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Posted

I can confirm that the generated files where from my last generation and not older. Loaded ingame, they work just fine. I will put the dyndolod standalone folder into a different location and try it again.

Just tried it again from a different location and now all the files are right in place. Dont know what interfered the application previously. Now it works :)

Posted

Just tried it again from a different location and now all the files are right in place. Dont know what interfered the application previously. Now it works :)

Beats me too. Very mysterious.

Posted (edited)

FAQ: Game: ILS or CTD

 

A: More LOD uses more memory and this can cause infinite loading screen (ILS) or crash to desktop (CTD) if the game is not setup correctly. This should generally not be a problem with Skyrim Special Edition or Skyrim VR, but for Skyrim double check heap memory usage (block 1) with Memory Blocks Log from https://www.nexusmods.com/skyrim/mods/50471/ and adjust SKSE or SSME memory settings. Or use the alternative OSAllocator from crash fixes with pre-loader. Remove satefy-load if it is used to verify it doesn't cause CTD. Set ExpandSystemMemoryX64=false in enblocal.ini

 

A: Do not use the experimental TreeFullFallBack setting without understanding what it does and what it is for.

 

A: If heap memory is not the cause of CTD see ..DynDOLOD\Docs\DynDOLOD-README.txt for checking if a missing or invalid nif model used for dynamic LOD is the cause.

 

 

Edit: Installed Unique Border Gates SE, generated LOD, started new game, fast traveled to Weynon Stones, ran to Duskglow Crevice and nothing of interest happened. As far as I can tell, Unique Border Gates SE does not change anything in that area in the middle of the map (Block 1,1).

 

Thanks for checking that for me It's much appreciated, I'll try turning trelods= back to 1 and try it again. if there's further issue I'll look to see if there's anything up with steam or my SSE itself I noticed shadercache folder started appearing in my MO2 overwrite lately maybe somthing got deleted without my being aware.

 

Thanks

Edited by buddahobo
Posted

Thanks for checking that for me It's much appreciated, I'll try turning trelods= back to 1 and try it again. if there's further issue I'll look to see if there's anything up with steam or my SSE itself I noticed shadercache folder started appearing in my MO2 overwrite lately maybe somthing got deleted without my being aware.

 

Thanks

The TreeLOD=0 is fine. Just do not change TreeFullFallBack mindlessly.

 

If you run into CTDs again, post the papyrus log (from the readme) in addition to the DynDOLOD log.

Posted

Bethesda just released a patch for skyrim se. Is your dyndolod dll game version depended oder universal? Here are the notes if anyone is interested:

Version 1.5.62.0.8 was released as an update for Steam, PS4 and Xbox One on 5 December 2018.

  • Small backend changes for PC, XB1, and PS4.
  • Thieves Guild Hood will no longer disappear if player is a vampire.
  • Fixed specular with "Mourner's Hat" and "Hat" on male Argonians.
  • Fixed skinning and restored bridles on Imperial Saddle.
Posted

The TreeLOD=0 is fine. Just do not change TreeFullFallBack mindlessly.

 

If you run into CTDs again, post the papyrus log (from the readme) in addition to the DynDOLOD log.

Thanks i'm currently doing a clean install of SSE right now just in case. No worries, treelods= is the only one touched so I can confirm TreeFullFallBack= is currently the default TreeFullFallBack=1. thanks again

 

I'll be testing just dyndolod and border-gates again and post my papyrus log if the issue persists after and said and done.

 

Also I realized i had a few other things checked in the left plane of mo2. kind of feel silly forgetting to uncheck those mods... ill go ahead and uncheck those as it could be one of those. usually I can find the issue myself in xEdit so naturally i was pretty boggled when it started a CTD frenzy in the previously mentioned location even when xedit showed no changes in that cell between them only change i found was some height data but it appeared to be overwritten without conflict and no errors so... derp?

Posted

I'm getting an error "Exception in unit process line 85: List index out of bounds (-1)" after trying to run DynDoLOD 2.54 on SSE.

Steps:
- Using MO2.
- Removed BSHeartland from DynDoLOD's SSE world ignore list
- Ran TexGen with all worlds selected, added 7zipped output to load order at the end.
- Ran DynDoLOD with only BSHeartland selected, no static LOD. No errors there, so added 7zipped output to load order.
- Ran DDL again with all worlds minus BSHeartland and Labyrinthine mazeworld, selected static LOD. DDL asked if I wanted to update an existing ESM and ESP, I said yes.
- It ran for a while then stopped with the error above.
 

I couldn't find "out of bounds" anywhere in the forum so I guess it's just a minor problem? Here are logs in case:

 

Log window output: https://pastebin.com/AtEssU6r
bugreport.txt: https://pastebin.com/9x8hgPxB
DynDoLOD_SSE.log is attached to this post.

 

Posted

I'm getting an error "Exception in unit process line 85: List index out of bounds (-1)" after trying to run DynDoLOD 2.54 on SSE.

 

Steps:

- Using MO2.

- Removed BSHeartland from DynDoLOD's SSE world ignore list

- Ran TexGen with all worlds selected, added 7zipped output to load order at the end.

- Ran DynDoLOD with only BSHeartland selected, no static LOD. No errors there, so added 7zipped output to load order.

- Ran DDL again with all worlds minus BSHeartland and Labyrinthine mazeworld, selected static LOD. DDL asked if I wanted to update an existing ESM and ESP, I said yes.

- It ran for a while then stopped with the error above.

 

I couldn't find "out of bounds" anywhere in the forum so I guess it's just a minor problem? Here are logs in case:

 

Log window output: https://pastebin.com/AtEssU6r

bugreport.txt: https://pastebin.com/9x8hgPxB

DynDoLOD_SSE.log is attached to this post.

The error above the exception:

no Minion for 18_42 moonpathesp_056F9A_DynDOLOD_LOD [REFR:B706A326] (places CandleLanternwithCandle01_DynDOLOD_LOD [STAT:11008476] in GRUP Cell Persistent Children of [CELL:0A0A7646] (in BSHeartland "Tamriel" [WRLD:0A0A764B]) at 18,42)

For some reason the reference was placed into the wrong worldspace and the coordinates are all wrong. Not sure right now how this can even happen. I was not able to replicate it yet.

 

Check if anything is overwriting xx056F9A in moonpath.esp. xx is the hex load order of the plugin, so probably 3F056F9A

Check both DynDOLOD.esm and DynDOLOD.esp for errors.

Posted (edited)

I've a strange problem.

My save game suddenly can't let me go through any load door(from interior to exterior or opposite) with dyndolod.esm and esp activated.

 

So I did the next steps to try to fix:

1.In game: deactivate dyndolod in MCM and make a new save(A)

2.Uninstall TexGen_Output, Dyndolod_Output and Dyndolod-resources completely.

3.Load the saved game(A) and Make a new save(B)

4.Clean the saved game(B) with ReSaver.

5.Load the saved game(B) which has been cleaned by Resaver. And do some testing ingame. Confirmed everything is OK in the saved game(B). I can go through load doors without any issue.

6.Regenerate LODs using Dyndolod and install Dyndolod-resources, TexGen_Output(new), Dyndolod_Output(new)

7.Load the saved game(B) which has been cleaned by Resaver and has been tested well.

8.Go through a load door - 100% CTD.

 

I have 500+mods installed with 400 plugins. But this problem only happens on my current save game. New game is OK.

I can't understand why. Something bad are baked in my save? And can't be cleaned by ReSaver?

Can I continue play my save with dyndolod.esm and esp deactivated?

Edited by Elzee
Posted (edited)

I've a strange problem.

My save game suddenly can't let me go through any load door(from interior to exterior or opposite) with dyndolod.esm and esp activated.

 

So I did the next steps to try to fix:

1.In game: deactivate dyndolod in MCM and make a new save(A)

2.Uninstall TexGen_Output, Dyndolod_Output and Dyndolod-resources completely.

3.Load the saved game(A) and Make a new save(B)

4.Clean the saved game(B) with ReSaver.

5.Load the saved game(B) which has been cleaned by Resaver. And do some testing ingame. Confirmed everything is OK in the saved game(B). I can go through load doors without any issue.

6.Regenerate LODs using Dyndolod and install Dyndolod-resources, TexGen_Output(new), Dyndolod_Output(new)

7.Load the saved game(B) which has been cleaned by Resaver and has been tested well.

8.Go through a load door - 100% CTD.

 

I have 500+mods installed with 400 plugins. But this problem only happens on my current save game. New game is OK.

I can't understand why. Something bad are baked in my save? And can't be cleaned by ReSaver?

Can I continue play my save with dyndolod.esm and esp deactivated?

Additional info

COC command is OK in step 8.

Papyrus log is stopped here when going through the load door:

 

[12/18/2018 - 02:05:11AM] Error: Unable to call UnregisterForUpdateGameTime - no native object bound to the script object, or object is of incorrect type
stack:
[None].ccBGSSSE035_PetGivePlayerItemEffect.UnregisterForUpdateGameTime() - "<native>" Line ?
[None].ccBGSSSE035_PetGivePlayerItemEffect.OnEffectFinish() - "ccBGSSSE035_PetGivePlayerItemEffect.psc" Line 19
[12/18/2018 - 02:05:18AM] Error: Unable to bind script FXcameraAttachCloudScript to  (FE090A12) because their base types do not match
[12/18/2018 - 02:05:24AM] VM is freezing...
[12/18/2018 - 02:05:24AM] VM is frozen
[12/18/2018 - 02:05:25AM] Saving game...
 
Seems VM is failed to thaw before CTD.
Edited by Elzee
Posted (edited)

 

Additional info

COC command is OK in step 8.

Papyrus log is stopped here when going through the load door:

 

[12/18/2018 - 02:05:11AM] Error: Unable to call UnregisterForUpdateGameTime - no native object bound to the script object, or object is of incorrect type
stack:
[None].ccBGSSSE035_PetGivePlayerItemEffect.UnregisterForUpdateGameTime() - "" Line ?
[None].ccBGSSSE035_PetGivePlayerItemEffect.OnEffectFinish() - "ccBGSSSE035_PetGivePlayerItemEffect.psc" Line 19
[12/18/2018 - 02:05:18AM] Error: Unable to bind script FXcameraAttachCloudScript to  (FE090A12) because their base types do not match
[12/18/2018 - 02:05:24AM] VM is freezing...
[12/18/2018 - 02:05:24AM] VM is frozen
[12/18/2018 - 02:05:25AM] Saving game...
 
Seems VM is failed to thaw before CTD.

 

If you are currently using PapyrusUtil for dynamic LOD, test if updating the papyrus scripts from DynDOLOD Resources to the ones posted here make a difference.

 

If it doesn't make a difference, test if using DynDOLOD DLL instead makes a difference.

 

If neither change anything, set debug true as explained in the readme and see if the papyrus log shows more / posted entire log.

Edited by sheson
Posted

If you are currently using PapyrusUtil for dynamic LOD, test if updating the papyrus scripts from DynDOLOD Resources to the ones posted here make a difference.

 

If it doesn't make a difference, test if using DynDOLOD DLL instead makes a difference.

 

If neither change anything, set debug true as explained in the readme and see if the papyrus log shows more / posted entire log.

Neither the new scripts or dll makes any difference.

I enabled debug mode and made a CTD. But there isn't any useful lines at the end of papyrus log.

 

[12/18/2018 - 09:43:43PM] [sHESON_DynDOLOD_MCM <DynDOLOD_MCM (F500090F)>]: Registered DynDOLOD at MCM.
[12/18/2018 - 09:43:44PM] [ehs_MCMconfig <ehs_abilityStartUp (FE016806)>]: Registered Action Combat at MCM.
[12/18/2018 - 09:43:44PM] [_MODLazyItemEditMenu <_MODLazyItemEdit (FE025D61)>]: Registered LazyItemEdit at MCM.
[12/18/2018 - 09:43:44PM] [GTB_MCMScript <GTB_MCMQuest (FE056808)>]: Registered Go to bed at MCM.
[12/18/2018 - 09:43:44PM] [sOTHorseHazMCM <MountedDangersMCM (FE06680A)>]: Registered SOT Riding Hazards at MCM.
[12/18/2018 - 09:43:44PM] [wtsbanditencounterquestscript <wtsBanditEncounter (FE08CD63)>]: Registered Enemy Encounter at MCM.
[12/18/2018 - 09:44:01PM] Error: Unable to bind script FXcameraAttachCloudScript to  (FE090A12) because their base types do not match
[12/18/2018 - 09:44:07PM] VM is freezing...
[12/18/2018 - 09:44:07PM] VM is frozen
[12/18/2018 - 09:44:07PM] Saving game...
Posted (edited)

 

Neither the new scripts or dll makes any difference.

I enabled debug mode and made a CTD. But there isn't any useful lines at the end of papyrus log.

 

[12/18/2018 - 09:43:43PM] [sHESON_DynDOLOD_MCM ]: Registered DynDOLOD at MCM.
[12/18/2018 - 09:43:44PM] [ehs_MCMconfig ]: Registered Action Combat at MCM.
[12/18/2018 - 09:43:44PM] [_MODLazyItemEditMenu <_modlazyitemedit>]: Registered LazyItemEdit at MCM.
[12/18/2018 - 09:43:44PM] [GTB_MCMScript ]: Registered Go to bed at MCM.
[12/18/2018 - 09:43:44PM] [sOTHorseHazMCM ]: Registered SOT Riding Hazards at MCM.
[12/18/2018 - 09:43:44PM] [wtsbanditencounterquestscript ]: Registered Enemy Encounter at MCM.
[12/18/2018 - 09:44:01PM] Error: Unable to bind script FXcameraAttachCloudScript to  (FE090A12) because their base types do not match
[12/18/2018 - 09:44:07PM] VM is freezing...
[12/18/2018 - 09:44:07PM] VM is frozen
[12/18/2018 - 09:44:07PM] Saving game...

 

Can you leave the interior without enabling DynDOLOD.esp, keeping the esm and the static object/tree LOD?

 

What happen when you disable autosaves?

Edited by sheson
Posted (edited)

Can you leave the interior without enabling DynDOLOD.esp, keeping the esm and the static object/tree LOD?

 

What happen when you disable autosaves?

I can leave the interior with dyndolod.esp off and esm on and autosave on

I can leave the interior with dyndolod.esp on and esm on and autosave off

I can't leave the interior with dyndolod.esp on and esm on and autosave on. (manual save and timing autosave is ok. Only autosave on load door will CTD.)

Edited by Elzee
Posted

Can you leave the interior without enabling DynDOLOD.esp, keeping the esm and the static object/tree LOD?

 

What happen when you disable autosaves?

I did some further violent testing:

 

With dyndolod.esp on and esm on and autosave on:

1.Only delete SHESON_DynDOLOD_LODObject.pex in my data\scripts folder. - I can go through load doors without issue.

2.Delete all SHESON_DynDOLOD_xxx.pex in my data\scripts folder. But keep SHESON_DynDOLOD_LODObject.pex in my data\scripts folder. - CTD on load door autosaving.

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