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Posted
  On 7/2/2018 at 10:22 AM, Scandre1 said:

I did all the testing on 2.39 of dyndolod so it could be possible that you have fixed the problem. It might also be that the location where you do the testing is important. I did all my testing in whiterun running in and out of buildings like some madman and always got the ctd if Elysium Estate was active during creation of dyndolod. However I also noticed that if I started the game in Riften and did the same the game would not ctd. But if I went to whiterun and then back to riften the ctd's do happen again.

If you could generate with 2.40 and the mod in the load order to verify if the problem went away that would be great.

Posted

So I did as you asked and rebuilt dyndolod with 2.40 with Elysium Estate active. I did my regular routine of leaving dragonsreach (I had a save here which had an old version of dyndolod removed) and started to walk to the temple of kynareth. I entered and left pretty quick and no ctd. Did the same with some other buildings and now I can say that 2.40 fixes any issues that the previous versions had while Elysium Estate was active during generation.

 

tl;dr: 2.40 of dyndolod fixes ctd's with Elysium Estate 5.01

Posted
  On 7/2/2018 at 12:26 PM, Scandre1 said:

So I did as you asked and rebuilt dyndolod with 2.40 with Elysium Estate active. I did my regular routine of leaving dragonsreach (I had a save here which had an old version of dyndolod removed) and started to walk to the temple of kynareth. I entered and left pretty quick and no ctd. Did the same with some other buildings and now I can say that 2.40 fixes any issues that the previous versions had while Elysium Estate was active during generation.

 

tl;dr: 2.40 of dyndolod fixes ctd's with Elysium Estate 5.01

Thanks for letting us know, seems it was the same bug as with RW2 and not something else I have to investigate.

Posted (edited)

Hi,

 

I got an error while trying to use DynDOLOD in Skyrim SE. The error is the following: Exception in unit userscript line 267: Access violation at address 0000000000BEA36F in module 'DynDOLODx64.exe'. Read of address 0000000000000846

I've attached the log.DynDOLOD_SSE_log.zip 

 

Thanks in advance,

Nielsivd99

Edited by Nielsivd99
Posted (edited)
  On 7/3/2018 at 11:36 AM, Nielsivd99 said:

Hi,

 

I got an error while trying to use DynDOLOD in Skyrim SE. The error is the following: Exception in unit userscript line 267: Access violation at address 0000000000BEA36F in module 'DynDOLODx64.exe'. Read of address 0000000000000846

I've attached the log.attachicon.gifDynDOLOD_SSE_log.zip

 

Thanks in advance,

Nielsivd99

See if clearing the folder ..DynDOLOD\Edit Scripts\DynDOLOD\cache\ helps.

 

Once you tried again and it still didn't work, let me know if the file DynDOLOD_SSE_lodgen.txt exists or not.

 

This could be UAC or antivirus preventing writing/overwriting files.

Edited by sheson
Posted
  On 7/3/2018 at 12:44 PM, sheson said:

See if clearing the folder ..DynDOLOD\Edit Scripts\DynDOLOD\cache\ helps.

 

Once you tried again and it still didn't work, let me know if the file DynDOLOD_SSE_lodgen.txt exists or not.

 

This could be UAC or antivirus preventing writing/overwriting files.

Unfortunately still having the same issue after deleting the cache here is the file you asked for DynDOLOD_SSE_lodgen.txt.zip.

 

The weird thing with the file is that it is called DynDOLOD_SSE_lodgen.txt.txt so double extensions. It was located in the cache.

Posted
  On 7/3/2018 at 1:30 PM, Nielsivd99 said:

Unfortunately still having the same issue after deleting the cache here is the file you asked for attachicon.gifDynDOLOD_SSE_lodgen.txt.zip.

 

The weird thing with the file is that it is called DynDOLOD_SSE_lodgen.txt.txt so double extensions. It was located in the cache.

See if restoring ..DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini to its original state (copy the one from the archive) helps

Posted
  On 7/3/2018 at 2:02 PM, sheson said:

See if restoring ..DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini to its original state (copy the one from the archive) helps

I just used a whole new copy of DynDOLOD. It works now, thanks for your help.

Posted (edited)

Hello, and thank you very much for DynDOLOD, you allready know this, but it is simply wonderful.

 

I'm having for the first time since I use it a problem I can't understand... This is all with VR Skyrim:

 

Somehow when dyndolod.esm is loaded, the ini tweaks I made for bows are not loaded, or at least not used by the game.

(I could easily test it because my tweaks rotate the arrow when I held one).

 

I updated Dyndolod (from Standalone 2.38 and ressources 2.36), I repatched from scratch... same problem.

(I did not forget to copy skyrimVR.ini as Skyrim.ini when patching and then deleted it. As usual.)

 

Then I tried to set IgnoreLargeReferences=1 in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini before generating LOD from scratch.

So I didn't have a Dyndolod.esm anymore, and then I found out that I have the same problem with Dyndolod.esp only... :/

 

I don't get it... any help would be really welcome, thank you.

I hope it will not be a waste of time for you because I would have done a stupid mistake or would have not see the obvious reason for all this...

 

 

(Ps: in case it could matter, I'm using symlinks to simulate Special Editions folders in App data, My docs and Steam common, as I use Wrye Bash as a mod manager, Lootification, DynDOLOD... All of them need an SSE folder to recognize and use. That way I don't have to worry about that.)

Edited by Zyzyo
Posted
  On 7/4/2018 at 5:01 PM, Zyzyo said:

Hello, and thank you very much for DynDOLOD, you allready know this, but it is simply wonderful.

 

I'm having for the first time since I use it a problem I can't understand... This is all with VR Skyrim:

 

Somehow when dyndolod.esm is loaded, the ini tweaks I made for bows are not loaded, or at least not used by the game.

(I could easily test it because my tweaks rotate the arrow when I held one).

 

I updated Dyndolod (from Standalone 2.38 and ressources 2.36), I repatched from scratch... same problem.

(I did not forget to copy skyrimVR.ini as Skyrim.ini when patching and then deleted it. As usual.)

 

Then I tried to set IgnoreLargeReferences=1 in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini before generating LOD from scratch.

So I didn't have a Dyndolod.esm anymore, and then I found out that I have the same problem with Dyndolod.esp only... :/

 

I don't get it... any help would be really welcome, thank you.

I hope it will not be a waste of time for you because I would have done a stupid mistake or would have not see the obvious reason for all this...

 

 

(Ps: in case it could matter, I'm using symlinks to simulate Special Editions folders in App data, My docs and Steam common, as I use Wrye Bash as a mod manager, Lootification, DynDOLOD... All of them need an SSE folder to recognize and use. That way I don't have to worry about that.)

DynDOLOD support Skyrim VR since version 2.37. Instead of symlinks start it with -tes5vr command line parameter.

 

There is no conceivable way the DynDOLOD plugins change unrelated INI settings or interfere with them as described, though you did not mention at all which INI settings are supposedly ignored.

 

Consequently it makes no difference if you create two or one plugins.

 

Did you maybe export all INI settings with the saveini command from console? It will create an INI in the data folder with the name of the last plugin loaded. Which may have been DynDOLOD.esp, so there might be a DynDOLOD.ini. Simply delete it.

 

In any case you should use DynDOLOD 2.40 to create LOD and plugins with -tes5vr and no symlink tricks.

Posted
  On 7/4/2018 at 5:50 PM, PMBagpuss said:

Hitting an issue in 2.40 which wasn't in 2.39, where majesticmountains.esp is being added as a master to the dyndolod.esm file, instead of just the esp.

 

Log for 2.40

Log for 2.39

Are you just going by messages in the log or did the esp actually really end up as a master in the DynDOLOLOD.esm?

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