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irswat

Help! CTD outside shriekwind bastion: RoadChunkL03, failed to produce loaded node

Question

I have some kind of bug that has me stumped. I walk up to the entrance of shriekwind bastion and ctd. Crash fixes gives me the error:
 

23 Jun 21:29:11 Skyrim has crashed because an object reference with form ID: 0x49325, base form ID: 0x1812F and type: 0x22 failed to produce loaded node most likely due to corrupted mesh or other reasons.

I looked this form id up and it is for [REFR:00049325] (places RoadChunkL03 [sTAT:0001812F] in GRUP Cell Temporary Children of [CELL:00009BDC] (in Tamriel "Skyrim" [WRLD:0000003C] at -9,-17)). 

I looked up 1812F and three plugins, skyrim.esm, my graphics plugin merge esp, and dyndolod output.esp. Skyrim references landscape/roads/RoadChunkL03.nif whereas the other two reference realroads/roadchunkl03.nif. I extracted the roads folder from skyrim meshes.bsa as well as real roads.bsa and ran them through nif healer, but neither returns a corrupted mesh. I tried toggling archive invalidation, no success.

I tried running in windows 7 to make sure windows 10 wasn't simply running out of vram.

None of the fixes I tried worked. Any ideas?
 
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Edited by irswat

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23 Jun 21:29:11 Skyrim has crashed because an object reference with form ID: 0x49325, base form ID: 0x1812F and type: 0x22 failed to produce loaded node most likely due to corrupted mesh or other reasons.

The error message from Crash fixes tells you what the problem is.

 

Either meshes/realroads/roadchunkl03.nif is missing or corrupt. Make sure the nif is in the load order or check it with nifskope/nifhealer.

 

This has nothing to do with DynDOLOD. If the mesh is missing from the load order, DynDOLOD probably logged a warning about it at generation.

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Well I did both. I tried many different things, but what eventually fixed the problem was either uninstalling dyndolod or taking real roads out of the merged plugin and loading the esp by itself. Thanks anyway 

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If it works with the real roads esp still in the load order then it is most likely because the mesh is in its accompanying BSA and somehow wasn't copied over when creating the merge.

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