chumik6000 Posted January 14, 2022 Share Posted January 14, 2022 I get a crush with new latest version of DynDOLOD 3.00 alpha 63 (cant save a game, i can load my old save but when make a new one i get crush) https://drive.google.com/file/d/1Jug0dJG_TkgfNWpvLgg2mUrz9SIgIQzt/view?usp=sharing resaver says this: https://drive.google.com/file/d/1AvXnkzSfZJENglvi7YLfvSqjPiWZbCju/view?usp=sharing Is there is a way to fix this? Ty! Link to comment Share on other sites More sharing options...
sheson Posted January 14, 2022 Author Share Posted January 14, 2022 1 hour ago, chumik6000 said: I get a crush with new latest version of DynDOLOD 3.00 alpha 63 (cant save a game, i can load my old save but when make a new one i get crush) https://drive.google.com/file/d/1Jug0dJG_TkgfNWpvLgg2mUrz9SIgIQzt/view?usp=sharing resaver says this: https://drive.google.com/file/d/1AvXnkzSfZJENglvi7YLfvSqjPiWZbCju/view?usp=sharing Is there is a way to fix this? Ty! Why do you believe the game crashing while saving has anything to do with DynDOLOD or the latest Alpha? On https://dyndolod.info/FAQ read answers for ILS or CTD If there are problems saving in Skyrim Special Edition, install SSE Engine Fixes 4.8 or newer and set SaveGameMaxSize = true in the EngineFixes.toml. Alternatively add/set [SaveGame] uiCompression=1 in Skyrim.INI to change from the default 2 for LZ4 to 1 for zlib compression. 0 means no compression like games are saved in Skyrim. Link to comment Share on other sites More sharing options...
chumik6000 Posted January 14, 2022 Share Posted January 14, 2022 (edited) I have engine fixes, SaveGameMaxSize = true. I played with [SaveGame] uiCompression=0 from start. After i reupdate my DynDOLOD, i cannt make a new save game. all new save game become corrupted. if i try to make a new save without DynDOLODs esp my new saves are normal.. Edited January 14, 2022 by chumik6000 Link to comment Share on other sites More sharing options...
sheson Posted January 14, 2022 Author Share Posted January 14, 2022 28 minutes ago, chumik6000 said: I have engine fixes, SaveGameMaxSize = true. I played with [SaveGame] uiCompression=0 from start. After i reupdate my DynDOLOD, i cannt make a new save game. all new save game become corrupted. if i try to make a new save without DynDOLODs esp my new saves are normal.. Are you sure the uploaded crash log is from a saving? Quicksave or save from game menu? Test with a new game. Make sure to follow proper clean save routine when updating. Consider using DynDOLOD DLL instead of PapyrusUtil. Disable autosaves. Carefully read all warning and error messages from the TexGen/DynDOLOD log. Remove all other mods but DynDOLOD and its dependencies and whatever mods/plugnis are masters. Start new game. Save. If it still crashes with a new game, upload that crash log and the logs from DynDOLOD as explained on the first post. Link to comment Share on other sites More sharing options...
chumik6000 Posted January 14, 2022 Share Posted January 14, 2022 (edited) Normal save (manual), crash from trying to that save. Edited January 14, 2022 by chumik6000 Link to comment Share on other sites More sharing options...
chumik6000 Posted January 14, 2022 Share Posted January 14, 2022 27 minutes ago, chumik6000 said: Normal save (manual), crash from trying to load that new save (with DynDOLOD.esp). if i disable DynDOLOD.esp, i can load my last game, save and that new save is not currpted! Link to comment Share on other sites More sharing options...
chumik6000 Posted January 14, 2022 Share Posted January 14, 2022 Well i belive i found a problem/solution. i disabled DynDOLOD.esp, loadded my old save without DynDOLOD.esp, made i new save, then out, enable DynDOLOD.esp, load last save, and creat a new save with DynDOLOD.esp enabled and it is fine! no that error! Link to comment Share on other sites More sharing options...
sheson Posted January 14, 2022 Author Share Posted January 14, 2022 34 minutes ago, chumik6000 said: Well i belive i found a problem/solution. i disabled DynDOLOD.esp, loadded my old save without DynDOLOD.esp, made i new save, then out, enable DynDOLOD.esp, load last save, and creat a new save with DynDOLOD.esp enabled and it is fine! no that error! As mentioned, follow the clean save routine when updating. See https://dyndolod.info/Help/Clean-Save That should also mean testing with a new game should also be able to save without issue. Link to comment Share on other sites More sharing options...
TheDude Posted January 15, 2022 Share Posted January 15, 2022 (edited) Hey Sheson, hope you're doing well! A quick question: I did a complete new LOD-generation with the latest Alpha v63 and discovered that the new DynDOLOD-output zip became appx 800 MB smaller in filesize (1.7 GB) than the previous generated output-zip (from Alpha v60; 2.5 GB). This seems a bit weird since I haven't changed my load order and Im using the exact same DynDOLOD-settings as before... Also, the Alpha 63 "Logs"-directory seems to be missing (?) a lot of files when compared to Alpha 60 (see attached screenshots below) and the debug file is freaking HUGE in size (100 MB)? But maybe all of this is perfectly fine since I did not recieve a bugreport? Anyway, please have a look at attached files: DynDOLOD log and debug file: https://ufile.io/f/in6da Screenshot/comparison: log-files Alpha 60 vs 63 after completed LOD-generation (same settings): https://imgur.com/a/3B6Dk9l Edited January 15, 2022 by TheDude Link to comment Share on other sites More sharing options...
z929669 Posted January 15, 2022 Share Posted January 15, 2022 Latest alpha works well for me. Haven't done anything extensive though. Just want to point out some typos in the doc if you aren't aware: Link to comment Share on other sites More sharing options...
sheson Posted January 15, 2022 Author Share Posted January 15, 2022 5 hours ago, TheDude said: Hey Sheson, hope you're doing well! A quick question: I did a complete new LOD-generation with the latest Alpha v63 and discovered that the new DynDOLOD-output zip became appx 800 MB smaller in filesize (1.7 GB) than the previous generated output-zip (from Alpha v60; 2.5 GB). This seems a bit weird since I haven't changed my load order and Im using the exact same DynDOLOD-settings as before... Also, the Alpha 63 "Logs"-directory seems to be missing (?) a lot of files when compared to Alpha 60 (see attached screenshots below) and the debug file is freaking HUGE in size (100 MB)? But maybe all of this is perfectly fine since I did not recieve a bugreport? Anyway, please have a look at attached files: DynDOLOD log and debug file: https://ufile.io/f/in6da Screenshot/comparison: log-files Alpha 60 vs 63 after completed LOD-generation (same settings): https://imgur.com/a/3B6Dk9l Instead of comparing file size of logs, open them and check their content for warning or error messages as is their purpose. The LODGen logs indicate there were problems. See what they say and let me know. Instead of checking size of output (or stopping there), check that the expected sub-folders and files for the selected worldspaces were generated. Seems like object LOD generation failed for some worldspace. E.g. it only says LODGenx64.exe generated object LOD for Tamriel successfully but none of the others. See if Alpha-64 works as expected or if it reports that there were problems with LODGen as expected. Link to comment Share on other sites More sharing options...
Thardrim Posted January 15, 2022 Share Posted January 15, 2022 15 hours ago, sheson said: Check the Windows event log if there is a report in there. While the tool runs, check main memory and video memory usage. Maybe disable anything like Geforce experience or software from the graphics card maker, overlays etc. Everything else that is equally unnecessary running in the background. There is no Windows event log report. At least I can't find it. I looked for it in Windows\System32\Config, and I found no text log in there. Is it there were I have to look? I run TexGen again, with no unnecesary applications running in the background (including GeForce or any overlay). Main memory never went up of 29%. Video memory peaked at 2300 MB (I have a 3080, so not close to the limit). I leave here the log: - https://ufile.io/squ9sk33 P.S. Always, at the top of every log, there are two errors: <Debug: OpenGL: framebuffer objects unsupported> <Debug: Framebuffer error: framebuffer objects unsupported: 32768> <Debug: OpenGL: framebuffer objects unsupported> <Debug: Framebuffer error: framebuffer objects unsupported: 16384> Link to comment Share on other sites More sharing options...
sheson Posted January 15, 2022 Author Share Posted January 15, 2022 27 minutes ago, Thardrim said: There is no Windows event log report. At least I can't find it. I looked for it in Windows\System32\Config, and I found no text log in there. Is it there were I have to look? I run TexGen again, with no unnecesary applications running in the background (including GeForce or any overlay). Main memory never went up of 29%. Video memory peaked at 2300 MB (I have a 3080, so not close to the limit). I leave here the log: - https://ufile.io/squ9sk33 P.S. Always, at the top of every log, there are two errors: <Debug: OpenGL: framebuffer objects unsupported> <Debug: Framebuffer error: framebuffer objects unsupported: 32768> <Debug: OpenGL: framebuffer objects unsupported> <Debug: Framebuffer error: framebuffer objects unsupported: 16384> Use the Windows Event Log Viewer to check the event log. It can be found in Administrative Tools. The log entries for finding the max possible resolution for the framebuffer are expected. Assuming you keep testing with latest Alpha-64? See what happens if you run TexGen without any mods for vanilla. Have you checked if Alpha-60 actually still works now? Link to comment Share on other sites More sharing options...
chumik6000 Posted January 15, 2022 Share Posted January 15, 2022 12 hours ago, sheson said: As mentioned, follow the clean save routine when updating. See https://dyndolod.info/Help/Clean-Save That should also mean testing with a new game should also be able to save without issue. Year my bad, sry. And tnx for answering)) Link to comment Share on other sites More sharing options...
Thardrim Posted January 15, 2022 Share Posted January 15, 2022 1 hour ago, sheson said: Use the Windows Event Log Viewer to check the event log. It can be found in Administrative Tools. The log entries for finding the max possible resolution for the framebuffer are expected. Assuming you keep testing with latest Alpha-64? See what happens if you run TexGen without any mods for vanilla. Have you checked if Alpha-60 actually still works now? Ok. I used the windows event viewer and here it is what I found: https://ufile.io/tci6l4ou (I guess this is what we're looking for. If not, let me know). No, I kept testing with Alpha-63. I didn't realize there was an update. From now on, I'll try with Alpha-64 and Dyndolod Resources Alpha-19. I actually did run TexGen (Alpha-63) without any mod loaded a few hours ago and it went through. It finished correctly with Grass and HD trees checked. Yesterday, I checked Alpha-60 and it also didn't work this time. I'm going to check again with Alpha-64 with and without mods. I'll let you know how it goes. Thank you very much for following my case so closely. Link to comment Share on other sites More sharing options...
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