winedave Posted June 28, 2018 Posted June 28, 2018 Hello Sheson, and first of let me give a huge thanks for all your hard work! Michael of gamerpoets refered me here after I asked him about a dyndolod issue that Im having where I get dyndolod to read my created billboards. I have followed michaels video about billboard creation but failed to get it working even with that. I will happily provide you with any info you deem necessarry like the dyndolod report for example. But in short here's what dyndo tells me: "KingsTree01_0014F9A6 [TREE:D2000800] LOD not found Textures\Terrain\LODGen\Treeswinedave.esp\KingsTree01_0014F9A6_00000800.dds>"This is written for each and every model I use in my mod which leads me to believe I have made a mistake somewhere that I cannot seem to comprehend I hope you can help me as my mod severely lacks dyndolods grace! ps my mod: https://www.nexusmods.com/skyrim/mods/91775
winedave Posted June 28, 2018 Posted June 28, 2018 Hello Sheson, and first of let me give a huge thanks for all your hard work! Michael of gamerpoets refered me here after I asked him about a dyndolod issue that Im having where I get dyndolod to read my created billboards. I have followed michaels video about billboard creation but failed to get it working even with that. I will happily provide you with any info you deem necessarry like the dyndolod report for example. But in short here's what dyndo tells me: "KingsTree01_0014F9A6 [TREE:D2000800] LOD not found Textures\Terrain\LODGen\Treeswinedave.esp\KingsTree01_0014F9A6_00000800.dds>"This is written for each and every model I use in my mod which leads me to believe I have made a mistake somewhere that I cannot seem to comprehend I hope you can help me as my mod severely lacks dyndolods grace! ps my mod: https://www.nexusmods.com/skyrim/mods/91775 since I posted this the great zilav has helped me understand what I was missing :)
Zorak22 Posted June 28, 2018 Posted June 28, 2018 When I run TexGen64 and Dyndolodx64 the program automatically detects the Oldrim folder and not the Special Edition folder, is this normal?
Zorak22 Posted June 28, 2018 Posted June 28, 2018 When I run TexGen64 and Dyndolodx64 the program automatically detects the Oldrim folder and not the Special Edition folder, is this normal?Nevermind, I miss edit the shortcut to -sse
tyrindor Posted June 29, 2018 Posted June 29, 2018 (edited) Entering/exiting buildings results in a very high chance of CTD in Riften with DynDOLOD enabled for me. High preset with some options checked ""Candles" and "FXGlow". "Generate static LOD", "Generate DynDOLOD" "Windows", "High", "Fake lights in child worlds" "Create texture atlas". Someone else reported it here, and sadly I am seeing the same: https://forum.step-project.com/topic/13092-lexys-legacy-of-the-dragonborn-special-edition/?p=224597 The exact settings this guide uses are here: https://wiki.step-project.com/User:DarkladyLexy/Lexys_LOTD_SE_Finishing_Line (I did not disable tree LOD or use ultra trees, so that's not the cause) Edited June 29, 2018 by tyrindor
sheson Posted June 29, 2018 Author Posted June 29, 2018 (edited) Entering/exiting buildings results in a very high chance of CTD in Riften with DynDOLOD enabled for me. High preset with some options checked ""Candles" and "FXGlow". "Generate static LOD", "Generate DynDOLOD" "Windows", "High", "Fake lights in child worlds" "Create texture atlas". Someone else reported it here, and sadly I am seeing the same: https://forum.step-project.com/topic/13092-lexys-legacy-of-the-dragonborn-special-edition/?p=224597 The exact settings this guide uses are here: https://wiki.step-project.com/User:DarkladyLexy/Lexys_LOTD_SE_Finishing_Line (I did not disable tree LOD or use ultra trees, so that's not the cause)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. I suggest to read the FAQ about CTD and the readme to find out if an invalid NIF causes problems. Obviously skip the parts about memory meant for Skyrim. I suggest to use SSE Engine Fixes. 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, then hiding the meshes folder etc. It is very unlikely for anything LOD related including data in DynDOLOD plugins to cause any problems when entering a building. In all the past years turning turning LOD off never caused any problems. Edited June 29, 2018 by sheson
tyrindor Posted June 30, 2018 Posted June 30, 2018 (edited) 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. I suggest to read the FAQ about CTD and the readme to find out if an invalid NIF causes problems. Obviously skip the parts about memory meant for Skyrim. I suggest to use SSE Engine Fixes. 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, then hiding the meshes folder etc. It is very unlikely for anything LOD related including data in DynDOLOD plugins to cause any problems when entering a building. In all the past years turning turning LOD off never caused any problems. Sorry, it only happens when exiting buildings. Disabling the .esp and the problem stops. I manually checked "enabled DynDOLOD" in MCM, but I keep getting a message in the corner saying the .esp is missing. I assume this means it's not one of the meshes because they are still loaded? The crash happens ~80% of the time when leaving Haelga's Bunkhouse in Riften. Though, I've had various crashes througout the world when exiting buildings. It didn't always do this, started around beta 2.38/2.39. Edited June 30, 2018 by tyrindor
sheson Posted June 30, 2018 Author Posted June 30, 2018 (edited) Sorry, it only happens when exiting buildings. Disabling the .esp and the problem stops. I manually checked "enabled DynDOLOD" in MCM, but I keep getting a message in the corner saying the .esp is missing. I assume this means it's not one of the meshes because they are still loaded? The crash happens ~80% of the time when leaving Haelga's Bunkhouse in Riften. Though, I've had various crashes througout the world when exiting buildings. It didn't always do this, started around beta 2.38/2.39.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. Edited June 30, 2018 by sheson
EZRAS Posted June 30, 2018 Posted June 30, 2018 Some details before I explain: .esp list: https://pastebin.com/w7cHAT8pNon 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.
tyrindor Posted June 30, 2018 Posted June 30, 2018 (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 June 30, 2018 by tyrindor
winedave Posted June 30, 2018 Posted June 30, 2018 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!
sheson Posted June 30, 2018 Author Posted June 30, 2018 (edited) Some details before I explain: .esp list: https://pastebin.com/w7cHAT8pNon 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 June 30, 2018 by sheson
winedave Posted June 30, 2018 Posted June 30, 2018 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
tyrindor Posted June 30, 2018 Posted June 30, 2018 (edited) Some details before I explain: .esp list: https://pastebin.com/w7cHAT8pNon 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 June 30, 2018 by tyrindor
sheson Posted June 30, 2018 Author Posted June 30, 2018 (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 June 30, 2018 by sheson
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