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druninja

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Everything posted by druninja

  1. This is the only program I have issues with. When launching ASIS SSE port jar from MO2 it says its missing skyrim and update.esm so I'm assuming it just misses all the esps but I cant tell cause it stops working once that pops up. I can run Wyre Bash, SSEEdit, Smash, Mod Merger, and every other application just fine through MO2 but this new ASIS port that just got released the other day crashes. Is this something done wrong on their end? or is it an MO2 thing?
  2. thanks for all the help dude btw skyrim is a whole new world with 3d trees. I forgot how much I missed them since I switched to SSE
  3. I overclock my cpu pretty hard but I havent noticed any heat issues since I've set this overclock a year ago. I use liquid cooling. I overclock my 3930k to 4.5k and it operates 24/7 stable. But maybe it is that, your program does like to push all 12 cores to 100% while it runs the the lodgen parts. But when I was checking for stability I let it sit at 100% cpu usage for hours to test it from crashing. It's been about a year since I set it so perhaps my overclock isnt as stable as I thought it was. And looking at the memory when it was happening my memory never went over 50% useage. But I've been able to do the LOD twice since redownloading the enhanced vanilla tree files and reinstalling them just to make sure it wasnt a fluke that it worked the first time. I'll monitor the heat next time incase I have another issue just to be sure.
  4. are you using enhanced vanilla trees? I was getting problems but I redownloaded it and reinstalled and it stopped giving me problems
  5. I redownloaded enhanced vanilla trees, then reinstalled the exact same options with the exact same billboards and it ran with the the "full model" toggle without crashing this time. so maybe my first download got ****ed up somehow? sorry for wasting your time. I should have done that a lot sooner. Actually since I havent gotten this far. I use Open Cities Skyrim so I was following the first part of the instructions from oldrim instructions for open cities skyrim. now I'm at the part where I activate open cities skyrim to regenerate the dyndolod.esp part of it but that part is greyed out, does that part require the skse64 part of dyndolod to use? and if so for open cities skyrim do I just run it without open cities skyrim for now until skse64 or should I try running it with the open cities skyrim esp active?
  6. if you want to test I have the oldrim vanilla billboards from the lodgen and I'm also using enhanced vanilla trees with large lush option vurts snowy option vurts 4k foliage (number 1) with the matching billboards off the oldrim page overriding the vanilla billboards. Someone on the page said they got the 3d to work in sse so I just assumed it would work. but maybe it doesnt. I ran it with the "billboard fallback" instead of "fullmodel" fallback and it completed without any crashes.
  7. okay heres one with the command prompt open . Going to rerun lodgen with the billboard fallback option you said and see what happens in the meantime
  8. I dont have the info from before since I tried reinstalling seeing if it would make a difference (it didnt) and didnt think to save the logs but I ran it again and here are the results. 1 screenshot of the lodgenexe crash and all the logs, most of the logs are empty but some have partial completion and one or two look fully complete druninja-dyndolod problem.7z
  9. Alright after running it again, I got this message after the "save and exit" part. " Exception EAssertionFailed in module DynDOLODx64.exe at 0000000000822858 Assertion failure (c:\Delphi\projects\DynDOLOD\wbImplementation.pas, line 3866). "
  10. went to the logs to post them to see if that helps but the log is completely blank on pretty much all of them except for 1 which seems to have generated correctly. So I'm not sure what's up. It shouldnt be a permissions issue since I'm an admin and ontop of that I set all my drives to give my specific username full control of all files. I am using MO2 which might be the problem? but I followed the instructions that we had to do if using MO by setting the paths outside of of skyrim and mo's virtual folder. Texgen part seems to run smoothly and works fine, just for some reason the lodgenex keeps wanting to crash on all the stages while dyndolod is running.
  11. I'm getting a problem that I didnt have in oldrim. A good 5 or 6 of the lodgen instances will crash near the start of running them and then dyndolod just goes onto the next. sometimes all the world instances lodgen crashes. I cant seem to fix it. I'm using MO2 and I have the dyndolod texgen and the main dyndolod output paths outside of skyrims directory and dyndolod itself is installed outside of skyrim se's directory. I think the fact that these instances of lodgen.exe is giving me another problem. I followed the steps for 3D trees like how I used to have in oldrim with enhhanced vanilla trees. And thhe instructions look the same but when trying to play with the dyndolod thats generated with these lodgen.exe messups when I get ingame all the trees dont show, only trees that are within my cell pop up as full trees and every tree that should be in the distance is just invisible until I get in their cell. Are these two problems I'm having related?
  12. I ... I might be able to play the game, after all these years.
  13. Just woke up and gave this update a try. Now that it is working for me it cut down DynoDOLOD worlds process from 40 mins to 16 mins 10 seconds
  14. got a new error with updated 2.01. Exception in unit prepare line 517: Operation not allowed on sorted list https://pastebin.com/NR5qX8We
  15. not sure what I'm doing wrong. on v2 BETA Getting "Exception in unit line -1 'Prepare' on line 712: Type mismatch. https://pastebin.com/pvndAD1K if I'm reading it right thats the immersive citizens rrr patch. I've changed nothing in my load order since running this same setup on dyndolod in 1.49.
  16. Sheson, thanks for the help with troubleshooting for the missing nif earlier. updating to dyndolod 1.47 I was able to see which niffs were causing the issue by paying attention to the tes5edit and I found out what I did wrong. I installed A statues mod from Neovalen's Skyrim Revisited mod list and I forgot to create special versions of the meshes he instructed that another mod in the load order is supposed to use, and without them, I was getting the missing Nif issue. Thanks a lot dude, the stuff you do for skyrim is magic.
  17. thanks for all the help dude. Here's what I did so far, I changed the heap to 806 (so 550), and ctd'd at the spot with heap only hitting 503 or something. So then I deactivated esp, run to the spot no ctd. I renamed the file dyndolod_tamriel_objects.json to hahahahah loaded game with the esp active, ctd at the spot with heap only hitting 515 or so still. Since the renaming the objects.json didn't work, do I still followed the last step you suggested of doing the debug test for invalid nif or do I do something else?
  18. here is new pastebin of the memory patch ctding at the same spot, I increased the memory to 768 but I ctd at 513 at the spot I'm having the guaranteed crash at.
  19. on the first log I didn't crash, I simply left the game after running around the map 500 speed for 5 mins. and the second log , the one I did crash in, I hit 512 3 times. do I still need to increase? I get the guaranteed ctd even when I put my skse.ini to 1024 (in reality 768)
  20. here is a memory block log of cocing to riverwood then running along the road all the way to markarth, zoning into markarth running around a bit , zoning back out and flying for like a couple mins with no crash or anything. and here is a memory block log of cocing to loreius farm, then running to the giant camp that ctd's me I think its working cause I can run around 5 mins 500 speed mult along roads and nothing ctd's me. but I instantly ctd near the giant camp/road by loreius farm. Even after redoing the dyndolod this morning.
  21. Yeah, my skse.ini works with memory when I set speedmult and run around to multiple cells it loads fine, except for this area. I didn't add any new mods since generating the LOD, but I redid the lod generation to make sure I didn't mess it up or something. I scrapped the character since it was only level 2 and redid everything on fresh profile like I've always have since using dyndolod. anyway to tell which nif is causing issues, did the crashdump point to anything?
  22. After hours of trial and error testing I finally narrowed down the cause of a repeatable CTD I've been having to the Dyndolod.esp. On current playthrough as well as creating a new save I CTD at a Cell near Loreius Farm on the road as well as by the giant camp that is there. If I load save, as well as start new game, without dyndolod.esp active I can pass the spot just fine. I have no idea which of my mods is causing the conflict in Dyndolod.esp, I've checked in TES5edit and can't find any errors in the esp or any conflicts. I've used Dyndolod for many months and have passed by this area in multiple characters without issue, so I think it must be a mod I added sometime recently but I couldn't begin to think of which mod that could be. Here is the Modwat.ch and here is the crashdump log, its the same each time I crash at the location as well as the loaded modules list If you can point me in the right direction of fixing this I'd greatly appreciate it, I can't play the game without dyndolod so I'd like to remove whatever mod is causing the ctd if I can.
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