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DynDOLOD 2.24 SSE - Excpetion EAccessViolation


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DynDOLOD works fine and completes, but when i am asked to save DynDOLOD.esp in MO2 i get the following windows error:

Exception EAccessViolation in module DynDOLOD.exe at 000000000000E860 in module 'DynDOLODx64.exe'. Read of address FFFFFFFFFFFFFF40.

Sometimes DynDOLOD.esp is written sometimes its not. The error is consistent tho. All logs state their processes completed successfully.

 

I have run into an issue where LODGenx64.exe instances would do nothing and hang. Clearing the cache files corrected that, but SSE CTDs as soon as it tires to load an outside area.

 

All of DynDOLOD's files and output directories are outside of the UAC and MO2.

 

Also i do not get this error when running DynDOLOD with a limited load order and SSE runs fine.

 

I suspect i may have two different issues here. Any ideas on how to track down any mesh issues that are creating the CTD other than going mod by mod lol? The memory error?

 

Thanks :)

 

 

tw-dyndolod-logs.7z

4 answers to this question

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Posted

I was having the same hanging instances of LODGenx64.exe as Shreddy777 (https://forum.step-project.com/topic/11997-dynamic-distant-objects-lod-dyndolod-224/page-2) but by removing mods from my load order I was able to narrow it down (hopefully) to SBT SSE.

 

Once removed, DynDOLOD runs reliably and SSE runs fine. So questions:

 

Does 2.24 contain the latest version of LODGenx64.exe? The one Sheson offered in the thread above is dated earlier than one in 2.24.

 

Should i be using fadningsignals's SSE SBT+RAT billboards or the ones on the Nexus LODgen page? Does it matter?

 

Thanks.

  • 0
Posted (edited)

SkyFalls/Mills in SSE? You setting yourself up for lots of hurt and incompatibilities.

 

Make sure none of the mods report errors when checking with xEdit.

 

What happens when you run DynDOLOD directly without MO. Any exceptions?

 

The log you posted shows no errors in LODGen or DynDOLOD? If the exception in DynDOLOD happens after

 

[00:11:22.191]    [00:00] Saving: DynDOLOD.esp
[00:11:22.255]    [00:00] Done saving.
[00:11:22.255]    Saving: Settings
[00:11:22.270]    Saving: Logs
 

Then it doesn't matter, the esp has been written and the logs closed and the program is done shutting down. That exception is most likely caused by MO2 but it is not relevant to anything anymore.

 

AFAIK UAC can not be disabled for certain folders. It is either on/off no? If you run everything as admin it should not matter. Anyhow check for anti virus causing trouble.

 

Well the error causing Shreds problems has been fixed.  Yours may be similar in nature though. If you run LODGen outside MO (I know that is hard to do ...) we could see the error message. You can start LODgen by copy pasting the execution line from the DYnDOLOD log into the a command prompt, however you would have to make sure all assets/meshes/bsa are available... So, if you can not do that, the next best method would be to eliminate as many mods from the load order as possible to narrow down the list of potential mods/meshes causing trouble.  That would help me in order to replicate.

 

If the game crashes, then invalid BTO might have been created. Narrow this down by first only disabling the DynDOLOD.esp, but keep meshes/texture. Then hide textures. Then hide bto meshes in groups. I tend to first hide all LOD levels but the largest. Then groups of files until you have one file left. If that is the cause,  send me that bto file..

 

 

2.24 has the newest LODGen version, it has been released after I posted the beta version.

 

Use whatever billboards match your tree mods best. Billboards should not be able to make LODGen hang at all, since it does not read *.dds files. LODGen reads nif, btr and the text files from export and cache folder. Check MO log for errors.

Edited by sheson
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Posted

SF/SM seems to work well (I'm loading it above SMIM). I just can't quit it :) Since DynDOLOD is available for SSE, is it now redundant or do I need to wait for SKSE and Papyrus utlils?

 

Thanks for the reply :)

 

Re: UAC...I misspoke...i run the game and all my utilities (like DynDOLOD) outside of the Program Files directories.

 

So I think agree with you about the memory violation. Probably a MO2 thing as the error, while consistent) does not interfere with DynDOLOD at all.

 

I'm at a loss...i removed most of my load order, ran TEXGen and DynDOLOD with success (rinsed and repeated adding back  more mods a few at a time) until i added SBT and the SBT-RAT billboards and the LODGenx64.exe instance issues showed back up. The Tamriel instance would run fine but then most of the other ones would do nothing and hang without error. 

 

Not knowing any better, I added it back with the older LODGen SBT-RAT BBs and success. Just to check, i re-ran TEXGen and DynDOLOD with the SBT's new billboards and success too. Make no sense unless re-adding SBT fixed something MO2 had corrupted.

 

I really appreciate the procedures for running down CTD on entering the outside and running DynDOLOD outside of MO. Things look reliable atm.

 

I'm going to continue loading mods back into my load order and will let you know if i run into any issues after I check things with your advice above. 

 

Thanks again!

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Posted

Well, as it is right now with the broken Skyrim SE engine, lots of mod cause large reference flicker as you can see from the log. So when you turn large references completely off, then SkyFalls may make sense until we can use SKSE and papyrustil (or something similar).

 

From your post I could imagine that there could have been meshes with SBT that were used by LODGen, which are now gone or updated.

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