MonolithK
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Crash and problems with DynDOLOD removed
MonolithK replied to MonolithK's question in DynDOLOD & xLODGen Support
Hello! Sorry I've been doing multiple cases of troubleshooting since, I'm not even sure if I've fixed the problem yet honestly. However it is my belief that I tracked part of the problem belonging to an MCM settings that starts always turned on and the option in the MCM itself naturally prone to causing problems. I have since disabled and have definitely had much more stability. I was lucky, as part of my new troubleshooting zone was in the dragonborn DLC which let me recreate part of the problem far more consistently and let to me at least resolvie part of the problem. Since, then I have received a crash log attributed to "Engine Fixes" as usual but I am doing further testing in an attempt to see if further adjustments or any mods have slipped past me (mods I may have forgotten to update) doing a very thorough comb, I had one suspicion with "Creation kit fixes" due to the .dll files provided in it, I have since upgraded to "CK platform Extended" in the hopes that this may have been somewhat responsible for my issues, although, it is nothing that I am certain about. I will be able to provide a new crash log in the coming days/hours most likely as I am almost certain the issue persists, I am just scrambling to further round it down which took a few days of severe crash courses in game but I am 90% the issue still exists, just not as large scale where I could reproduce it very frequently so I'll need a bit more time to produce a newer log in a refined load order. I also recently upgraded to using DynDOLOD DLL NG (literally two days ago) so I am just trying to do a more thorough inspection overall. I have the savegame size fix applied! however: "MaxStdio = 2048" is what I have set in that option, would you recommend tweaking it to the number you've suggested? -
Crash and problems with DynDOLOD removed
MonolithK replied to MonolithK's question in DynDOLOD & xLODGen Support
I actually tried before sadly with no success, last night I began this process again however and I think I've found some success! I haven't pinpointed the exact culprit but it seems to me like the culprit is lurking in a category of mods I've labelled as "gameplay" this would include Sunhelm for example. After deactivation approximately 80% of the mods in there I seem to be getting no crash I think. However obviously I need to further test and round down, as from prior tests the issue did seem to have some degree of inconsistency (very unlikely but sometimes the game would work). At the moment I have tested about 30% of my "gameplay" mods. I will continue, hopefully this isn't just a coincidence. A part of my is worried the issue might actually have been something wrong with my load order priority, but I feel like that would still be too extreme. I'll actually keep an eye out on this, to my memory I actually did have some extra hdstsmp addon of sorts beyond just the default mod so maybe I should take a second look either way. I will try to report back with the "problem" mod if I am lucky enough to find it, although I don't feel entirely hopeful. EDIT: I seem to have a pretty good selection of mods that could be responsible now, still no exact cause found yet but the culprits don't seem to be a large pool. AddItemMenuSE - Highly suspicious but not sure why its suddenly causing problems (had it for ages) Campfire 1.12.1SEVR Release Campfire 1.12.1 and Frostfall 3.4.1SE Alternate Conversation Camera Sunhelm Survival Sunhelm Compatibility Patches Sunhelm Simple Weather Icons Sunhelm AutoEatDrink Sunhelm Waterborne Diseases Dirt and Blood Dirt and Blood Expanded EDIT2: Can't believe it and I am utterly stumped on how its suddenly become a problem, but at the moment it seems like Campfire is the problem. I am however COMPLETELY confused on how this has happened. When I have Campfire disabled, the Crashes seem to have totally stopped unless I'm speaking too soon. But as it is tit seems like Campfire is the problem. But I do not at all understand how on earth it has become a problem. I am unsure yet if its related to patches etc but this seems to be my deduction so far. EDIT3: Enabled Campfire again in my load order with no additional patches and I managed to produce the crash almost instantly. It does indeed seem to me that something is wrong with Campfire for me and i am not sure why. In Papyrus tweak NG I am using "BSpeedUpNativeCalls = true" this is the only potential reason I can think of. These two logs were produced after I began to realise the cause was Campfire, there is only a mild interesting difference I noticed. The access violation totally changed from "EngineFixes" to "Skyrim.exe" once I disabled supporting patches for campfire. The crash seems to be the same one I've been dealing with however. The newer log has the patches disabled, the older log has the campfire patches enabled. Logs: https://ufile.io/olr6pweo -
Crash and problems with DynDOLOD removed
MonolithK replied to MonolithK's question in DynDOLOD & xLODGen Support
I have tried with roughly most of my animation related mods turned off sadly and I believe the issue still persisted. Will try a fresh take on this again exclusively. Ahh okay, I see then so we are just doing further testing! My apologies! Well so far, I've hit a crash with just removing a few still (loading a save). In this instance: BnP male/female textures, happy little trees, skyland AIO and some exported Bodyslide high poly meshes from casual clothes. Appears to be a similar crash at least 3 Logs: https://ufile.io/m9dtri8e Access error variates but nothing substantial seemingly that stand outs in particular 1st log may be the best for reference but it still included Happy Little Trees, 3rd log is a new save. I it might not be memory, the only reason I will say is because the mod that seemed the "heaviest" when I added it was actually Happy Little Trees, there's also "Depths of skyrim" which I forgot to deactivate, it generally adds more content underwater but this would also be the next most heavy mod I can think of that I'd added. Is it possible something in my Skyrim Install is "corrupt" that could potentially explain these errors? I am using MO2 which makes me thing its rather unlikely but its one of the few notions I can think of. -
Crash and problems with DynDOLOD removed
MonolithK replied to MonolithK's question in DynDOLOD & xLODGen Support
I am not quite sure in how to do this part, a quick google search is also throwing me off a bit (the page part), however it does seem like Windows has it set to automatic as far as I can understand so far! I genuinely don't mind scaling back, especially if it can restore my game to being playable lol! However two primary questions to ask: 1. Is this "memory" problem a case of the game being at fault, or for example, if I added more ram would I be set to go and continue with this modlist? Once again, don't mind dialling everything back a bit, I'd just like to have a bit more understanding of what it is I am facing from your perspective, if I've pushed the game to the limit or my computer for example. 2.When you say mods that are "always" there would that include "Sunhelm" or "Immersive Speechcraft", perhaps even "Wintersun". I understand these mods do not have a large install size but would you weigh these as significant contributions on your eyes or would you says I should focus on toning down graphics primarily? E.g. Removing "Happy Little Trees". I understand you'd suggest "Happy Little Trees" most out of all mods I mention here, but I am curious how significant you think the others could be in the grand scheme of things. Another reason is because, Community Shaders can be demanding technically, but I believe the filesizes are also rather tame. There is also "BS:Bruma" and "Chantarelle", my question for these is do these count as "all the time" or do they not contribute much? In my eyes I view these as "not always present" but they do bare large filesizes I will be attempting to tone down and remove some things, I just want ensure I am targeting things that are at all worthwhile. -
Crash and problems with DynDOLOD removed
MonolithK replied to MonolithK's question in DynDOLOD & xLODGen Support
Alternate Memory Management = False results in "Not Responding" on main menu It did however seemingly generate a crash log?: https://ufile.io/ogid2oa3 Main Menu CTD, Can't personally make guesses from this variety of the log (not that the format doesn't add up to me just I don't immediately recognise anything especially since the access violation codes are intelligible to me) Log: https://ufile.io/lp9n9afa I willl attempt these steps shortly As well as a clean no DynDOLOD save with no content related as much as I can as an extra test. Edit: New save, all DynDLOD content entirely removed and Seasons of Skyrim (Synthesis and bashed redone too). When I reload and go outside, all is okay and then back in doors I get "Not Responding" yet again. I will have to further troubleshoot my mods, but now I am genuinly at a loss as the Crash Log suggestion was the only lead I had. Apologies, I will attempt any fixes that I can now. At least with this it seems certain the problem does not lie with DynDOLOD And you seem to believe It'd be correct to look towards animation mods as culprits? I mostly ask because, my set up on that front hasn't changed at all since the past so I'm surprised I am getting an issue so consistantly suddenly. Wintersun appears to be the closest culprit I could think of as far as "animation" might go. Edit 2; Definitely got the crash with and without synthesis including on new saves and with a fresh generation of synthesis. -
Crash and problems with DynDOLOD removed
MonolithK replied to MonolithK's question in DynDOLOD & xLODGen Support
That's interesting, maybe I'm mistaken, I seemed to have not crashed when DynDOLOD DLL was gone specifically so I assumed that potentially if it crashed with output that something might be too tied to the save when this came up. Anyhow, I reproduced this set up now, I may have phrased this poorly and my memory may have failed me when typing the post, it appears the game doesn't outright crash, but rather it simply is "not responding" in task manager when going back indoors in this specific set up, it will enter this state during the load screen. This may have been why I didn't provide the log. Would it be better to instead generate the papyrus log for this instance? (Also please believe me I am not being lazy, I am spending hours at this and just booting my game takes me ages already, I don't mean to offend, genuinely do want to comply!) In this scenario I had: AnimationLoadSignedCrash = false Srt_CrashFixAE Enabled I mean I can take your word for it, the only thing I can say is the load screen freeze (which I mistakenly described as an outright CTD) always is guaranteed after disabling DynDOLOD_Output which incluides the ESM/ESP and Occlusion. Current test: Loading the save with DynDOLOD. Scripts+dll+resources+Output+texgen entirely disabled Result: Load screen "Not Responding" in task manager (seemingly infinite black screen) similar to before. I just managed to produce this crash when going outside on the same save (when only disabling dyndolod dll so I will provide it as an extra:https://ufile.io/xsygaoyf Although I safely assume this log will be redundant to provide but just as a precaution. I am not sure how to diagnose a "Not responding" load screen sadly in this scenario which seems to be the information you want right now, my only assumption is the papyrus log. Edit: Tested with Reproduced pandora export, seemingly not fixed, at the moment I don't believe Pandora is the problem, unless you'd suggest also trying Nemesis too. -
MonolithK started following Crashing when saving and Crash and problems with DynDOLOD removed
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I am incredibly sorry if I am mistaken, I shared my crash log and was advised to disable DynDOLOD (it did seem to ease my problems) so I opted to post here assuming perhaps some additional insight could be shared as not much has changed in my LO. For clarities sake, I believe I am using the latest version of DynDOLOD 3 provided on Nexus, so the latest public release. Scenario: I use Alternate Start, I choose to start with a home on the farm I load at the farm Set up all my MCM's (this step doesn't really seem relevant to the issue but I nearly always do this in every instance so I opted to mention it) Save game Close Game Boot Game Load Save Go outside and then it crashes at the loadscreen Its worth mentioning, the crash seems to only happen when I boot the game, If I went outside before save and reboot I wouldn't actually crash, at least not immediately it seems. Notworthy added mods: Equipment Durability NG, Engaging Combat, Skyshards offer skills, Skyrim Skill Uncapper (the removal of any of these did nothing seemingly) Testing: I checked my crash log which mentioned a type of access violation to do with "EngineFixes" which led me to believe the problem was routed there. However the results left me quite confused as my setup on that front has essentially, not changed at all. I decided to fiddle with settings a little bit. For reference, I am using "SrtCrashFix_AE" too, which means that I must have "AnimationLoadSignedCrash" set to False In "EngineFixes" mod which I already had done. I decided to remove "SrtCrashFix_AE" and keep "AnimationLoadSignedCrash" set to false which seemingly also alleviated the issue, I wouldn't crash, at least not immediately (I haven't tested further in this exact setup). Then i tried this: I kept "SrtCrashFix_AE" off but then switched "AnimationLoadSignedCrash" to true as a test, which then brought the crash upon me again immediatly. At this point I was utterly baffled and when I had posted for help under CrashLogger to which the DynDOLOD suggestion was made to me. In these next tests my setting are as follow: "SrtCrashFix_AE" enabled "AnimationLoadSignedCrash" false When deactivating exclusivelyDynDOLOD.dll the crash stopped When then, when deactivating the entirety of DynDOLOD_Output (all the dyndolod generation excluding texgen) the crash also went away when I went outside, I however did then crash going back indoors but I assume because in this instance I had actually used a save that was already dependent on the Dyndolod_Output. Relevant DynDOLOD/Texgen Logs: https://ufile.io/a8juvo4e Crash Log as provided on the crash logger page: https://pastebin.com/5VwcNR1Z Hopefully I've provided as much clear information as possible and once again, I am always thankful to the support given here, I am not always the most tech smart, so I am just coming here based on what I've been able to figure out and guess so far, so I am incredibly sorry if I am blaming DynDOLOD incorrectly at the very least I may gain some further insight. I've been at this for approximately two or three days and due to my game taking a very long time to boot its a bit of a struggle to keep it up whilst also being a bit clueless!
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Yup I managed to successfully correct this side of the crash! Don't misunderstand! You already explained the save issue, I was reposting a recreation of my initial post but with crash logger instead as you mentioned that trainwreck wasn't good for this type of thing, I actually agree and believe your solution, but for the sake of clarity with the problem I preferred to try and recreate the problem so that it would match and just incase no other problem slips through! As for why I regenerated Dyndolod, same reason really, a few mod updates, not changes just newer versions so I didn't want to produce a new obscure problem due to using a prior generation. Sorry for posting that final one, I've actually already been playing with the fix as you suggested! and so far no problems! I just wanted to make sure I provided to full extent of the logs as you originally wanted! And I really do appreciate the support so much!
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Hopefully final update on the problem: Generated new Dyndlod etc and then crashed after race menu and this time I was using crash logger specifically. Crashlog: https://ufile.io/z7vtrv23 So hopefully it is just the saving issue and nothing else!
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Slight update: https://ufile.io/epime17l My newest crash log, I am suspect that this is a totally different crash related log, but if it could be looked into I'd still appreciate it!
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So actually, you are entirely correct, Occlusion.esp seems not be responsible, I've managed to launch the game (3 times) now without any crashes and I've kept Occlusion.esp enabled for these rounds! I also didn't realise the problem seemed save related, so I my pardon there! Also, I have not changed my settings yet in SSE Engine fixes, I will continue to play without the change to settings in hopes of reproducing the crash and providing a new log. I'd actually like to mention something however: When I received the crash I actually turned out to be running a slightly dated (not partcurly old) version of crash logger alongside Trainwreck, I'm not sure if running these two together at the same time is potentially the cause of the save crash or if its worth further investigating, if I can provide a new crash log I will share it here just in case keep this issue updated (if it continues or returns in a way that I can't solve with the solution you provided). Also worth mentioning, running the two together appears to block Crash Logger from generating a log entirely. Thank you so much, hopefully thats the end of the issue however!
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So just to clarify this is the process: Open game New game Enter racemenu Finished racemenu Approx 1-3 secnds then crash (I am using alternate start) Crash log: https://ufile.io/tzj0k8gg - (I ran this crash clog through a log reader online and it claimed level lists induced crash but I highly doubt it?) DynDOLOD/TexGen Logs: https://ufile.io/mme5g6ia As far as I know almost everything I have should be up to date or almost up to date, as for DynDOLOD specifically I am fairly certain it is all fully up to date as I was just performing a fresh setup for DynDOLOD etc. This crash seems consistent, I have more things to test but so far, disabling "occlusion.esp" appears to thwart the crash at least after leaving racemenu. Please bare in mind, this issue has only just happened to me. My load order since last time has not substantially changed aside from mod updates etc (and yes this DynDOLOD was generated all after the updates testing on a brand new game) Occlusion.esp is at the bottom most of my load order also. I have yet to test more, but hopefully some insight can be offered or advice, thank you in advance to anyone who can lend a hand!
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Crash fron DynDOD "BGS water collision"
MonolithK replied to MonolithK's question in DynDOLOD & xLODGen Support
Thank you so much and I greatly appreciate the time you took, I'm not very veteran with some aspects of modding I was immensely worried I wouldn't be able to keep up with xedit! Glad to know it was just bug that can be sorted (hopefully easily) thank you so much Sheson! -
Crash fron DynDOD "BGS water collision"
MonolithK replied to MonolithK's question in DynDOLOD & xLODGen Support
I'm also curious as to where the problem stems from cause/reason if possible so I can try to avoid it in the future, this crash has been on my mind nonstop since it started I'd like to learn what I can about it! Hopefully Sheson will have more to say. -
Crash fron DynDOD "BGS water collision"
MonolithK replied to MonolithK's question in DynDOLOD & xLODGen Support
So the good news is, this crash is incredibly easy for me to reproduce. Go to Bruma, go indoors then outdoors about two times and then crash! Very easy to do. I have briefly tested with this .ini you have provided and generated DynDOLOD again and I haven't crashed or been able to reproduce a similar one (I haven't crashed at all) Whatever you provided here seems to have fixed the crash from happening! I'm not sure what you adjusted or how I can continue to replicate this (if I change my order). But as it is with what you have given me the crash seems to be gone!

