
Ylikollikas
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Thanks for the directions on how to proceed. I'm a bit busy for the coming days, so I can't test this stuff soon, but I'll report back when I have time to test this stuff out. Also, someone I know said generating DynDOLOD with non-DLL version fixed the problem for them, so I might eventually test the same. Though staying on NG would be preferred to avoid the need to manually fix large reference bugs.
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Alright, so my binary search lead me to "Tamriel_ShesonObject" cause. First I suspected it is not actually cause, rather removing the master activator would have prevented the real culprit from presenting itself. However, this was verified by removing all references in worldspace / cell records in dyndolod.esp except the "Tamriel_ShesonObject", which caused the crash to still remain. So it seems Tamriel_ShesonObject is the reference causing the crash. Basically the situation is: Only "Tamriel_ShesonObject" -> crash Everything but "Tamriel_ShesonObject" -> no crash nvm was too hasty, did few more rounds of death -> reload and the crash did happen I will investigate more. Also since if someone else who is getting similar crashes could also do similar binary search that'd be great.
- 405 replies
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When doing the binary search method, I forgot to account for persistent worldspace cell. It indeed seems to be something contained in the persistent worldspace cell. The crash doesn't happen if I just delete persistent worldspace cell and nothing else. I'm going to find it with binary search.
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I cheked dyndolod.esm, dyndolod.esp and occlusion.esp for errors with the latest experiemental verion of xEdit downloaded from Discord (4.1.5b), there were no errors except the underslide stuff <Unknown: 2 $2>, which your documentation says doesn't matter. Deleting all blocks from tamriel worldspace in dyndolod.esp fixes the crash, but the problem is removing either half of the blocks keeps the crash. Removing blocks <0,0>, <0,-1>, <1,0>, <1,-1>, <-2,0>, <-2,1> doesn't fix it and neither does removing blocks <-2,-1>, <-1,0>, <-1,1>, <-1,-2>, <-1,-1>. Dyndolod.esm and occlusion.esp don't seem to be involved with the crash. But from this investigation its probably likely that cause of crash is something that appears in multiple blocks of tamriel in dyndolod.esp?
- 405 replies
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I got the crash a few times after disabling the plugins / mods loaded after DynDOLOD.esp / occlusion.esp. I also tried with hiding the script you mentioned, but the crash still hapened in exactly the same way, which is loading a save after dying. Obviously started a new save after hiding the script. Seems like the code from crash log changed from SkyrimSE.exe+902691 to SkyrimSE.exe+C072DF when the script you mentioned was disable. For good measure, I again went try to produce the crash without DynDOLOD output and wasn't able to. Crash_2024_2_27_18-11-51.txt Crash_2024_2_27_18-28-40.txt Crash_2024_2_27_18-40-33.txt Crash_2024_2_27_18-49-52.txt Crash_2024_2_27_19-2-31.txt
- 405 replies
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Latest DynDOLOD version was clean installed before generating LOD, I just didn't bother to rename the base folder, because I'd have to setup the paths again in MO2. The plugins loaded after DynDOLOD include - Empty dummy plugins that were used for BSAs. These have no data and do nothing, I just forgot to remove them. My current DynDOLOD output is not BSA packed. - The "DynDOLOD dupe trees fix.esp" was used because cities had some duplicate reference trees that had ref refined in DynDOLOD.esp so I just used this patch to disable the duplicates. I'm sure this is issue with how Rogue Unicorn's City Trees mod is built (and how that interacts with dyndolod child/parent worldspace settings) and not fault of DynDOLOD. - Synthesis patchers, everything between water_patcher0 -> load screen remover are Synthesis patches that are patches generated with Synthesis that forward DynDOLOD changes when needed. - Cell Settings Patches is just conflict resolution for cell water types with Water for ENB - shades of skyrim, that were missed from DynDOLOD.esp and Occlusion.esp. - Load screen plugins, I double checked and these ones just add load screens. The reason these are loaded low is because I run load screen remover synthesis patcher to remove load screens from all other mods, then load the load screen mods after the patcher to only get load screens I want. - Flat map framework plugins, these just touch the wordlspace records. According to modpage for FMFW, these should be loaded after DynDOLOD. Regardless, I will disable all plugins loaded under DynDOLOD.esp and Occlusion.esp and test if this issue is reproducible on a new game. I will also test what happens with hiding the script you mentioned, thank you for help.
- 405 replies
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Hello, I have had this issue with new DynDOLOD version where the game frequently crashes from loading save or just generally running around (more rarely). The crash does not happen without DynDOLOD output. I use latest version DynDOLOD Alpha 3 and DynDOLOD NG. From my observation, it seems disabling bSpeedUpNativeCalls in Papyrus Tweaks NG reduces the rate/chance that this crash occurs but does not eliminate it completely, only disabling DynDOLOD outputs does. Worth noting that two other people I know are also getting crashes with similar logs and same situations (with even the same code, 902691, usually), and disabling DynDOLOD outputs stops the crash for them as well. I can try to get their relevant lod generation logs as well if you want them. Seems like there also has been discussion about the same crash here and here. Regardless, here are my textgen and DynDOLOD logs. I also attached crash logs after my last DynDOLOD run, however this is not the first run that has had this crash. Unfortunately no bugreport.txt was generated. Logs Please let me know if there is other relevant information I can provide.
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Thanks for the insights! I will try the test version right away and fix all the flags it reports.
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Its 3D lods for NotW made by from decimating and hand-tuning the models in blender. It also includes winter variants. I haven't yet gotten reply from original author to upload on Nexus. But anyway, Here they are
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That would be appreciated! I was able to find some from going through all the winter 3D lod models that I was able to find, but I don't know if I missed any. I fixed the flags in following models:
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4th version did not cause freeze. Was something discovered that I should account for or fix in my next DynDOLOD run?
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All 3 variants caused the freeze.
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Alright, Tamriel.4.-28.-12.bto
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Alright this WIN.BTO causes a freeze consistently in a specific spot. If I remove the BTO, the freezes stop. There are many other spots as well that had a freezes, but for purposes of this half-half testing I tested with one specific spot to get consistent results. The spot is near sleeping tree camp. Regardless, after removing this file I wasn't able to find any spot with freezes no matter how much I ran around so I suspect this was only this BTO file causing it. Tamriel.4.-28.-12.WIN.bto Screenshot of the spot in-game Spot in the map
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Yes DynDOLOD_SSE_ModelsUsed_Tamriel My latest run was winter only just for quick test if removing the Bright Waterfall Fix for ENB Dyndolod would've fixed the issue (it didn't), so I don't have default BTOs currently. I will do default + winter season run next and report back. I will also hide/remove the files you mentioned. Yup, seems like the freezes don't happen at all if I do this. Update on this. The freezing issue was not resolved with these steps. Size for WIN.BTO files is 6.59GB and default .BTO files 6.34GB.