Jump to content

Urtho

Citizen
  • Posts

    2
  • Joined

  • Last visited

Everything posted by Urtho

  1. I am using all the latest PapyrusUtil and the heap was fine, was 324 | 201 on my last test run. However I can happily say that using the updated scripts you linked seems to have solved the problem. DynDOLOD was able to load up fine when I stepped out of the Riverside Lodge modded home and everything appeared to be working fine again in my testing of various spots around the game. There was some oddity around the Windhlem main bridge area with the water and ice floes seeming to shimmer and flash as if the game couldn't decide which texture or LOD to load but that seemed to go away after another fast travel jump. Hopefully the save game issues won't crop up again and I won't be reporting any other issues as I'd really like to keep this mod active. Thanks for the help on solving this Sheson and of course for all your work on this mod and others. Thing is it wasn't just exterior cells that caused save games to not load, it was also saves made in interior cells that DynDOLOD would have in theory not be active and so shouldn't have been causing problems. It also wasn't a problem playing the game, just loading saves made after the point I mentioned. I didn't say this before but I played for a good while after this problem was happening without knowing about it. Did another quest for Helgen Reborn, watched a large Imp vs Cloak battle from Immersive Patrols, fought off a Thalmor attack myself and got attacked by an Assault encounter of 3 high level dragons via Deadly Dragons with Dragon Combat Overhaul in the mix as well - all without any problems or crashes. The game was performing flawlessly without any errors or apparent problems, it's just that any saves I'd made after the problem point wouldn't load until I removed DynDOLOD. Thanks for the post in any case, it appears *knocks wood* to be fixed as of right now with the updated scripts. As long as the save game issues don't crop up again, I should be good to go from this point onward.
  2. Greetings, having a problem with DynDOLOD and hoping for a solution. Was playing Helgen Reborn and was getting problems with my save games after playing through the Staadomaar Temple, the 3rd level of a major dungeon that has it's own LOD available in this mod. Problem was, no save game made after playing past that point would load - they all CTD with no errors right when the loading screen vanishes and the normal game visuals should have come up, all appeared fine until that point. I originally suspected an Automatic Save Game mod I had installed was the problem as I have had intermittent problems with non-loading saves before this point but removing that didn't solve the issues and it wasn't just one or two save games that had problems, it was all of them. Not a single save made after entering the 3rd level of that dungeon would load no matter where I saved (interior or exterior), vanilla location or modded - nothing worked they all CTD at the point mentioned above. After a lot of testing I narrowed down the problem to this mod - removing it from the load order allowed the game and saves to function normally. And after more testing and removing scripts with the Script Scalpel program I got it so that DynDOLOD was completely gone and all was well when loading saves. Fast forward a bit and I've been missing this mod and wanted to reinstall it so I did so, save adding in the Staadomaar Temple world when generating files in TES5Edit (figuring that was the problem and not including it wouldn't be a big loss since it's only a single level in a dungeon I've already played). Everything appears to be fine, no errors when creating all the needed files in TES5Edit and the save game loads fine yet when I step out into the normal world from my modded player home (Riverwood Lodge) I keep seeing this in the MCM: Notes on testing I've done: - I use Mod Organizer, I have checked and re-checked that there is no overriding files in the Overwrite folder, folder is empty - generated files were output to a non-MO folder and then archived with 7zip and then placed in a newly created mod in MO, all jsons appear to be present and current - looked over your scripts, the generated esp and the jsons -> the "bunchofnumbers" keyword appears to match for all files I checked (could have missed a file to check) - old files were deleted, when reinstalling a new copy of the default esp file was used (2 KB size) - all files were created at the same time (although the date on the DynDOLOD.esp remained the same if that matters) - I have done the wait 10 days update procedure inside the previously mentioned player home - tested a brand new character using LAL, COC to Whiterun and all appears to be working perfectly with no change in load order or generated files Any ideas on what I can do to fix this? Save game permanently borked when it comes to this mod? I'll survive if I can't use it but I sure will miss it. Also what went wrong or could be done differently for future reference, I may start a new character (for other reasons, not just this problem) with this mod active and I wouldn't want the same thing to happen again. Thanks for any help.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.