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sheson

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Everything posted by sheson

  1. Since the debug message from DynDOLOD is 9 seconds before the crash, it is not caused by any of the dynamic LOD objects. When entering form IDs into the field top left you need to adjust the first two digits to the actual ID a plugin has in xEdit, e.g. 19 in case of the screenshot. The next step would be to selective remove records from DynDOLOD.esp in a binary search in order to only keep record in the plugins that causes the problem. 1) Make a backup of DynDOLOD.esp 2) Load DynDOLOD.esp in xEdit and remove half records 3) Test if game still CTDs 4) if it crashes start from step 1) If it doesn't crash, restore backup and continue with step 2) removing the other half of records which are not causing the crash. Only remove records from [+] Worldspace First time, remove all worldspaces that are not Tamriel as we expect the error to be in there only. Second time, remove all Blocks and keepo the 0000D74 Cell persistent worldspace cell. If the crash is a record in the persistent cell, remove all overwrites first (they are listed at the top). If it is one of the overwrites, restore from back, remove all other records. Then do the loop by removing half the overwrites until only the problematic record remains. Otherwise , continue by removing about half the references that do not start with Tamriel_*, e.g remove the reference that start with a pluginname. If the crash happens in the Blocks, do the loop removing about half the Blocks until only on Block remains, then Sub-Blocks until only one Sub-Block remains, then cells until only one cell remains, then references until only one reference remains. If you are down to the last reference, remove it too to see if it might be actually the cell record.
  2. Seems we are not getting anywhere with this. Maybe time to do the steps explained under "Debug CTD caused by missing or invalid NIF" in the DynDOLOD-README.txt First check/remove the object LOD mesh *.BTO file to rule them out. If it still CTDs with all meshes removed, check if disabling DynDOLOD.esp and keeping DynDOLOD.esm makes a difference. In case it does, do the debug=true tests. If it crashes with only DynDOLOD.esm, let me know for different suggestions.
  3. No, for now just replace the files in the load order with the vanilla once which we assume should be fine.
  4. For plugins with navmeshes it might be necessary to involve CK but that is outside my expertise.
  5. A question would be how the plugin was made ESM and how/if that affects navmeshes etc. The mod RedBag's Rorikstead also contains texture(s) that have resolutions that are non power of 2, which I assume you must have fixed.
  6. Do the same for any of the reported textures that are shown when the currently used NIF is highlighted in the asset browser.
  7. The first Container is Data, which means a loose file is winning. Use MO2 right window Data tab to drill down to the file and then check the Mod column to find out with mod contains the loose file.
  8. OK, the crash logs seems to indicate a problem with a texture used by NIF that has a BStriShape called "IcebergSmall02:0" Unfortunately the logs do not contain any hint about the involved *.DDS or *.NIF. Typically the NIF filename will be IcebergSmall02.NIF (but it is totally possible for any random *.NIF to contain such a named BSTriShape as well). Load all plugins in xEdit (so it loads all BSA as well). Start the xEdit Asset Browser with CTRL+F3. Enter IcebergSmall02.nif into the filter field at the top. For now we are only interested in exact matches. Check the listed Containers (BSA or Data) to the right. The first one listed "wins". Data means loose file. If the winning container is Data, use the MO2 right windows data tab to find t he loose file and its mod it comes form. If it is a BSA other than Skyrim - Meshes1.bsa the BSA filename should hint the mod it comes from. Since the NIF seems to have a NiSourceTexture instead of a BSShaderTextureSet I do not expect it to be the vanilla NIF. Click the result filename to highlight it. The status window at the bottom should list texture filenames under Assets used in ... You can enter the texture filenames into the filter field again to find out if they come from the mod or another mod. A quick troubleshooting test if we on the right path would be to temporarily disable any mod modifying that NIF so the one from the vanilla BSA is used instead to see if there is no more CTD. Alternative you can right click and Save As the vanilla NIF from Skyrim - Meshes1.bsa and put it with the correct path (meshes\lansdcape\ice\IcebergSmall02.nif) into the MO2 overwrite folder, so it loads last and overwrites the version(s) included in any mods/BSA.
  9. You can not update the existing output that did not complete successfully. Uninstall and delete all of former output - that means DynDOLOD plugins and the Meshes, SKSE and Texture folders installed as mods and any such files in the output folder - and generate new output from scratch. You should also not edit any DynDOLOD plugins in Creation Kit.
  10. Read the first post which log, debug log and bugreport.txt to upload when making posts.
  11. Have you clicked the link "Click on this link for additional explanations and help for this message" on the message prompt? Did it not open https://dyndolod.info/Messages/Plugin-Limit which starts with: Skyrim, Skyrim VR and Enderal have a total limit of 255 full plugins (ESM + ESP). Skyrim Special Edition and Enderal SE have a total limit of 254 full plugins (ESM + ESP) and 4096 light plugins (ESL).
  12. This might be an invalid texture used by a NIF with a BSTriShape name IcebergSmall02:0. Typically the NIF filename would be IcebergSmall02.nif To verify it would be best to reproduce the crash a couple times to see if the possible relevant object keeps listing BSTriShape(Name: `IcebergSmall02:0`) and the callstack starts with NiSourceTexture::unk_12F57E0+0. Let me know if that is the case or if the possible relevant objects / call stack is a bit different between crashes.
  13. Moved the post to the DynDOLOD 3 Alpha, since that is what you seem to be using. Read the first post which log and debug log to upload when making posts. Tell us which mod is affecting Riften or the Cell record.
  14. No DynDOLOD log. No information. The base record of the reference xx004B15 in DynDOLOD.esm is not defined or can not be resolved. That can typically only happen if the DynDOLOD process did not complete successfully. The DynDOLOD log will most likely show that the process did not complete successfully or that there were errors. Do not use the output unless the process completed sucessfully.
  15. Read the first post which DynDOLOD log and debug log to upload when making posts. Fix whatever issue your OS / .Net Framework installation has. For example by updating/repairing .Net Framework or not using (OS) beta versions or by using the alternative by installing .Net runtime 6 or newer. Also check Windows Event log for preceding error messages.
  16. Op error message: Exception in unit process line 87: Invalid pointer operation Your error message: Exception in unit process line 87: Can not copy DragonMoundDirtCapSnow [STAT:00068E68] from BetterDynamicSnow_PATCH.esp into DynDOLOD.esp Load order FileID [FE 017] can not be mapped to file FileID for file "DynDOLOD.esp" It is a different issue. Read all log message and follow their advice. Checking the docs/DynDOLOD-FAQ.txt Q: DynDOLOD.exe: Can not copy xxxx from xxxx.esp into xxx.esp A: Often caused by a broken bashed patch. Use a newer Wrye Bash version to create the patch or do not use the merge patches option. A: There is a plugin in the load order with errors. Check the load order for errors with xEdit.exe before generating LOD. Fix all errors. See this video for help. Search the forum for similar error message: https://stepmodifications.org/forum/topic/15739-can-not-copy-x-from-x-error/#comment-247758 If problem persists, post error report with entire contents (not just the last couple lines) of ..\DynDOLOD\bugreport.txt and ..\DynDOLOD\logs\DynDOLOD_SSE_log.txt to official forum http://forum.step-project.com/forum/101-shesons-dyndolod-support/
  17. Load the load order in xEdit and check it for errors. Fix the unresolved form ID errors and the records being overriden. It is most likely caused by a wrong version of RealisticWaterTwo - Open Cities.esp or wrong version of its master plugins. See if it runs through then.
  18. Read the description, documentation, install instructions, requirements of mod and use their comments, forum etc. for help with them. That is promising. Thanks for letting us know.
  19. LOD models are NIF. A typical way to create LOD models is to use Blender or 3DSMax (maybe with additional 3rd party plugins) to create LOD models. Read the links I provided. In particular https://dyndolod.info/Help/Mesh-Mask-Reference-Rules#Mesh-Mask The mesh mask is any part of the path/to/model.nif of a full model defined on a base record. It does not use wildcards and simply matches any part of the entire path. Entering the term tree into the field means this rule will match any filename that has the term tree in it but also any other NIF that might be in a folder that has the term tree in it as well, regardless of the filename. Note that Meshes is not part of the path/to/model.nif defined on the base record.
  20. .Net runtime 6 or newer is a "soft" requirement, e.g. not needed for things to work. The default .Net Framework 4.8 installation of Windows is sufficient.
  21. https://dyndolod.info/Downloads The Additional Requirements lists .NET Runtime 6 or newer for LODGenWin.exe/LODGenx64Win.exe. Throughout the documentation .NET Runtime 6 links to https://dotnet.microsoft.com/en-us/download/dotnet/6.0 where you will currently find .NET Runtime 6.0.6 ("The .NET Runtime contains just the components needed to run a console app. Typically, you'd also install either the ASP.NET Core Runtime or .NET Desktop Runtime."). Which OS and CPU architecture depends on the OS installed on your computer. Nowadays people typically have Windows x64. https://support.microsoft.com/en-us/windows/which-version-of-windows-operating-system-am-i-running-628bec99-476a-2c13-5296-9dd081cdd808 Also there is GamerPoets video at the bottom of https://dyndolod.info/Videos (download and installing both x86 and x64 version ensure maximum compatibility with less confusing explanations)
  22. Read the first post which entire log and debug log to upload when making posts. https://dyndolod.info/Messages/File-Not-Found-Textures File not found errors can be fixed by installing the missing files. Look up the NIF in MO2 right window data tab to know which mod has problems or was not installed correctly (or is missing requirements) or just refer directly to the plugin name.
  23. Obviously it would be best to create dedicated LOD models. Otherwise use mesh mask rules to use the full model for LOD. Read these: https://dyndolod.info/DynDOLOD-Reference#5-Scan-worldspace https://dyndolod.info/Help/Mesh-Mask-Reference-Rules https://dyndolod.info/Mod-Authors Ask specific questions if further help is required.
  24. Read the first post which DynDOLOD log and debug log to upload. Check the Windows Event log.
  25. I do not provide support for 3rd party mods. Read the documentation/instructions/help/comments of the 3rd party mod. Such problems typically mean the mod is not running or is being denied write access by the OS/antivir. A properly installed OS/game typically does not have such issues. As explained in the description of the mod, check /Data/NetScriptFramework/NetScriptFramework.log.txt In MO2 use the right window data tab to check the virtual data folder for those folders/log files.
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