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Everything posted by sheson
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That's OK, report what happens with this version https://mega.nz/file/QJJh2TLa#v6Eh4DeM3bnbn_NU57_8SnDscOgbSLFJ6a6CDepllsQ
- 542 replies
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Use this test version https://mega.nz/file/pZY3XYDK#UG9k1_Id14A75TQbvWsCHm-r-_r4MXIiSHdG-c1Ni6w It will have bad performance, possible freezes of several seconds at times. Upload new logs.
- 542 replies
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No actual information or logs were provided. xLODGen is a tool mode of xEdit. xEdit does not require a specific mod manager. Passing of command line arguments is a rudimentary OS feature. If the -o command line argument does not seem to work, then it is typically because it was not entered correctly.| See the Readme.txt in the xLODGen download archive. See the manual of Vortex https://wiki.nexusmods.com/index.php/Tool_Setup:_xEdit. I you believe Vortex does not transmit the command line argument correctly to a program it is executing, then you need to report that to the developers of Vortex.
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Use this test version https://mega.nz/file/wVBSULKK#2PAGRSgdUKsEWCkzgiBEhdyT392GdimaWgjWYDnNGlE Restore the markers with the non zero at the end, upload new logs. Test without oxygenMeter2.dll, upload new logs
- 542 replies
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Repeat the test with this version https://mega.nz/file/VAg3WYYJ#gqfw-Y1PnWYyiH-a1Z2Sc_ntIRGZwUY9vwTmskMBBZI Then change the markers to this: Upload new logs and report results.
- 542 replies
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BTW, the two numbers are cell coordinates. Repeat the last test with https://mega.nz/file/5AozjIzZ#KIhcSviOVyzrnokowCsW0Jlqaw4jOZx4O6jK3Gchfkw and with debuglevel=6, upload new logs.
- 542 replies
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Repeat the test with just these markers, remove all others. If it still crashes, remove all but one line at random. If one lines does not crash do a binary search where you remove half the lines and if it doesn't crash remove the other half and continue until you have only one line left. It is possible that less lines mean less chance to crash. See if you can narrow it down easily without spending too much time.
- 542 replies
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Repeat fourth test with this version https://mega.nz/file/ZU5T1Jpa#0on8U-ADdSlC8tHGpMYSL4KKCA8K4s6z9f2n44hdfO8 Upload new logs.
- 542 replies
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Yes. Keep anything everything that was seemingly did not affect the issue removed/disabled.
- 542 replies
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Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. Also upload Also upload ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make a useful screenshot of the full model with more informative console. [0|1|2] is a placeholder for 3 variation of the actual filenames. Find meshes\lod\ice\iceberglarge_lod_[0|1|2].nif in Glacier LOD Meshes and copy them to iceberglarge_anim_lod_[0|1|2].nif is a shorthand for iceberglarge_lod_0.nif to iceberglarge_anim_lod_0.nif iceberglarge_lod_1.nif to iceberglarge_anim_lod_1.nif iceberglarge_lod_2.nif to iceberglarge_anim_lod_2.nif
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Continue tests with this version https://mega.nz/file/sIZD3RTA#GLpIs1OhCJOWsZQ0iNCHmG6zil3SpA2yr6jho73spL4 If it still crashes with this test version while [Markers] are present, do these 3 tests: First test: 2048,Dragonborn.esm,19,24,22197,DynDOLOD.esm,3,Dragonborn.esm;238469 change to 2048,Dragonborn.esm,19,24,22197,DynDOLOD.esm,3 2048,Dragonborn.esm,6,9,22180,DynDOLOD.esm,15,Dragonborn.esm;122682 change to 2048,Dragonborn.esm,6,9,22180,DynDOLOD.esm,15 2048,Dragonborn.esm,7,8,22205,DynDOLOD.esm,27,Dragonborn.esm;94178 unchanged Second test: 2048,Dragonborn.esm,19,24,22197,DynDOLOD.esm,3,Dragonborn.esm;238469 change to 2048,Dragonborn.esm,19,24,22197,DynDOLOD.esm,3 2048,Dragonborn.esm,6,9,22180,DynDOLOD.esm,15,Dragonborn.esm;122682 unchanged 2048,Dragonborn.esm,7,8,22205,DynDOLOD.esm,27,Dragonborn.esm;94178 change to 2048,Dragonborn.esm,7,8,22205,DynDOLOD.esm,27 Third test: 2048,Dragonborn.esm,19,24,22197,DynDOLOD.esm,3,Dragonborn.esm;238469 unchanged 2048,Dragonborn.esm,6,9,22180,DynDOLOD.esm,15,Dragonborn.esm;122682 change to 2048,Dragonborn.esm,6,9,22180,DynDOLOD.esm,15 2048,Dragonborn.esm,7,8,22205,DynDOLOD.esm,27,Dragonborn.esm;94178 change to 2048,Dragonborn.esm,7,8,22205,DynDOLOD.esm,27 Upload logs and results as usual.
- 542 replies
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Just to be sure, if you just disable the DynDOLOD.DLL now and ignore any messages and you try reloading the same way say about 10 times, there is still no CTD? Continue the tests with this version https://mega.nz/file/AQYXmbCC#GwrvEDQ-nS__nm6XRkSsywPVduhOyiaisHy3Lrn9nmU If crash still happens, then edit DynDOLOD_NG_DLC2SolstheimWorld.txt and remove everything under [Resets]. If crash still happens, remove everything under [Disabled] If crash still happens, remove everything under [Markers] If crash still happens, remove everything under [Objects] Post the usual logs for every step/crash or report after which removal they seem to have stopped if any.
- 542 replies
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You seem to have po3_SpellPerkItemDistributor.dll and StormLightning.dll enabled again. Please use with the test profile in which they were both are disabled. Set debuglevel=5 in the DynDOLOD_NG_Worlds.txt and test again with the test version from this post https://stepmodifications.org/forum/topic/20072-dyndolod-dll/page/22/#findComment-285334. Upload those logs. Then test with this version https://mega.nz/file/UUJiWaIC#zlCzccqWn5ys6cKqXbWGRkWNmcld8k1M-yuqk5uDmVM. Upload new logs.
- 542 replies
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Do you mean this mod https://creations.bethesda.net/en/skyrim/details/fbe0408d-443e-474b-824d-e7d2531e7646/Dragon_Carved_Armor_Set___PC or this https://creations.bethesda.net/en/skyrim/details/1bc5ba26-1b19-437a-ad19-fed4ccaf1d67/_PC__Dragon_Carved_Armor_Set or maybe a different one? Disabling a mod is a troubleshooting step, so be sure to report the result, especially if it changes anything.
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Seems save to say the the two DLLs are unrelated to the issue. Test if there is anything different with this test version in regards to CTDs while loading https://mega.nz/file/AFA2STSQ#-2Ieg4T-Uam916ofik_-virnHQ4fEgNm0sA-T0lK7v0. Post new logs in case there is still a CTD. The last CTD seems unrelated, as the last log entry to the DynDOLOD.log - the last time DynDOLOD.DLL was invoked - is about 11 seconds before the crash. The crash seems to be related to NPCs, effects and maybe to skeleton.nif and/or Effects\FXfireWithEmbers01_Cheap.nif.
- 542 replies
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What all 3 crash share is the mention of po3_SpellPerkItemDistributor.dll and SKSE dispatching a message to plugin 48, before that, which supposedly means StormLightning.dll as far as I can tell, though I might be wrong about that. I'd suggest to copy the current load order to a new profile in MO2, and then do these tests: Download and use this test version https://mega.nz/file/MEAT2TCB#sZYPlYowDPEO2RLS41v9qX0ISnTabbf4wkAbuEVJNik Edit ..\SKSE\plugins\DynDOLOD_Data\DynDOLOD_NG_Worlds.txt again and add a new line debuglevel=2 under the debug=true. It will not really change anything, but do the test anyways. Then check if you have the latest version of StormLightning.dll as it updated recently. Test if removing it makes any difference. Then test if there is any difference using the 7.2.0RC11 version of po3_SpellPerkItemDistributor.dll. Then test also test what happens if you remove it. Upload logs whenever a crash happens with a short note explaining if this is a crash after death or loading straight from menu. We might have to continue ripping the load order apart for tests, so keep your original load order and saves as backup so you are able to continue with them.
- 542 replies
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This crash log seems to indicated a problem with "Boots of Blinding Speed" added by ccbgssse041-netchleather.esl and po3_SpellPerkItemDistributor.dll. Might be a red herring. Next time also upload the skse64.log.
- 542 replies
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That is great. Thanks for testing.
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The instructions https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs explain to also upload the normal TexGen log in addition to the TexGen debug log. Refer to the Vortex manual and help forum for how to use Vortex. Load the entire load order in xEdit. Start the Asset Browser with CTRL+F3. Enter the filename ShinyBright_e.dds into the filter field. Check the filter column which containers are listed for the texture. The first one is the winning one. The vanilla version of the texture should be in Skyrim - Textures3.bsa. If any other BSA is also listed, it should hint at the name of the mod. If it says "data" it is a loose file. In that case use a OS or filemanager file search in the folder Vortex keeps all the mods in. Typically something like c:\users\HyruK\AppData\Roaming\Vortex\skyrimse\mods\.
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The DynDOLOD.log reports you are using the 33 version and not the 34 test version. Please test with the 34 version with the removed [Resets]. Edit ..\SKSE\plugins\DynDOLOD_Data\DynDOLOD_NG_Worlds.txt in the output folder and change to debug=true Upload new logs in case it crashes again.
- 542 replies
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The provided debug log file is only from a single run. As explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs, the normal logs appends, while the debug log gets replaced every time. So when having different results between two runs, make sure to keep and upload the 2 different debug logs. An easy method to keep all log files is to rename the log folder after every run. If you already know which billboard text files are different between two runs, then report their filename(s). If grasses from mods are involved, then report the names of the mods and provide links if possible. Check if there is anything different with this test version https://mega.nz/file/odIHRbga#6pcjpm9KOi3Lv0i9DsXLILJz5qTNHEM5WfeMMIWkWlA
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No worries. Whenever I run into an issue where I change something and it does not seem to make any or the expected difference, it is because the file I am updating is not the one being used by whatever I use to check the change. For me that typically happens when I make backups in different directories or drives. Also MO2s virtual file system could probably get confused if you unlock MO2 while tools are being started with it. I have that turned off, because is always several tools open at the same, some with different load orders, different games even. The important part is that you addressed and fixed the issues.
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Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. The plugin Beast Race Pack.esp exists in the used data folder and is set by the used plugins.txt to be active or it used by an active plugin as a master, which force it to be loaded.
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Not entirely sure what "this" means. The Glaciers LOD mod includes that rule for TexGen already and has updated LOD models for the vanilla icebergs that use the generated stitched object texture LOD texture instead. It does not have updated LOD models for the Animated Icebergs mod.

