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Posted

Some details before I explain:

 

.esp list: https://pastebin.com/w7cHAT8p

Non esp mod list that Dyndolod effects (in left pane of MO, in order of priority (up from 1): https://pastebin.com/e0a42F94

 

I Installed Dyndolod as I have normally in previous saves on Oldrim, except this time for SE I wanted 3D trees. I basically followed this guide to a tee: https://www.nexusmods.com/skyrimspecialedition/articles/570 - which works fine for the trees and lod, it looks great, but I get crashes which I'm 99% sure is coming from Dyndolod interacting with another mod badly.

 

I am quite sure it is not memory or hardware related. I have very little mods, and a semi-powerful rig that I monitor while crashing, I do not hit V/RAM limits or high temps.

 

The crash started when I went to start a new game and chose the Falkreath Inn option from Alternate Start. I'd sometimes crash when leaving the inn, and sometimes when I was exploring outside. This started me disabling mods and making clean saves testing the crash, it kept happening and keeps happening with my current small mod list. I can reproduce the crash (I have not done it enough to say 100%) by leaving Falkreath Inn, which I don't seem to crash from anymore, running around the outskirts of Falkreath for a minute, entering the inn, and leaving, where I'll CTD at the loading screen with no error.

 

Here is my complete crash log as per the readme:

https://pastebin.com/dWiNX1uj

 

I can't find the last line nif (FxRapidsRingHeavy.nif) as it does not appear in my MO data section, so I assume its a game file.

Posted (edited)

 

If the CTD happens a second or two after loading the world, read the FAQ and readme about how to find invalid NIFs.
 
If the CTD happens whil the game is still loading or in case all NIFs are fine, then the quicketst troubleshooting is to remove chunks of data from the ESP until only the record causing the CTD is left. I can explain in more detail once we know if that is that is what we need to do.

 

Screen fades to black but crashes before I even see the loading screen. It's pretty much as soon as the game attempts to load the outside world.

Edited by tyrindor
Posted

hello again,

 

I am looking to make it so my tree mod can have 3d lods for my tree mod. if anyone can tell me have to do it or point me in the right direction I will be forever grateful!

Posted (edited)

Some details before I explain:

 

.esp list: https://pastebin.com/w7cHAT8p

Non esp mod list that Dyndolod effects (in left pane of MO, in order of priority (up from 1): https://pastebin.com/e0a42F94

 

I Installed Dyndolod as I have normally in previous saves on Oldrim, except this time for SE I wanted 3D trees. I basically followed this guide to a tee: https://www.nexusmods.com/skyrimspecialedition/articles/570 - which works fine for the trees and lod, it looks great, but I get crashes which I'm 99% sure is coming from Dyndolod interacting with another mod badly.

 

I am quite sure it is not memory or hardware related. I have very little mods, and a semi-powerful rig that I monitor while crashing, I do not hit V/RAM limits or high temps.

 

The crash started when I went to start a new game and chose the Falkreath Inn option from Alternate Start. I'd sometimes crash when leaving the inn, and sometimes when I was exploring outside. This started me disabling mods and making clean saves testing the crash, it kept happening and keeps happening with my current small mod list. I can reproduce the crash (I have not done it enough to say 100%) by leaving Falkreath Inn, which I don't seem to crash from anymore, running around the outskirts of Falkreath for a minute, entering the inn, and leaving, where I'll CTD at the loading screen with no error.

 

Here is my complete crash log as per the readme:

https://pastebin.com/dWiNX1uj

 

I can't find the last line nif (FxRapidsRingHeavy.nif) as it does not appear in my MO data section, so I assume its a game file.

If you have problems with or questions about third party guides you need to discuss them with the authors of those guides. I can not support third party guides.

 

The payrus log is not a crash log, just a debug log. LOD being disabled does not cause CTD. In this case we would expect to see an "Enable" line being last. Still look through the DynDOLOD log if it contains a 'Root block of meshes\..\*.nif is NiNode' message.

 
If there are problems with LOD meshes or data from plugins being copied into the DynDOLOD plugins usually results into 100% reproducible CTD.
 
As always, basic troubleshooting starts with using such a 100% reproducible error and then eliminating everything from the load order that doesn't cause the problem.
Starting with disabling the DynDOLOD.esp, if that doesn't change anything hide the meshes folder, then textures.
 
Also see the troubleshooting below.

 

Screen fades to black but crashes before I even see the loading screen. It's pretty much as soon as the game attempts to load the outside world.

I am assuming you established that the problem happens while both DynDOLOD.esm and DynDOLOD.esp are enabled, while the meshes/texture from the output are hidden.

 

Edit DynDOLOD.esp in xEdit. Always keep a backup from the last step, so you can go back one step. The goal is to remove worldspace data that does not cause the problem so that in the end only records causing the problem remain.

 

In xEdit, unfold the DynDOLOD.esp, then unfold Worldspace. To remove a worldspace right click it and select remove. Test if the game works or not. If it does work, go back one step and remove another worldspace or set of records so the problem persists. Keep removing stuff while testing the if it works in the game, if it does work in game go back one backup and remove something else so that the problem remains.

 

The only worldspaces of interest here should be Tamriel and RiftenWorld, so remove all other wordspaces first, the problem should still happen. Once you are down to one worldspace, unfold the worldspace and then remove the blocks. If the problem goes away, go back one step, remove the persistent cell instead. Once you are down to a cell remove half of the records, if it works go back remoe th other half of records and so on until you are hopefully down to a single record.

 

hello again,

 

I am looking to make it so my tree mod can have 3d lods for my tree mod. if anyone can tell me have to do it or point me in the right direction I will be forever grateful!

See DynDOLOD\Docs\trees.ultra\DynDOLOD-Trees.html and DynDOLOD\Docs\trees.ultra\tools\DynDOLOD_CreateStaticTree.html. Feel free to ask specific questions once you read through them.

Edited by sheson
Posted

 

 

See DynDOLOD\Docs\trees.ultra\DynDOLOD-Trees.html and DynDOLOD\Docs\trees.ultra\tools\DynDOLOD_CreateStaticTree.html. Feel free to ask specific questions once you read through them.

 

thank you, will get to reading asap

Posted (edited)

Some details before I explain:

 

.esp list: https://pastebin.com/w7cHAT8p

Non esp mod list that Dyndolod effects (in left pane of MO, in order of priority (up from 1): https://pastebin.com/e0a42F94

 

I Installed Dyndolod as I have normally in previous saves on Oldrim, except this time for SE I wanted 3D trees. I basically followed this guide to a tee: https://www.nexusmods.com/skyrimspecialedition/articles/570 - which works fine for the trees and lod, it looks great, but I get crashes which I'm 99% sure is coming from Dyndolod interacting with another mod badly.

 

I am quite sure it is not memory or hardware related. I have very little mods, and a semi-powerful rig that I monitor while crashing, I do not hit V/RAM limits or high temps.

 

The crash started when I went to start a new game and chose the Falkreath Inn option from Alternate Start. I'd sometimes crash when leaving the inn, and sometimes when I was exploring outside. This started me disabling mods and making clean saves testing the crash, it kept happening and keeps happening with my current small mod list. I can reproduce the crash (I have not done it enough to say 100%) by leaving Falkreath Inn, which I don't seem to crash from anymore, running around the outskirts of Falkreath for a minute, entering the inn, and leaving, where I'll CTD at the loading screen with no error.

 

Here is my complete crash log as per the readme:

https://pastebin.com/dWiNX1uj

 

I can't find the last line nif (FxRapidsRingHeavy.nif) as it does not appear in my MO data section, so I assume its a game file.

Sounds like the exact same thing i am experiencing, as well as ~2 other people over on the Lexi LOTD thread. I have tried default texgen/dyndolod settings, but loading the world results in random CTD. I've noticed it after death, when the game attempts to reload, and after leaving any building especially in the Riften area. Leaving Falkreath Inn is actually what I was using to test for the CTD before figuring out which mod was causing it. I never had this problem with (mostly) the same mod load order until I updated DynDOLOD this week.

 

First, I am going to see if it happens with no mods. If it doesn't, I'll try messing around with editing the ESP when I get a chance. I really can't play anymore without DynDOLOD so I really hope we can narrow this down...

Edited by tyrindor
Posted (edited)

Sounds like the exact same thing i am experiencing, as well as ~2 other people over on the Lexi LOTD thread. I have tried default texgen/dyndolod settings, but loading the world results in random CTD. I've noticed it after death, when the game attempts to reload, and after leaving any building especially in the Riften area. Leaving Falkreath Inn is actually what I was using to test for the CTD before figuring out which mod was causing it. I never had this problem with (mostly) the same mod load order until I updated DynDOLOD this week.

 

First, I am going to see if it happens with no mods. If it doesn't, I'll try messing around with editing the ESP when I get a chance. I really can't play anymore without DynDOLOD so I really hope we can narrow this down...

You should compare load orders (like everyone could upload their DynDOLOD log to pastebin or similar) to see which mods/plugins you are sharing.

Edited by sheson
Posted (edited)

Here's my mod list. https://pastebin.com/sG9Pi52g

 

I still haven't got around to editing the esp, not sure when i'll get around to it. He has a pretty small modlist, everything that we are both running I haven't changed in my mod load order for at least a month. This issue popped up recently on a new playthrough after updating DynDOLOD

 

Sheson, just to confirm if you go to Riften and zone in and out of a builidng 10 times or so times, it never crashes?

Edited by tyrindor
Posted (edited)

I setup a very basic setup of only SkyUI, USSEP, HD LOD, and DynDOLOD and it doesn't crash. Now to start adding mods and rerunning... -.-

 

I can confirm deleting the entire mesh folder under DynDOLOD Output does not fix the crashing though. I think it's gotta be one of the mods that DynDOLOD.esp sets as a master.

Comparing with his list it's gotta be one of these:

 

Nobleskyrim SE
 
Lanterns of Skyrim
 
BS Bruma
 
Clockwork
 
Project AHO
 
Moon an Star
 
Helgen Reborn
 
Realistic Water Two
 
Veydosebrom - Grasses and Grasscover
 
Enhanced Vanilla Trees
 
Billboards Generator for EVT
Edited by tyrindor
Posted (edited)

Here's my mod list. https://pastebin.com/sG9Pi52g

 

I still haven't got around to editing the esp, not sure when i'll get around to it. He has a pretty small modlist, everything that we are both running I haven't changed in my mod load order for at least a month. This issue popped up recently on a new playthrough after updating DynDOLOD

 

Sheson, just to confirm if you go to Riften and zone in and out of a builidng 10 times or so times, it never crashes?

 

DynDOLOD and the LOD and plugins it creates do not generally cause crashes (any such case is discovered quickly by everyone and usually fixed very quickly). In old Skyrim memory limitations used to cause crashes until there was a memory patch. Third party meshes or data from plugins that is copied or overwritten and changed by the DYnDOLOD can cause crashes if unforeseen things happen. Once you are able to narrow it down to a single or handful records we will be able to identify (like the "invalid" NIF problem - the meshes work fine in normal use and only cause problem when used for dynamic LOD) and fix or workaround the problem.

 

If the problem around Riften is new, I would assume a more or less recent new/updated mod in that region could be related.

Edited by sheson
Posted (edited)

DynDOLOD and the LOD and plugins it creates do not generally cause crashes (any such case is discovered quickly by everyone and usually fixed very quickly). In old Skyrim memory limitations used to cause crashes until there was a memory patch. Third party meshes or data from plugins that is copied or overwritten and changed by the DYnDOLOD can cause crashes if unforeseen things happen. Once you are able to narrow it down to a single or handful records we will be able to identify (like the "invalid" NIF problem - the meshes work fine in normal use and only cause problem when used for dynamic LOD) and fix or workaround the problem.

 

If the problem around Riften is new, I would assume a more or less recent new/updated mod in that region could be related.

It happens everywhere, just more common in Riften. Now that I think of it, Realistic Water Two updated very recently... and Riften has a lot of water around it. Will be the first mod I disable to test.

 

I can confirm so far it is not Noble Skyrim/Noble Skyrim (SMIM Patch).

Edited by tyrindor
Posted (edited)

Lucky!

 

It is the new Realistic Water Two update that is causing the CTDs. Anything you need me to test or are you able to hopefully fix it with this information?

Edited by tyrindor
Posted (edited)
Sorry for triple post, but can't edit posts after awhile. Looks like possibly corrupt NIFs in the newest RWT update. EZRAS, can you confirm removing RWT and re-running DynDOLOD fixes the crashing for you too? We may need to take this up with the RWT developer because it doesn't seem like a DynDOLOD issue at this point.

 

NifScan 0.3.2, starting to scan...

 

Error reading file realistic water two v1.5.3\textures\effects\fxfluidtile02.dds

Error reading file realistic water two v1.5.3\textures\effects\fxwaterdropripplestile.dds

Error reading file realistic water two v1.5.3\textures\effects\fxwaterdropripplestilebrt.dds

Error reading file realistic water two v1.5.3\textures\effects\fxwaterdropripplestile_less.dds

Error reading file realistic water two v1.5.3\textures\effects\fxwatertile01_n.dds

Error reading file realistic water two v1.5.3\textures\effects\fxwatertile01_wave.dds

Error reading file realistic water two v1.5.3\textures\effects\fxwatertile02_n.dds

Error reading file realistic water two v1.5.3\textures\effects\fxwatertile03_n.dds

Error reading file realistic water two v1.5.3\textures\water\defaultwater_creek.dds

Error reading file realistic water two v1.5.3\textures\water\defaultwater_pond.dds

Error reading file realistic water two v1.5.3\textures\water\oceanflow.dds

Error reading file realistic water two v1.5.3\textures\water\pondflow.dds

Error reading file realistic water two v1.5.3\textures\water\riverflow.dds

[Done] Checked 710 file(s)

Edited by tyrindor
Posted (edited)

Hello. I wanted to add that I just now had the same experience with Realistic Water Two. Removing it from my game stabilized my DynDOLOD build while exiting buildings in Riften.

Edited by dabblerblue

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