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Posted

i started a  new game.this is the entire game log.

 

 

[05/24/2019 - 07:53:24AM] Papyrus log opened (PC)
[05/24/2019 - 07:53:24AM] Update budget: 1.200000ms (Extra tasklet budget: 1.200000ms, Load screen budget: 500.000000ms)
[05/24/2019 - 07:53:24AM] Memory page: 128 (min) 512 (max) 153600 (max total)
[05/24/2019 - 07:53:27AM] Cannot open store for class "aaaDBLucidiousEntrance", missing file?
[05/24/2019 - 07:53:29AM] Cannot open store for class "abcTestButtonScript02", missing file?
[05/24/2019 - 07:53:29AM] Error: Unable to bind script abcTestButtonScript02 to  (0C4C5034) because their base types do not match
[05/24/2019 - 07:53:29AM] Cannot open store for class "abcTestButtonScript03", missing file?
[05/24/2019 - 07:53:29AM] Error: Unable to bind script abcTestButtonScript03 to  (0C4C5035) because their base types do not match
[05/24/2019 - 07:53:29AM] Cannot open store for class "abcTestButtonScript01", missing file?
[05/24/2019 - 07:53:29AM] Error: Unable to bind script abcTestButtonScript01 to  (0C4C5032) because their base types do not match
[05/24/2019 - 07:53:29AM] Cannot open store for class "FlamecragCollisionScript", missing file?
[05/24/2019 - 07:53:29AM] Error: Unable to bind script FlamecragCollisionScript to  (0C139714) because their base types do not match
[05/24/2019 - 07:55:38AM] VM is freezing...
[05/24/2019 - 07:55:38AM] VM is frozen
[05/24/2019 - 07:55:38AM] Log closed
Posted (edited)

 

i started a  new game.this is the entire game log.

 

 

[05/24/2019 - 07:53:24AM] Papyrus log opened (PC)
[05/24/2019 - 07:53:24AM] Update budget: 1.200000ms (Extra tasklet budget: 1.200000ms, Load screen budget: 500.000000ms)
[05/24/2019 - 07:53:24AM] Memory page: 128 (min) 512 (max) 153600 (max total)
[05/24/2019 - 07:53:27AM] Cannot open store for class "aaaDBLucidiousEntrance", missing file?
[05/24/2019 - 07:53:29AM] Cannot open store for class "abcTestButtonScript02", missing file?
[05/24/2019 - 07:53:29AM] Error: Unable to bind script abcTestButtonScript02 to  (0C4C5034) because their base types do not match
[05/24/2019 - 07:53:29AM] Cannot open store for class "abcTestButtonScript03", missing file?
[05/24/2019 - 07:53:29AM] Error: Unable to bind script abcTestButtonScript03 to  (0C4C5035) because their base types do not match
[05/24/2019 - 07:53:29AM] Cannot open store for class "abcTestButtonScript01", missing file?
[05/24/2019 - 07:53:29AM] Error: Unable to bind script abcTestButtonScript01 to  (0C4C5032) because their base types do not match
[05/24/2019 - 07:53:29AM] Cannot open store for class "FlamecragCollisionScript", missing file?
[05/24/2019 - 07:53:29AM] Error: Unable to bind script FlamecragCollisionScript to  (0C139714) because their base types do not match
[05/24/2019 - 07:55:38AM] VM is freezing...
[05/24/2019 - 07:55:38AM] VM is frozen
[05/24/2019 - 07:55:38AM] Log closed

 

If that is what you get if you "coc Whiterun" from main menu console, then there is no DynDOLOD installed in the load order.

Edited by sheson
Posted

i've used two different way to install dyndolodoutput.using mo2 or just drag all files in dyndolodoutput.

all result in no lods ingame.if getting close to the whiterun area,game will immediately crash.

 

i've used dyndolod2.36 and generated 3d lods successfuly just few months ago.but somehow i can't do the same now.i've checked everything that i can check.

 

anyway thanks to your help,at least i understand how to check.and a little about how dyndolod works.

 

i won't give up checking.if i found clues,i will post it here.

Posted

i found a strange phenomenon in PapyrusUtilDev.log

each time i run the game,the information will change between

Init...
couldn't allocate trampoline, no free space before image
couldn't create codegen buffer. this is fatal. skipping remainder of init process.
Registering functions...
-done
 
 
and
 
 
 
 
Init...
Plugin::InitPlugin() - 1
-done
Registering functions...
-done
Storage Reverting...
- Mod List
- StorageUtil: Values
- StorageUtil: Lists
- Package Overrides
- JSON Files
- Re-Init
Done!
 
what's going on ï¼
Posted

 

i found a strange phenomenon in PapyrusUtilDev.log

each time i run the game,the information will change between

Init...
couldn't allocate trampoline, no free space before image
couldn't create codegen buffer. this is fatal. skipping remainder of init process.
Registering functions...
-done
 
 
and
 
 
 
 
Init...
Plugin::InitPlugin() - 1
-done
Registering functions...
-done
Storage Reverting...
- Mod List
- StorageUtil: Values
- StorageUtil: Lists
- Package Overrides
- JSON Files
- Re-Init
Done!
 
what's going on !

 

You seem to have an issue with PapyrusUtil in particular or a general issue with SKSE or the game. You need to ask at the appropriate forums.

 

"Random" issues are often caused by UAC or AntiVir interfering.

Posted (edited)
Hello, sheson,

 I have a serious problem that only happens in the interior, dungeon or cave of "Solstheim".

Whenever I save the game in the interior, dungeon or cave of "Solstheim", when I open the game again and read the archive just saved in the room, dungeon or cave, press "M" to open the map, it will appear 100% CTD failure,

I tried to start a new game, save the game in the interior, dungeon or cave of "Solstheim", read the file again, and still appear CTD.

The strange thing is that I am outdoors in "Solstheim", press M to open the map and there is no CTD.

I tried to test in other indoors, dungeons or caves in skyrim, and there was no CTD.

At first I thought it was caused by some maps or GUI mods, so I deleted a lot of mods, but unfortunately it didn't solve. Until I deleted DynDOLOD, the fault was solved, and pressing M to open the map also returned to normal.

 


The mod I am currently using is the latest version.

DynDOLOD Resources 2.62

DynDOLOD 2.63


 

These are some of the things I tested myself. I really like your mod. I hope you can help test if there are similar problems. I have 100% CTD in my test.

 

English is not my native language, so I may not be able to describe it particularly clearly, please forgive me.

thank you for your support

Edited by AIRtZQ
Posted (edited)

 

Hello, sheson,
 I have a serious problem that only happens in the interior, dungeon or cave of "Solstheim".
Whenever I save the game in the interior, dungeon or cave of "Solstheim", when I open the game again and read the archive just saved in the room, dungeon or cave, press "M" to open the map, it will appear 100% CTD failure,
I tried to start a new game, save the game in the interior, dungeon or cave of "Solstheim", read the file again, and still appear CTD.
The strange thing is that I am outdoors in "Solstheim", press M to open the map and there is no CTD.
I tried to test in other indoors, dungeons or caves in skyrim, and there was no CTD.
At first I thought it was caused by some maps or GUI mods, so I deleted a lot of mods, but unfortunately it didn't solve. Until I deleted DynDOLOD, the fault was solved, and pressing M to open the map also returned to normal.
 
The mod I am currently using is the latest version.
DynDOLOD Resources 2.62
DynDOLOD 2.63
 
These are some of the things I tested myself. I really like your mod. I hope you can help test if there are similar problems. I have 100% CTD in my test.
 
English is not my native language, so I may not be able to describe it particularly clearly, please forgive me.
thank you for your support

 

 

Create a new LOD mod from scratch for the current LOD order and test if the the problem still happens.

 

DynDOLOD does nothing to interiors. Though interiors are linked to the parent world. The DynDOLOD patcher copies the data from the highest plugin that overwrites the world record to create the DynDOLOD plugin. If the load order changes afterwards the record in the DynDOLOD plugins could be out of date. 

 

If you know how, you can also just check for conflicts and resolve them.

Edited by sheson
Posted

Create a new LOD mod from scratch for the current LOD order and test if the the problem still happens.

 

DynDOLOD does nothing to interiors. Though interiors are linked to the parent world. The DynDOLOD patcher copies the data from the highest plugin that overwrites the world record to create the DynDOLOD plugin. If the load order changes afterwards the record in the DynDOLOD plugins could be out of date. 

 

If you know how, you can also just check for conflicts and resolve them.

Yes,
I recreated "TexGen Output" and "DynDOLOD Output" as you suggested, and created a new game.
Tested in the same way, there is still a CTD problem, I don't know what mod will cause me to open the map's CTD problem indoors after loading DynDOLOD.
Then I compared the difference between loading DynDOLOD.esp and not loading the open map. I found that when loading DynDOLOD.esp, the map interface will have a lot of fog. If it doesn't load, there will be no fog. I will provide my screenshot. I hope I can help you solve this problem for me.
Another strange problem, as long as I go out outdoor, once again enter the room to open the map will not appear CTD, but as long as I read the game in the indoor archive, press M to open the map will immediately CTD, very strange.
Posted (edited)

 

Yes,
I recreated "TexGen Output" and "DynDOLOD Output" as you suggested, and created a new game.
Tested in the same way, there is still a CTD problem, I don't know what mod will cause me to open the map's CTD problem indoors after loading DynDOLOD.
Then I compared the difference between loading DynDOLOD.esp and not loading the open map. I found that when loading DynDOLOD.esp, the map interface will have a lot of fog. If it doesn't load, there will be no fog. I will provide my screenshot. I hope I can help you solve this problem for me.
Another strange problem, as long as I go out outdoor, once again enter the room to open the map will not appear CTD, but as long as I read the game in the indoor archive, press M to open the map will immediately CTD, very strange.

 

DynDOLOD does not change the map or does not adds/remove any clouds or fog.

 

Strange/Irregular behavior might be caused by resource issues. Make sure memory patch,  Crash Fixes, ENBoost etc. are all installed and working correctly.

 

Check the worldrecord for Solstheim in xEdit for conflicts. 

Edited by sheson
Posted

DynDOLOD does not change the map or does not adds/remove any clouds or fog.

 

Strange/Irregular behavior might be caused by resource issues. Make sure memory patch,  Crash Fixes, ENBoost etc. are all installed and working correctly.

 

Check the worldrecord for Solstheim in xEdit for conflicts. 

Now I can rule out the CTD problem caused by the MOD conflict problem. I only used the required front mod, and the memory repair mod and bug fix mod that almost everyone is using. I still reproduce this CTD fault.
This test basically confirms that the CTD is caused by DynDOLOD.
Different life is only for faster entry into Solstheim, and does not participate in the generation of DynDOLOD
I have provided my MOD list with DynDOLOD details for reference.
 
Thank you for your continued attention and hope that you can help me solve this problem.
Posted (edited)

I only used the required front mod, and the memory repair mod

I have no idea what both of these are supposed to be.

"memory repair mod" SKSE memory patch?

 

and bug fix mod that almost everyone is using. I still reproduce this CTD fault.

I assume this means Crash Fixes. However, you do not say if it is with PreLoader and the UseOsAllocators=1 setting

 

Make sure to setup ENBoost.

 

This test basically confirms that the CTD is caused by DynDOLOD. Different life is only for faster entry into Solstheim, and does not participate in the generation of DynDOLOD

I have provided my MOD list with DynDOLOD details for reference.

https://drive.google.com/file/d/1AWq1WWcomfKiIvWFFMgw3csvRJwvTT-c/view?usp=sharing

https://drive.google.com/file/d/1TFFkGCNqgBXMzWNG2AFUJVxINansH47J/view?usp=sharing

https://drive.google.com/file/d/1WYoziOF_p9PQQG-J09mk4tJ6pAEzr1HE/view?usp=sharing

I assume this mean the Solhsteim worldrecord does not show any conflicts in xEdit.

 

Do you have the DLC2 Vvardenfell 3D Plume option from DynDOLOD Resources installed?

In MO remove \DynDOLOD\DynDOLOD_TES5_DragonbornEsm_DLC2SolstheimWorld.patch from "DynDOLOD Resources" and generate again, see if it makes a difference.

 

Does "hiding" the meshes folder from DynDOLOD Output Test make any difference?

Edited by sheson
Posted

I have no idea what both of these are supposed to be.

"memory repair mod" SKSE memory patch?

 

 

I assume this means Crash Fixes. However, you do not say if it is with PreLoader and the UseOsAllocators=1 setting

 

Make sure to setup ENBoost.

 

 

I assume this mean the Solhsteim worldrecord does not show any conflicts in xEdit.

 

Do you have the DLC2 Vvardenfell 3D Plume option from DynDOLOD Resources installed?

In MO remove \DynDOLOD\DynDOLOD_TES5_DragonbornEsm_DLC2SolstheimWorld.patch from "DynDOLOD Resources" and generate again, see if it makes a difference.

 

Does "hiding" the meshes folder from DynDOLOD Output Test make any difference?

Yes, I do use DLC2 Vvardenfell 3D Plume,
I removed DynDOLOD_TES5_DragonbornEsm_DLC2SolstheimWorld.patch according to your suggestion, regenerated DynDOLOD, and entered the game test again. The CTD fault has disappeared.
It can be determined that the fault is caused by the DLC2 Vvardenfell 3D Plume option component.
At the moment my game has returned to normal work, thank you again for your patience, thank you.
Posted

 

Yes, I do use DLC2 Vvardenfell 3D Plume,
I removed DynDOLOD_TES5_DragonbornEsm_DLC2SolstheimWorld.patch according to your suggestion, regenerated DynDOLOD, and entered the game test again. The CTD fault has disappeared.
It can be determined that the fault is caused by the DLC2 Vvardenfell 3D Plume option component.
At the moment my game has returned to normal work, thank you again for your patience, thank you.

 

Very interesting. Thanks for the help finding that out. I will revise the patch for next update of DynDOLOD Resources.

Posted

Very interesting. Thanks for the help finding that out. I will revise the patch for next update of DynDOLOD Resources.

Yes, if it can be fixed, that’s great.

Posted (edited)

Yes, if it can be fixed, that’s great.

It is fixed by simply remove the *.patch file. It will keep the 3D plume either way.

Edited by sheson

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