I checked the inis and I fixed it so it should have both settings enabled. Tried it again, I've been checking the processes/details tabs of task manager too. No change. Here's the logs again. https://ufile.io/jiyogqks
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Tested again with Locktexconv=1 and RenderSingle=1 as suggested, first it got stuck generating textures for object lods pretty far down into the process (Which seemed like progress!) but upon second try it got stuck on billboards. Here's the log from the second attempt (Sorry forgot to save the first attempt): https://ufile.io/avcdfjh7
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Got a bug for the first time since using dyndolod where texgen simply refuses to continue. There's no errors that I can see, no freezing; it just stops. I have to exit from the texgen window so it generates a log then I have to exit texgen through killing the process in taskmanager so it unlocks my MO2 window. https://ufile.io/0s3aike1 here are my logs from the latest run. Keep in mind I messed up making a new steam library for skyrim so now it runs from "D:\skyrimSE" which is annoyingly enough where like 5 other games are installed and I haven't bothered trying to fix it. I'm running 1.5.97 with the latest dyndolod files. At first, texgen would simply hang on the file sstonebase01lod.dds and would not progress. I tried removing all related textures from my game, disabling the lod texture from mo2's data folder, reinstalling mods/skyrim/dyndolod/xedit all to no avail. I tried disabling my antiviruses, to no avail. Restarting my pc didn't work either. Then I found a post in this forum suggesting adding Locktexconv=1 to the relevant inis. I tried this, and it stopped getting stuck. Now it was sticking on random nifs while generating billboards. Again; no errors. Reinstalling relevant mods didn't help. I tried everything until I eventually tried making texgen run as administrator. It didn't work, so I turned off run as admin. Now it was working; but instead of getting stuck on sstonebase01lod.dds, it was sticking on the file directly beneath that one; cratewood02weatheredlod.dds I reinstalled my game again, restarted my pc, reinstalled dyndolod and all relevant files and now I'm back to sstonebase01lod.dds freezes. Myself and several people in a discord server have been trying to figure this out and nothing seems to be working. If anyone has any ideas please let me know.

