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DynDOLOD (SE) freezes when scanning .BTT files


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Posted (edited)

I'm trying to install DynDOLOD on Special Edition. This is actually like my 4th time doing it, the first couple times worked, but I forgot to install billboards for Fantasy Forest Overhaul, so I grabbed those from the Skyrim (standard) Nexus page and tried again. This time everything goes fine until I run DynDOLOD.exe, which at some point completely freezes. No (useful) log is generated, so I'll just post a screenshot:

 

9nX9Tnl.png

 

On a side note, the billboards I'm using for SFO and FFO are not exactly matching the version I'm using on Special Edition, as I could only find them on the standard edition nexus pages.

 

All billboard files in textures\terrain\LODGen appear to be just fine, I can view all of them in image viewer. I also ran SSELODGen seperately and that went without errors, but it did give some warnings. The full log of that is here: https://pastebin.com/e1E6hPNV.

 

I've been following the video in the manual as closely as I can, but I have no idea what's going wrong.

 

Thanks in advance :)

Edited by QuantumQuack0

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Posted

The installation instructions really really mean it when they say to install DynDOLOD "... outside of special OS folders like 'Programs Files' or 'Program Files (x86)', the SteamApps or game folders and Mod Organizers virtual file structure. Do not mix with old versions or xEdit installation."

 

The errors is most probably caused because the program can not write the files.

 

Also, it is best to not install the game to special folders like Program Files x86, as is mentioned by any installation guide.

 

Then do not install DynDOLOD to the game folder and not to Program Files x86.

 

You may get it to work by running "as administrator", but also check any anti virus interfering.

 

Let me know if it still fails after fixing that.

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Posted

Thanks for the reply! I moved DynDOLOD to a subfolder in my documents. I was already running it as admin, and anti-virus is not interfering. The exact same thing still happens though, exact same output text and everything (except DynDOLOD's location of course). I don't understand why it says that there are errors generating LOD even though running SSELODGen works just fine...

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Posted (edited)

Thanks for the reply! I moved DynDOLOD to a subfolder in my documents. I was already running it as admin, and anti-virus is not interfering. The exact same thing still happens though, exact same output text and everything (except DynDOLOD's location of course). I don't understand why it says that there are errors generating LOD even though running SSELODGen works just fine...

Are you using MO? Which version?

 

What is the output folder? Is it empty? Does it exist (it should be automatically created, but that may fail). You have rebooted in the meantime I assume, which would clear up other processes locking folders/files.

 

Please post new screenshot.

Edited by sheson
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Posted (edited)

I'm using NMM version 0.63.13. The output folder is now set to \Documents\DynDOLOD Standalone-59721-2-24\DynDOLOD\DynDOLOD_Output\. It existed the previous time I ran it (when it was still located in the game folder) but it was empty. Now it is not created at all. Here's a new screenshot:

 

RyIUIvP.png

Edited by QuantumQuack0
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Posted (edited)

Can you try running with this test version of DynDOLOD.exe. My hope is it produces a better error message that helps us to identify the problem.

 

Edit: Also check if the problem is the same with either x86/x64 version. Just to make sure.

Edited by sheson
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Posted (edited)

It did give a clearer error message: Exception in unit userscript line 236: one or more errors occurred

 

9nREzma.png

 

Even though it says to check "DynDOLOD_SSE_log.txt", no such log was generated.

 

Nevermind, I'm blind: https://pastebin.com/LHme74xG

 

Oh by the way, don't know if it was intentional for this purpose, but your test files were not closing properly; their processes were still running after I closed the window.

Edited by QuantumQuack0
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Posted (edited)

Please check all plugins in the load order for errors with xEdit. Fix or remove plugins with errors. Then test with normal or test version.

Edited by sheson
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Posted

I've fixed some plugins using this video, but there were some errors I couldn't fix, so I disabled those plugins (specifically USSEP, WICO Immersive people, Immersive citizens, ELFX Breezehome Patch). I ran DynDOLOD again but nothing has changed, it still gives the exact same error.

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Posted

Both the x86 and x64 versions of this test version froze up, but at different points:

 

x64 version:

 

lvNWBgC.png

 

x86 version:

 

E8QF8Cq.png

 

I am not sure if this helps or not. :/ We do finally have an output now with a meshes and a textures folder.

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Posted (edited)

The log is probably the same for both, just there was no time left to write the last few lines for the other instance.

 

Can you tell me how many *.btt files are in the folder it is scanning? There should be about 388 *.btt and one Tamriel.lst

 

With those files still in place - after you killed DynDOLOD.exe - what happens when you start DynDOLOD again, go to Aadvanced, uncheck Generate tree LOD and click OK. Does it also stop at the scanning... ?

Edited by sheson
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Posted (edited)

There are indeed 388 *.btt files and one Tamriel.lst. When I start DynDOLOD again with Generate tree LOD unchecked it runs up until a certain point while reading large reference data, where it gives an error "access violation at address *memory address* in module 'DynDOLODx64.exe'. Read of address *memory address*". The full log is here: https://www.dropbox.com/s/1ztuyoyita19lr6/DynDOLOD_SSE_log.txt?dl=0. It happens at the same point every time, and I've checked '[REFR:00104395]' in SSEEdit and I can't see anything suspicious. Is this error actually still related to the current problem?

Edited by QuantumQuack0
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Posted (edited)

There are indeed 388 *.btt files and one Tamriel.lst. When I start DynDOLOD again with Generate tree LOD unchecked it runs up until a certain point while reading large reference data, where it gives an error "access violation at address *memory address* in module 'DynDOLODx64.exe'. Read of address *memory address*". The full log is here: https://www.dropbox.com/s/1ztuyoyita19lr6/DynDOLOD_SSE_log.txt?dl=0. It happens at the same point every time, and I've checked '[REFR:00104395]' in SSEEdit and I can't see anything suspicious. Is this error actually still related to the current problem?

I am not yet sure what to make of that scanning problem, especially now that it can the files without problem. It may be related, but it seems strange that it would now read the generated tree LOD data - at least you can use that as a workaround for now. It will be same result as if you run tree and static LOD at the same time.

 

I believe 00104395 is just the last reference from that report and has no special meaning.

 

Edit DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini with notepad and change FasterBase=0 (maybe also FasterCreate=0 but that shouldn't make a difference) then do the same generation without tree LOD again, see if it goes through.

Edited by sheson
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Posted

Edit DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini with notepad and change FasterBase=0 (maybe also FasterCreate=0 but that shouldn't make a difference) then do the same generation without tree LOD again, see if it goes through.

I've done that now, but it made no difference at all. It still hangs at the same point. From looking around on Google it seems I'm not the only one with this problem. Maybe there's still a mod messing things up?

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Posted

I've done that now, but it made no difference at all. It still hangs at the same point. From looking around on Google it seems I'm not the only one with this problem. Maybe there's still a mod messing things up?

Either a mod or maybe hardware instabilities? Are you overclocking?

 

There is still a couple things I can change/test in the exe - that will take some time. In the meantime you could check if you remove batches of mods from the load order will make it go through eventually. Maybe you can narrow it down to a mod.

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