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Posted
  On 8/18/2022 at 6:54 AM, krillshot said:

i have unfortunately encountered another bug that i do believe is related to DynDOLOD. i have installed it properly, it is registered as initialized in the game mod configuration menu.
after leaving an in and walking down a main road, the terrain around my player started to go low-poly as if i was far away? and the further i went the worse it got until i was walking through a 2d plane of stone road texture. i tried to wait in game to see if it would do anything but it just froze my game.

i'm really not sure what other 'information' to give. i have never encountered issues like this before nor do i know where to look for an error log either.

Expand  

DynDOLOD generates object and tree LOD. It does not change or affect terrain LOD. DynDOLOD does not change how the engine works.

Typical information to provide would be game version, load order, mods, INI settings, mod manager, DynDOLOD logs, what basic troubleshooting was done.

One obvious first troubleshooting step would be to disable the DynDOLOD output to test if a problem goes away and if it comes back when enabling the output again. Then testing with a new game with coc whiterun from main menu console, etc.

Follow the omnipresent recommendation to check the documentation, in particular the ..\DynDOLOD\Docs\DynDOLOD-FAQ.txt answers for Q: Game: Out of place objects / floating objects / flickering full models.

Posted (edited)
  On 8/18/2022 at 8:12 AM, sheson said:

DynDOLOD generates object and tree LOD. It does not change or affect terrain LOD. DynDOLOD does not change how the engine works.

Typical information to provide would be game version, load order, mods, INI settings, mod manager, DynDOLOD logs, what basic troubleshooting was done.

One obvious first troubleshooting step would be to disable the DynDOLOD output to test if a problem goes away and if it comes back when enabling the output again. Then testing with a new game with coc whiterun from main menu console, etc.

Follow the omnipresent recommendation to check the documentation, in particular the ..\DynDOLOD\Docs\DynDOLOD-FAQ.txt answers for Q: Game: Out of place objects / floating objects / flickering full models.

Expand  

disabling and re-enabling seemed to fix the terrain problem. i still don't know what to do about the missing inventory item previews but i guess i'll look elsewhere. thank you for the help.

Edited by krillshot
  • 2 months later...
Posted (edited)

DynDOLOD_SSE_log.txt and bug report: https://paste.ee/p/iWWPd

As you can see, I'm getting a lot of:

"Found reference 0005D2BE  using base element 0008FC40 WRCastleMainBuilding01LOD     disabled [REFR:0005D2BE] (places WRCastleMainBuilding01LOD [STAT:0008FC40] in GRUP Cell Temporary Children of WhiterunExterior11 [CELL:000095BC] (in Tamriel "Skyrim" [WRLD:0000003C] at 6,0))"

Then at the end:

 <Error: Access violation at address 000000000041527D in module 'DynDOLODx64.exe'. Read of address 000000009B8E1008>
<Error: Access violation at address 00000000004277C8 in module 'DynDOLODx64.exe'. Read of address 000000009B8E7010>
[00:23] Exception in unit userscript line 255: One or more errors occurred
[00:23] Check log lines above the exception for additional hints. Check the FAQ and search official forum https://stepmodifications.org/forum/forum/223-shesons-dyndolod-xlodgen/ for those errors.
[00:00:49.016]    [00:23] If problem persists, post error report with entire contents (not just the last couple lines) of ..\DynDOLOD\bugreport.txt and ..\DynDOLOD\logs\DynDOLOD_SSE_log.txt to official forum https://stepmodifications.org/forum/forum/223-shesons-dyndolod-xlodgen/
[00:23] Error: One or more errors occurred

I've looked on this forum and found similar issues, and usually it involves bashed patch. However, mine is already disabled.

Other things I've tried include:

  • enable/disable certain mods
  • mark light or regular on the mod at line 255 (the mod changes as my load order changes with the enabling and disabling of certain mods, but it always gives the exception at line 255... strange)
  • uninstalled and reinstalled DynDOLOD
  • verified game files
  • sacrificed to the SkyrimSE gods (no reply yet)

This is my last hope. I've used DynDOLOD before with no issues, so I really have no idea what's happening.

Edited by ohmyduck
Posted
  On 11/1/2022 at 3:53 AM, ohmyduck said:

DynDOLOD_SSE_log.txt and bug report: https://paste.ee/p/iWWPd

As you can see, I'm getting a lot of:

"Found reference 0005D2BE  using base element 0008FC40 WRCastleMainBuilding01LOD     disabled [REFR:0005D2BE] (places WRCastleMainBuilding01LOD [STAT:0008FC40] in GRUP Cell Temporary Children of WhiterunExterior11 [CELL:000095BC] (in Tamriel "Skyrim" [WRLD:0000003C] at 6,0))"

Then at the end:

 <Error: Access violation at address 000000000041527D in module 'DynDOLODx64.exe'. Read of address 000000009B8E1008>
<Error: Access violation at address 00000000004277C8 in module 'DynDOLODx64.exe'. Read of address 000000009B8E7010>
[00:23] Exception in unit userscript line 255: One or more errors occurred
[00:23] Check log lines above the exception for additional hints. Check the FAQ and search official forum https://stepmodifications.org/forum/forum/223-shesons-dyndolod-xlodgen/ for those errors.
[00:00:49.016]    [00:23] If problem persists, post error report with entire contents (not just the last couple lines) of ..\DynDOLOD\bugreport.txt and ..\DynDOLOD\logs\DynDOLOD_SSE_log.txt to official forum https://stepmodifications.org/forum/forum/223-shesons-dyndolod-xlodgen/
[00:23] Error: One or more errors occurred

I've looked on this forum and found similar issues, and usually it involves bashed patch. However, mine is already disabled.

Other things I've tried include:

  • enable/disable certain mods
  • mark light or regular on the mod at line 255 (the mod changes as my load order changes with the enabling and disabling of certain mods, but it always gives the exception at line 255... strange)
  • uninstalled and reinstalled DynDOLOD
  • verified game files
  • sacrificed to the SkyrimSE gods (no reply yet)

This is my last hope. I've used DynDOLOD before with no issues, so I really have no idea what's happening.

Expand  

The log shows there is a problem when generating tree LOD.
Line 255 has nothing to with plugin load orders.

See what happens when you use DynDOLOD 3 Alpha. Do not install any third party billboards, let TexGen generate them all instead.

Alternatively check all plugin in the load order for error with xEdit.

Posted
  On 11/1/2022 at 7:05 AM, sheson said:

The log shows there is a problem when generating tree LOD.
Line 255 has nothing to with plugin load orders.

See what happens when you use DynDOLOD 3 Alpha. Do not install any third party billboards, let TexGen generate them all instead.

Alternatively check all plugin in the load order for error with xEdit.

Expand  

Just wanted to give an update. Switching to DynDOLOD 3 Alpha helped me and it was more specific on what exactly my issue was, which allowed me to fix it quickly. 10/10 recommend! Thanks so much for the quick response!

  • 1 month later...
Posted

I don't mean this to be accusatory...  but just how much IS DynDOLOD capable of screwing up the game?   

Asking because...  how to put this? 
I've been installing a lot of mods lately. It wasn't causing me too much trouble until today.   And technically today isn't the first time I've ran DynDOLOD, though I believe it was the first time I copied from its target folder to the Data folder.    I'm pretty sure I followed the instructions closely, though there are so damned many of them that it overrode my short-term memory span, so I don't remember whether I did it right or not.    
BUT...  after running it for the last time, I noticed that Skyrim VR was frequently freezing up and not progressing.  
So after some testing and poking, I found that deactivating the DynDOLOD files in the plugin list stopped the freezing.  

But that came with other issues.   For some bizarre reason, I started getting weird animation stuttering that looks like FPS drops (though I can't see the FPS in-game, so I have no damned clue).   It just seems REALLY conspicuous now.  As in NPCs seem to vibrate when they walk past, and menu screens vibrate weirdly if I move my head.  
I've tried deleting all the files that came from DynDOLOD but that doesn't seem to fix it.   I also tried deactivating all the other mods I installed today, but that didn't fix it. 
I've tried starting the game over from scratch, and that didn't seem to fix it either.   In fact nothing seems to be fixing it...  

I'm completely at a loss now.  I just want to know if DynDOLOD is capable of causing the problems I'm describing under any circumstances, because I can't narrow down the cause of the problem.   Like maybe it stealth-changed something in Skyrim's INI files or somesuch?  


...  Oh... and something changed my computer's region setting to United States from United Kingdom.   THAT I'm frankly horrified by.  I have no damned clue what is going on,  nor whether that change has anything to do with the others, but it is frustrating and confusing (and having to register here just to ask this question rather than being able to ask back at the Nexus is the icing on the stress-cake). 

Posted
  On 12/27/2022 at 12:57 PM, SotiCoto said:

I don't mean this to be accusatory...  but just how much IS DynDOLOD capable of screwing up the game?   

Asking because...  how to put this? 
I've been installing a lot of mods lately. It wasn't causing me too much trouble until today.   And technically today isn't the first time I've ran DynDOLOD, though I believe it was the first time I copied from its target folder to the Data folder.    I'm pretty sure I followed the instructions closely, though there are so damned many of them that it overrode my short-term memory span, so I don't remember whether I did it right or not.    
BUT...  after running it for the last time, I noticed that Skyrim VR was frequently freezing up and not progressing.  
So after some testing and poking, I found that deactivating the DynDOLOD files in the plugin list stopped the freezing.  

But that came with other issues.   For some bizarre reason, I started getting weird animation stuttering that looks like FPS drops (though I can't see the FPS in-game, so I have no damned clue).   It just seems REALLY conspicuous now.  As in NPCs seem to vibrate when they walk past, and menu screens vibrate weirdly if I move my head.  
I've tried deleting all the files that came from DynDOLOD but that doesn't seem to fix it.   I also tried deactivating all the other mods I installed today, but that didn't fix it. 
I've tried starting the game over from scratch, and that didn't seem to fix it either.   In fact nothing seems to be fixing it...  

I'm completely at a loss now.  I just want to know if DynDOLOD is capable of causing the problems I'm describing under any circumstances, because I can't narrow down the cause of the problem.   Like maybe it stealth-changed something in Skyrim's INI files or somesuch?  


...  Oh... and something changed my computer's region setting to United States from United Kingdom.   THAT I'm frankly horrified by.  I have no damned clue what is going on,  nor whether that change has anything to do with the others, but it is frustrating and confusing (and having to register here just to ask this question rather than being able to ask back at the Nexus is the icing on the stress-cake). 

Expand  

These problems have obviously nothing to do with DynDOLOD.

  • 1 month later...
Posted
  On 12/27/2022 at 5:46 PM, sheson said:

These problems have obviously nothing to do with DynDOLOD.

Expand  

Okay.  Well, it quite clearly wasn't obvious to me, or I wouldn't have asked.

Anyhow...  I've got something completely new that I've been informed probably IS something to do with DynDOLOD, though I didn't initially expect it (because everything initially suggested it was an issue with dialogue). 

I'm trying to work out how to fix a persistent crashing issue near Sarethi Farm with the help of some folks on the CrashLogger page at the Nexus.  
Here is a pastebin of the crash log.
It was suggested to me that DynDOLOD was to blame, probably because it came up quite a few times in the crash log.
And from the testing I've been able to do so far, the crashing doesn't seem to occur if the DynDOLOD files aren't active.  
Re-running the program didn't fix it either, unfortunately.  
Here is the DynDOLOD Log file, though I couldn't upload this to pastebin as it was too large.

So... you wouldn't happen to have any insight, would you?   

 

Posted
  On 2/4/2023 at 4:47 AM, SotiCoto said:

Okay.  Well, it quite clearly wasn't obvious to me, or I wouldn't have asked.

Anyhow...  I've got something completely new that I've been informed probably IS something to do with DynDOLOD, though I didn't initially expect it (because everything initially suggested it was an issue with dialogue). 

I'm trying to work out how to fix a persistent crashing issue near Sarethi Farm with the help of some folks on the CrashLogger page at the Nexus.  
Here is a pastebin of the crash log.
It was suggested to me that DynDOLOD was to blame, probably because it came up quite a few times in the crash log.
And from the testing I've been able to do so far, the crashing doesn't seem to occur if the DynDOLOD files aren't active.  
Re-running the program didn't fix it either, unfortunately.  
Here is the DynDOLOD Log file, though I couldn't upload this to pastebin as it was too large.

So... you wouldn't happen to have any insight, would you?   
 

Expand  

..\Docs\DynDOLOD-FAQ.txt "Q: Game: ILS or CTD" and ..\Docs\DynDOLOD-README.txt

Look up the reference xx00204C in DynDOLOD.esm mentioned by the crash log in xEdit.
Check the reference has a base record defined (not null not unresolved).
Check what NIF the base records defines and that it exists.
Check that the NIF loads in Nifskope without error.
Check what textures the NIF uses, if they exist and if they are using a valid compression and have [power of 2 resolution.

Use DynDOLOD 3 Alpha. It is much better avoiding using/reporting problematic assets.

Posted
  On 2/4/2023 at 7:45 AM, sheson said:

..\Docs\DynDOLOD-FAQ.txt "Q: Game: ILS or CTD" and ..\Docs\DynDOLOD-README.txt

Look up the reference xx00204C in DynDOLOD.esm mentioned by the crash log in xEdit.
Check the reference has a base record defined (not null not unresolved).
Check what NIF the base records defines and that it exists.
Check that the NIF loads in Nifskope without error.
Check what textures the NIF uses, if they exist and if they are using a valid compression and have [power of 2 resolution.

Use DynDOLOD 3 Alpha. It is much better avoiding using/reporting problematic assets.

Expand  

Okay.  I'll take your last bit of advice for sure. 
I think it might be too late for the other part since I'd already tried rebuilding the DynDOLOD files when I was trying to fix the issue.  I'd guess that the IDs probably change when it is rebuilt, though I don't know.  I mean... do they? 

Posted
  On 2/4/2023 at 8:13 AM, SotiCoto said:

Okay.  I'll take your last bit of advice for sure. 
I think it might be too late for the other part since I'd already tried rebuilding the DynDOLOD files when I was trying to fix the issue.  I'd guess that the IDs probably change when it is rebuilt, though I don't know.  I mean... do they? 

Expand  

Yes, most form IDs change with every run. If the CTD is caused by a problematic NIF or texture, the crash log should look similar and just show a different form ID for the reference.

Posted (edited)
  On 2/4/2023 at 8:23 AM, sheson said:

Yes, most form IDs change with every run. If the CTD is caused by a problematic NIF or texture, the crash log should look similar and just show a different form ID for the reference.

Expand  

Figured. 
Well, I just went through the motions installing the Version 3 alpha. 
I see this one is a bit stricter about not putting the Dyndolod folder in the Skyrim VR folder.  It didn't like that so I had to move it.  Also it didn't like the fact that I had to name the Skyrim VR registry "Skyrim Special Edition" to make the Creation Kit work.  Adding extra registry folder for Skyrim VR seemed to fix that. 
Well, at least if it stops me every single time it finds something wrong in the loading process, presumably that means fewer things that can go wrong in-game. 
Running DynDOLOD coughed out a ton of warning messages about overriding large references or somesuch, though I'd made sure to set "IgnoreLargeReferences=1" in the DynDOLOD_SSE.ini file.  Not sure if that was how it was meant to be.   I could vaguely see something about NOT ignoring warnings on the light-mode screen that popped up after the program finished, but I was too busy protecting my retinas from the searing hell of a white screen to take in what it was saying. 
Now I guess I have to load into the game, put myself in an interior cell and then load up the mod... right?  The old one I already went to interior, unticked the MCM, saved, exited, removed, etc. 

I swear... my University exams were easier than modding Skyrim VR.  I've had to start over 4 times already due to major mod issues, and I've sunk just enough time into the last to make it painful if I have to start a 5th.  

[Edit]:  Huh... The Version 3 doesn't have an ESM?  But it does have an Occlusion.esp file?  Is that right? 

Edited by SotiCoto
Posted
  On 2/4/2023 at 9:12 AM, SotiCoto said:

Figured. 
Well, I just went through the motions installing the Version 3 alpha. 
I see this one is a bit stricter about not putting the Dyndolod folder in the Skyrim VR folder.  It didn't like that so I had to move it.  Also it didn't like the fact that I had to name the Skyrim VR registry "Skyrim Special Edition" to make the Creation Kit work.  Adding extra registry folder for Skyrim VR seemed to fix that. 
Well, at least if it stops me every single time it finds something wrong in the loading process, presumably that means fewer things that can go wrong in-game. 
Running DynDOLOD coughed out a ton of warning messages about overriding large references or somesuch, though I'd made sure to set "IgnoreLargeReferences=1" in the DynDOLOD_SSE.ini file.  Not sure if that was how it was meant to be.   I could vaguely see something about NOT ignoring warnings on the light-mode screen that popped up after the program finished, but I was too busy protecting my retinas from the searing hell of a white screen to take in what it was saying. 
Now I guess I have to load into the game, put myself in an interior cell and then load up the mod... right?  The old one I already went to interior, unticked the MCM, saved, exited, removed, etc. 

I swear... my University exams were easier than modding Skyrim VR.  I've had to start over 4 times already due to major mod issues, and I've sunk just enough time into the last to make it painful if I have to start a 5th.  

[Edit]:  Huh... The Version 3 doesn't have an ESM?  But it does have an Occlusion.esp file?  Is that right? 

Expand  

https://dyndolod.info/Help/Large-References
In case the large reference system is not used and stays disabled for good, a single DynDOLOD.esp can be generated. 

As explained on the page, the DynDOLOD.esm is needed because of the large reference system. If it is not used, there is no need for the DynDOLOD.esm.
If you set IgnoreLargeReferences=1, then you do not need to worry about warnings about large references.

This did not change between DynDOLOD 2/3.

https://dyndolod.info/Help/Occlusion-Data. DynDOLOD 2 already offered to generate the occlusion data into DynDOLOD.esp with an INI switch. With DynDOLOD 3, the options have been added to the advanced interface (while Wizard mode does things automatically), saving the extra step to generate Occlusion.esp with xLODGen.

  • 4 months later...
Posted

Hi, im new to this forum thing  so if i do anything wrong for the etiquette im sorry in advance but anyways im getting some errors at the very end on my dyndolod script(?) when i try run it, and i have zero clue whats causing it as when it comes to software and coding and stuff im kind of stupid so even when therrors are obvious i dont particularly know whats going on, but yea poor excuses aside could one of the mods here take a look at the logs  and stuff and tell me what might be wrong if any of you can? ill attach them in file form so my post isnt miles long, i used that paste.ee thing but im not sure i did it right, was it meant to make a link?

Logs.txtFetching info... Bug Report.txtFetching info...

Posted
  On 6/28/2023 at 7:07 AM, Volplane said:

Hi, im new to this forum thing  so if i do anything wrong for the etiquette im sorry in advance but anyways im getting some errors at the very end on my dyndolod script(?) when i try run it, and i have zero clue whats causing it as when it comes to software and coding and stuff im kind of stupid so even when therrors are obvious i dont particularly know whats going on, but yea poor excuses aside could one of the mods here take a look at the logs  and stuff and tell me what might be wrong if any of you can? ill attach them in file form so my post isnt miles long, i used that paste.ee thing but im not sure i did it right, was it meant to make a link?

Logs.txt 298.15 kB · 1 download Bug Report.txt 140.31 kB · 1 download

Expand  

Moved to t he DynDOLOD 2.x thread, since you not using DynDOLOD 3 Alpha. Consider using DynDOLOD 3 Alpha instead.

Use the x64 version of the tools so they do not run out of main memory.

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