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GiraPomba

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  1. Again, I don't have the debug logs, like I said I'm playing with pre generated outputs included in a modlist, Dyndolod Standalone tool is not included, neither are its logs. The LOD was made following the correct procedures and the load order is exactly the same in both tests, the only thing different is the version of Dyndolod NG DLL. Hendraheim comes with its own LODs apparently, so they were probably skipped during LOD generation. So it's not a "Output" generation thing, it's a DLL thing.Alpha 36 works fine, Alpha 39 has this issue. I'm just trying to report this issue. I'll stick with Alpha 36, which works fine for me and the modlist, have a good day.
  2. Here are the logs, Papyrus.0.log and DynDOLOD.log from Alpha-39(I said 38 before, but it was acually 38, my bad). Like I said, there are no other logs because I'm not using DynDOLOD Standalone tool. Afaik it's only necessary when doing LODs, not when playing the game. DynDOLOD was ran with DynDOLOD Standalone, DynDOLOD Resources and DynDOLOD DLL NG and Scripts and all the mods in the list (following the proper procedures), the output was made with Alpha-36, only thing that was updated was DynDOLOD DLL NG and Engine Fixes to the latest version. So the bug started happening with Alpha 37 and above (LOD wasn't redone after that). Here's a video showcasing it: If there's anything I can do to help, let me know. Otherwise I'll keep playing with Alpha-36 which works fine for me. Papyrus.0.log DynDOLOD.log
  3. I was playing with the latest version. First screenshot was made with latest version of Dyndolod NG (38). Second screenshot was made with version 36(without the bug). Both with the same output active. To reproduce, travel from Rorikstead(can load a save from there or start a new game and COC RoriksteadExterior01) to Hendraheim by foot. The bug doesn't happen by fast traveling or COC with console there directly. I can attach the Dyndolod.dll log but it didn't have much information. I don't have the other logs because I don't I don't have Dyndolod Standalone enabled on this modlist.
  4. Hi there, I'm not sure if it's the same issue (couldn't download the DLL from that link to test), but it seems that with version 38 of Dyndolod NG, some structures are not loading when traveling by foot. Most notably Hendraheim and Myrwatch (and probably others). With version 38: https://imgur.com/jcmO8ow With version 36 (working as expected): https://imgur.com/pnPQcSU The structures load fine by fast traveling tho.
  5. Hey. Just wanted to get back to you and report that the version 36 of DynDOLOD DLL NG seems to have fixed the crashes reported previously. I've played with the old output and it all worked fine. I also instructed others in the modlist to use the new DLL and they also reported that the crashes stopped too.. Thanks again.
  6. Hi, thanks. I'll try the new DLL. The only log generated it's the one from Dyndolod.dll. I assume the other logs are created when running the program, but I'm playing with pre generated outputs. I've checked Dyndolod folders in any case.
  7. Hey there. I'm also experiencing frequent crashes with Dyndolod. Even with the new DLL provided here. Crashlog always mentions this: Object Reference: File: "DynDOLOD.esm" Flags: 0x00800009 kDestructible | kInitialized FormID: 0x2A000928 FormType: Static (34) ParentCell: --- Flags: 0x0000200A EditorID: "Wilderness" FormID: 0xFF0015AC FormType: Cell (60) File: "DynDOLOD.esm" Flags: 0x0000040B kDestructible | kAltered | kInitialized FormID: 0x2A028C0A FormType: Reference (61) Here is my crashlog: https://pastebin.com/JZpbpP2f And Dyndolod log: https://pastebin.com/MJgWfijd
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