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nicktheduke

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  1. Hey apologies for sending the wrong log. I had opened the app to check my settings and it seems my previous log was erased. However, I have a large mod list that takes 3-4 hours to generate the Dyndolod output. Unfortunately I don't have time today to regenerate a new log but looking at older outputs, the logs are very large files. A couple hundred MB due to the size of my mod list. Furthermore, I cannot select a building in the LOD using More Informative Console. If I could I would know exactly what mesh to look for. The mod that adds the buildings is https://www.nexusmods.com/skyrimspecialedition/mods/130952 I'm aware that there are special instructions where you have to deactive the interior modules. I ran Dyndo and everything was fine except the glow of the windows in the building LOD. I checked the LOD models provided by the mod but I cannot seem to fix anything. This is why I have reached out for help because I am not sure if it's a problem with a mesh or with my Dyndolod generation. I understand the need for process with me providing logs/screenshots, but I'm hoping you can answer the general question: what would cause a different color glow on the LOD models for buildings and how would one fix it?
  2. Hi again Here's my log: https://justpaste.it/bwtqg and debug: https://drive.google.com/file/d/1JUOdGsTrpgyZWhKNIfqCC739Y8NTUiul/view?usp=sharing The issue is that the far away lod model of the building windows has a different color than the up-close models. Cannot select using console since it's LOD. The mod adding the buildings uses BOS. Could that cause an issue with the glow? Or is it an issue with a mesh? Please see my terrible screenshots. The windows should all be orange but I'm getting blue-ish white
  3. Hi Sheson Sorry to bother you but I'm wondering how to extend window glow? Right now I have orange windows near and a white-ish blue in the distance. I'm using up to date Dyndolod and set everything to high, etc. How should I fix?
  4. Hi sheson No matter what I do, I keep getting this error. After years of never having an issue with Dyndolod. I have checked OS, UAC, 3rd party program + the other information listed in the manual. Any idea how to fix? Please see below: [Main Instruction] Can not copy resource textures\dungeons\imperial\impwood01_n.dds to D:\Wabbajack\Dyndolod\TexGen_Output\DynDOLOD-temp\textures\dungeons\ships\shipwood02_n.dds: [Content] The system cannot find the path specified.
  5. And I tried something different. I deleted Tamriel worldspace. The game loads. So: If I have just Tamriel, maaaaaybe a few other worldspaces = No Crash If I have no Tamriel, all worldspaces = No Crash If I have all worldspaces = Crash
  6. Well. I'm back! Been away for a few days haven't been able to play too much with Dyndolod. I am, however, trying to figure this out. I had a game going. Level 5. No big deal if I have to restart. I was playing with Dyndolod but with Tamriel worldspace only. No crashes out of the ordinary :P Opened a save in an interior without Dyndolod activated. Walked outside and back inside. Saved. Re-generated Dyndolod with all worldspaces and your script. Reloaded game. Crash on loading screen. Try new game. Crash on loading screen. When I open Papyrus, there is nothing SHESON or Dyndolod-related in the log.......................... !*$(&!@ I am not honestly not sure what to do. Rebuild the load order and start fresh? I have never seen this happen with Dyndolod... PS. Does it matter that it's # 255 in LO?
  7. Yeah. I can confirm deleting anything mod-related that's not Skyrim or DLC-related from Dyndolod.esp will avoid crash. Any tips? Should I just TES5LODgen the rest? Am I really pushing Skyrim to it's limits?
  8. So I generate Medium. If I delete/don't generate the following worldspaces, the game does not crash on load/re-entering Helgen Keep: + aaaWereBalokDungeonWorld - Staadomaar Template (Helgen Reborn.esp) + BSHeartland - Tamriel (BSHeartland.esm) + Dimfrost - Dimfrost (Wyrmstooth.esp) + NecroDragontailMountains - Dragontail Mountains (Undeath.esp) + WyrmstoothWorld - Wyrmstooth (Wyrmstooth.esp) + XJKislandWorld - Phalos (Darkend.esp) I am trying to re-add these and see if I can narrow down, except BSHeartland What's weird... Is that I've generated these before and never had a crash or freeze
  9. Generating with Medium and deleting everything mod-related from worldspaces (Wyrmstooth, Darkend, etc) allows me to exit and re-enter Helgen Keep
  10. Further testing: If I use Medium settings and delete everything but Tamriel, I can load the game and re-enter Helgen Keep without crash. I am going to try and delete anything mod-related from Dyndolod to see if it crashes. If it crashes after that, I will send you esp
  11. When chipping away at the Dyndolod.esp, should I remove the meshes from each worldspace? Rather, does Dyndolod store extra info in the SKSE about the worldspaces generated? EDIT: Idk why but when I delete 2 specific worldspaces (Deepwood Vale affected by Organic Factions + the dungeon added by Helgen Reborn) the game doesn't crash when re-entering Helgen Keep
  12. Ok so I re-generated a few times. I went from bottom of worldspace list (where Tamriel is) all the way up. Sometimes it crashes upon return to Helgen Keep, sometimes it doesn't. I tried generating everything (except Bruma) and deleting worldspaces from that, but I assume data is being stored somewhere that links to that worldspace thus it still crashes, which means I've re-generated a bunch. I thought I've narrowed it down to 3 worldspaces: Dimfrost from Wyrmstooth (never had a problem), Deepwood Vale (Organic Factions was added and affects that area), and the Dungeon added by Helgen Reborn. Usually I have never had any problems with Helgen Reborn. However, when not generating those worldspaces, I get a crash re-entering Helgen Keep. I am, however, able to enter Riverwood interiors.
  13. Yeah this is very weird. I've used Dyndolod for years now and I've never encountered any problems with it. Decided to reinstall Dyndolod just to be safe. Regenerated on Low with all worldspaces except Beyond Bruma. Ran game without Dyndolod at first. Saved in Helgen Keep. Everything good to go. Loaded game up with Dyndolod inside Helgen Keep. Everything still looks fine. I walk out. Dyndolod initalizes. Walk back into Helgen Keep. Crash on loading cell. Took your advice. Generated *only* Tamriel. The game loads. I exit Helgen Keep. Dyndolod initializes. I go back into Helgen Keep. No crash with all the cabbage and walls there. Any thoughts? Why does having the other worldspaces involved cause Dyndolod to CTD? Currently going to try turning off chunks of worldspaces being generated to see if that might fix it.
  14. So there was some Dyndolod "patches" for something I can't remember. I disabled and tried another new game using Low settings. Instead of entering Helgen Keep, the game crashes... Papyrus log: https://drive.google.com/open?id=1Tnp-aJjmdP2Kbja3K5xpgdFfzC8ziRks Edit: it was a Caranthir Tower Reborn and Lanterns of Skyrim patch that includes meshes/textures/scripts I am going to rebuild on Low without these and see what happens
  15. I tested again using the Low settings Dyndolod. Like I mentioned, the game loads and I can enter Helgen Keep but there's weird things missing. Here's the Papyrus: https://drive.google.com/open?id=1YvZM-ScB8yXLEZaZ_JJb0sacOzOmR3ig There's something of note: Error: Cannot call GetWorldSpace() on a None object, aborting function call stack:[ (FE00528C)].SHESON_DynDOLOD_LODObject.OnCellDetach() - "SHESON_DynDOLOD_LODObject.psc" Line 248[11/11/2017 - 12:04:05PM] OnCellLoad called, bLocked:False[11/11/2017 - 12:04:05PM] Error: Cannot call GetName() on a None object, aborting function call stack:
  16. I decided to try a new game with Medium settings using Wizard. I can get outside of ASLAL cell where Requiem and scripts kick in. Dyndolod initializes. As soon as I start moving the game crashes, but at least I'm outside. I saved before freeze/CTD but when I try to load that save again, the game crashes on loading screen. I've got the Papyrus logs here with debug on in Dyndolod_world.json: https://drive.google.com/open?id=187QLl3oCUCFtnlDg3RYfKLgBg5Lf12_d
  17. Hehe. The hits keep on coming... Ok I decided to just go ahead with low settings. Got to Helgen. Went into the Keep. Boom there's things missing like cabbages and clutter and then I look to my left and there's huge chunks of walls and floors missing. So frustrating that I just gave up. I went to sleep and this morning I looked at what was affecting interior cell of HelgenKeep01. Couldn't find anything out of place so I started clicking on things with MFGconsole. Eventually I found a torch that was last affected by... you guessed it, Dyndlod.esp When I deactivate Dyndolod.esp, the walls and cabbages are back where they should be. Obviously this is weird. Dyndolod doesn't affect interior cells and does not have anything listed in the esp that I can see. I even regenerated Dyndolod without Temporary=1 Any thoughts?
  18. Nevermind. I tried playing with Low setting. While it did play, it froze upon approaching Helgen. I reloaded and entered game but it crashed when another cell was loaded on my way to Helgen. Just saw your post. Going to take another look and see if I can find something. Thanks again
  19. At this point, should I just say screw it and go with Low setting since it works?
  20. Hm. There's not much difference in ESPs. Any thoughts?
  21. 2/8. The crash on loading save occurs immediately after the smoke/trivia appears, but no 3D model. When I coc Whiterun, the smoke/trivia/3d model appear for a brief second, but the game freezes and eventually crashes. 3. Not the green overwrites, the new records generated by Dyndolod that are Skyrim.esm-related contained in Persistent 5. Anything in Persistent that starts with TREE in the name (not Editor ID) 7. Thank you. With the Windows 10 DX9 update + a 1080ti, is the ~3.1GB RAM limit valid any longer? ENB says I'm a little over 20GB of Memory when game loads. You're correct I'm using Medium settings from advanced screen with a few additional options checked. My settings are based off SRLE LOTD Req'd guide here: https://wiki.step-project.com/User:Paul666root/SRLE_LOTD_Reqtified/Finish_Line with Shrine of Azura added to LOD. So I tried changing my settings to Low with the Wizard on main screen. It no longer crashed. I ran from Talos Gate to Helgen to Riverwood almost to Whiterun. I quite literally jumped for joy. I then decided to test Wizard on Medium. The game loads when I start a new game. I run towards Helgen but it freezes. Right now I'm comparing the Low and Medium esps to see what has been added that causes CTD.
  22. You're right. I'm going in circles after so long but I haven't given up even though I might have lost a few hairs on my head. I took another look at only Dyndolod.esp. Decided to take a different route. Instead of deleting the temp cells (which even when deleted would sometimes cause CTD), I started deleting things from Persistent which resulted in, well... no crash. At least in the Falkreath/Riverwood/Whiterun areas... Or at least a few times. So here's where I'm at: 1. + I went ahead and started a new game + I start without Dyndolod activated on a test character in ASLAL, save once I'm outside Talos Gate Pass starting area (Mercenary from Hammerfell start) + I console player.setav speedmult 300 (so I don't push the game engine too far) and start running from Talos Gate Pass to Helgen to Riverwood to Whiterun = game does not crash 2. + I quit and reload game with Dyndolod.esp activated, as it was entirely generated = crash on loading the save without entering game 3. + I delete everything Skyrim.esm-related in Persistent of Dyndolod + Load game with that version of Dyndolod = Game LOADS without crash + Message appears that Dyndolod initialized and MCM added as I run around = game freeze/CTD as I approach Helgen from Talos Gate/Falkreath 4. + Revert back to original generated Dyndolod.esp + I reverse and delete everything EXCEPT Skyrim.esm and Tamriel_*-related + Message appears that Dyndolod initialized and MCM added as I run around = game freeze/CTD as I approach Helgen 5. + Revert back to JUST Skyrim.esm and Tamriel_*-related Dyndolod (#4) + Take a deep breath + Delete everything tree-related from Skyrim.esm in Dyndolod = game does NOT crash approaching Helgen + Testing futher, I console coc Whiterun and run back towards Riverwood = game freeze/CTD 6. + Having failed, I revert back to entirely generated Dyndolod + Since the game did not crash after deleting tree-related and since I crashed near Whiterun (WR*), I delete everything related to those in Dyndolod = crash on loading the initial save near Talos Gate without entering game 7. + Revert back to entirely generated Dyndolod + Start a new game + Open a beer = sit here and cry as I realize that I have no idea what to do next 8. + New game + This time I save in ASLAL interior cell nowhere near Whiterun/Helgen/Riverwood/Falkreath + Reload with entire Dyndolod = crash on loading save ----- I looked at my Papyrus log a few times. Nothing Sheson/Dyndolod/mesh/texture-related comes up missing or in error. Just scripts for Req_CACO and some other stuff. This is my Papyrus if I save in ASLAL cell and load save with entire Dyndolod activated: https://drive.google.com/open?id=135dSPGWABeiSsBJaD4E71zAF-AZTxTa6 Here is Dyndolod_Tes5_log.txt - https://drive.google.com/file/d/11aTeXv37abBKy7masuT0_NQ7pPOhYZYc/view?usp=sharing Please help if you can. Thank you for your patience.
  23. Sorry for so many posts. I wish I could edit my previous for updates... Like I mentioned, the temporary cells are the cause of my CTD. I've narrowed it down between Block -2, 1 - Block 0, 0 Unfortunately I wonder if there are crashes outside of those Blocks since I have not tested anything beyond Falkreath/Riverwood/Whiterun. I stripped everything from the aforementioned Blocks except Tamriel_ShesonObject, Tamriel_Minion_* and Tamriel_FirstBorn_* references. The game loads the save now but will freeze/crash as soon as I enter a new cell unless I delete those blocks. No errors exist in the Dyndolod esp but who knows, there could be more issues out of the blocks I deleted.
  24. I think I've narrowed it down further... Deleting temporary cells from Tamriel worldspace in Dyndolod allows the game to load and play. I'm now searching for which temporary cell might be causing the issue by using the method you stated above where I delete chunks at a time.
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