Jump to content

DynDOLOD 3.00 Alpha 173


sheson

Recommended Posts

Hello,

 

Please help me. I'm desperate. This problem keep presenting itself and I don't have the slightest cue on how to solve it.

 

While playing, I regularly CTD in exteriors in the Tamriel worldspace and NetScriptFramework ALWAYS gives me this error: https://pastebin.com/NVduwQie

 

In "possible relevant objects", only the first two lines stay always the same, while in "Probable callstack" I always get "BSExtraDataList::GetExtraDataWithoutLocking_107480+A6" as the first line... What does it mean?

 

If we solve this, my game should be perfectly stable since this is the only kind of CTD that I get!!

Edited by Abbot
Link to comment
Share on other sites

2 hours ago, Abbot said:

Hello,

 

Please help me. I'm desperate. This problem keep presenting itself and I don't have the slightest cue on how to solve it.

 

While playing, I regularly CTD in exteriors in the Tamriel worldspace and NetScriptFramework ALWAYS gives me this error: https://pastebin.com/NVduwQie

 

In "possible relevant objects", only the first two lines stay always the same, while in "Probable callstack" I always get "BSExtraDataList::GetExtraDataWithoutLocking_107480+A6" as the first line... What does it mean?

 

If we solve this, my game should be perfectly stable since this is the only kind of CTD that I get!!

Read the first of the DynDOLOD 3 Alpha thread which log and debug log to upload when making posts.

Upload the entire crash log.

The crash is of since that ACTI base record does not have a model, while BSExtraDataList seems to be a block in a NIF.

Double check the crash does not happen when DynDOLOD output is not active.

See https://dyndolod.info/FAQ which explains to check ..\DynDOLOD\docs\DynDOLOD-README.txt. Enable the debug option in DynDOLOD_Worlds.json or DynDOLOD_Worlds.txt as explained and upload the papyrus as well.

It seems the DynDOLOD.esp is being overwritten by other plugins, which seems odd. LOD and the DynDOOLOD plugins and then Occlusion should be the last things to generate and then overwrite everything.

Link to comment
Share on other sites

5 hours ago, dkjcyxc said:

Sorry but how can I change the path that TexGen uses? It kept using my former Skyrim game path, which didn't exist any more. I want to let it use my current Skyrim game path, but I don't know how I can do it. Thanks for your help!

Do not post screens of text, post the text instead, though asking the question is already sufficient in this case.

See https://dyndolod.info/Installation-Instructions
Use the game launcher to set the current location of the game in the Windows Registry. See Windows Registry Key for more.

See https://dyndolod.info/Messages/Windows-Registry-Key for more detailed explanations.

Link to comment
Share on other sites

On 9/19/2022 at 9:40 PM, sheson said:

Yes

Sorry you're not psychic, I should just ask what I want to ask

They're still being linked in the Large Reference Bugs Workaround page

https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds

Why are they archived if users are still supposed to use them?

Edited by myztikrice
Link to comment
Share on other sites

51 minutes ago, myztikrice said:

Sorry you're not psychic, I should just ask what I want to ask

They're still being linked in the Large Reference Bugs Workaround page

https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds

Why are they archived if users are still supposed to use them?

Not listing the archives prevents users not RTFM from downloading scripts that won't work for their load order. Users that RTFM and thus hopefully know what they are doing can click the links and download them.

Link to comment
Share on other sites

1 hour ago, Dimom said:

Greetings! Installed the latest version (98) and made settings according to the Manual HD / QHD. In the output, for Level LOD32, the meshes are huge (650MB). For ULTRA trees - LOD32 = Level2. Can you tell me why this is happening to me?

DynDOLOD_SSE.ini 20.52 kB · 0 downloads

Read the first post which log and debug log to upload when making posts.

Since setting to use 3D tree LOD models for object LOD Level 32 obviously means the LOD meshes will have more files and larger file size than using no object LOD Level 32 or billboards in them, I am not what you are really asking. What is happening is what you instruct the LOD generation to do.

Also, typically there is only one level 3D tree LOD model available, so Level0|1|2|3 all means the same LOD model is used.

If you have problems or questions with instructions from a third party guide, you should ask its authors.

Link to comment
Share on other sites

19 hours ago, sheson said:

Read the first of the DynDOLOD 3 Alpha thread which log and debug log to upload when making posts.

Upload the entire crash log.

The crash is of since that ACTI base record does not have a model, while BSExtraDataList seems to be a block in a NIF.

Double check the crash does not happen when DynDOLOD output is not active.

See https://dyndolod.info/FAQ which explains to check ..\DynDOLOD\docs\DynDOLOD-README.txt. Enable the debug option in DynDOLOD_Worlds.json or DynDOLOD_Worlds.txt as explained and upload the papyrus as well.

It seems the DynDOLOD.esp is being overwritten by other plugins, which seems odd. LOD and the DynDOOLOD plugins and then Occlusion should be the last things to generate and then overwrite everything.

So ever since I have enabled the debug option of DynDOLOD, I have A LOT  of trouble in reproducing that particular CTD. I CTD for other things now, but they seem to vary wildly. DynDOLOD is no longer mentioned. I even stress-tested the game (tgm, tcl, player.setav speedmult 3000) and still nada. Does that even make the slightest amount of sense?

I can't provide the logs mentioned in the first thread because this is actually a modfied Wabbajack modlist that I'm playing...

I confess that DynDOLOD IS being overwritten by other plugins, but only in regards to a handful (less than a dozen) records and one of those plugins came pre-packaged with the Wabbajack modlist...

Can't provide the original entire crash log because I deleted it right after posting that portion of the log that I put in Pastebin (believing that it was the only useful portion)...

EDIT OK, I just had a bit of luck: https://pastebin.com/Fwi2nAfe I'll try to look for the DynDOLOD log

EDTIT 2: Well, DynDOLOD didn't produce any new log... And as for Papyrus, I had it deactivated this run because I grew tired of trying to MAKE my game CTD and I got the CTD in this second Pastebin while playing *normally* (but with DynDOLOD's debug option set to true)...

Is there anything that can be gleaned from this second Pastebin?

Edited by Abbot
Link to comment
Share on other sites

1 hour ago, CorneliusC said:

Hi. Can i use Alpha 98 with my current STEP setup, all still in game version 1.6.353? (I think i have A 97 installed now) Thank you ...

https://dyndolod.info
Regardless of which runtime version is used for Skyrim Special Edition, if the Skyrim Anniversary Edition or Anniversary DLC is installed, the game mode is always SSE.

https://dyndolod.info/Mods/Skyrim-Special-Edition-Skyrim-Anniversary-Edition#Runtime-Versions
Regardless of which runtime version is used for Skyrim Special Edition, if the Skyrim Anniversary Edition or Anniversary DLC is installed, the game mode is always SSE.

If you have questions about a third party guide you need ask its authors.

Link to comment
Share on other sites

1 hour ago, Abbot said:

So ever since I have enabled the debug option of DynDOLOD, I have A LOT  of trouble in reproducing that particular CTD. I CTD for other things now, but they seem to vary wildly. DynDOLOD is no longer mentioned. I even stress-tested the game (tgm, tcl, player.setav speedmult 3000) and still nada. Does that even make the slightest amount of sense?

I can't provide the logs mentioned in the first thread because this is actually a modfied Wabbajack modlist that I'm playing...

I confess that DynDOLOD IS being overwritten by other plugins, but only in regards to a handful (less than a dozen) records and one of those plugins came pre-packaged with the Wabbajack modlist...

Can't provide the original entire crash log because I deleted it right after posting that portion of the log that I put in Pastebin (believing that it was the only useful portion)...

EDIT OK, I just had a bit of luck: https://pastebin.com/Fwi2nAfe I'll try to look for the DynDOLOD log

EDTIT 2: Well, DynDOLOD didn't produce any new log... And as for Papyrus, I had it deactivated this run because I grew tired of trying to MAKE my game CTD and I got the CTD in this second Pastebin while playing *normally* (but with DynDOLOD's debug option set to true)...

Is there anything that can be gleaned from this second Pastebin?

Enabling the papyrus log should not cause CTD. This might indicate a larger issue.

if you have issue with a mod list you probably should refer to its author for support.

If you have not generated DynDOLOD properly for the current load order, then any troubleshooting here is pretty pointless. It saves the log and debug log when the program is closed.
If any records in the DynDOLOD/Occlusion plugin or any of the output files are being overwritten, then something is not right or done correctly/as intended.

Regarding that crash log, you can see from first entry of the possible relevant objects and the probable callstack that the CTD seems worldspace and quest related. My first reaction would be to check SVMiscMCMMerged.esp for errors, in particular the mentioned record and test the game without it.

Link to comment
Share on other sites

50 minutes ago, sheson said:

Enabling the papyrus log should not cause CTD. This might indicate a larger issue.

if you have issue with a mod list you probably should refer to its author for support.

If you have not generated DynDOLOD properly for the current load order, then any troubleshooting here is pretty pointless. It saves the log and debug log when the program is closed.
If any records in the DynDOLOD/Occlusion plugin or any of the output files are being overwritten, then something is not right or done correctly/as intended.

Regarding that crash log, you can see from first entry of the possible relevant objects and the probable callstack that the CTD seems worldspace and quest related. My first reaction would be to check SVMiscMCMMerged.esp for errors, in particular the mentioned record and test the game without it.

The issue with SvMiscMCMMerged appears only on loading a save (and that's where I get it this time too), but as you can see the log immediately mentions DynDOLOD as well (and it happened the other times as well).

I just got another CTD that mentions DynDOLOD first: https://pastebin.com/SU8E3MTm

This is *exactly* the type of error I was talking about.

Edited by Abbot
Link to comment
Share on other sites

1 hour ago, Abbot said:

The issue with SvMiscMCMMerged appears only on loading a save (and that's where I get it this time too), but as you can see the log immediately mentions DynDOLOD as well (and it happened the other times as well).

I just got another CTD that mentions DynDOLOD first: https://pastebin.com/SU8E3MTm

This is *exactly* the type of error I was talking about.

That looks similar to the first crash log, so refer to what I said in this post: https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-98/?do=findComment&comment=264175.
No log and no debug log of the DynDOLOD generation for the current load order.  No information if CTD stop with DynDOLOD output is not active. No papyrus logs with debug enabled. DynDOLOD plugin is still being overwritten by other plugins.

Together with the quest crash, it seems there might be different causes of CTD  and reportedly something more severe happening when enabling papyrus logging.

Do all those issues stop when deactivating the DynDOLOD output?

Link to comment
Share on other sites

For some reason i keep getting this weird tree render distance issue where certain whiterun trees does not render until i get super close as seen in this video: I have tried everything from increasing render distance in beth.ini to max and running dyndolod according to this guide here https://github.com/LivelyDismay/Learn-To-Mod/blob/main/lessons/DynDOLOD 3.0 and Grass Cache.md. These are the tree mods i have :

Trees addon SE :https://www.nexusmods.com/skyrimspecialedition/mods/22053

Veydogolot Trees: https://www.nexusmods.com/skyrimspecialedition/mods/62414 

whiterun's tree overhaul: https://www.nexusmods.com/skyrimspecialedition/mods/16230

I set the rules in dyndolod to what trees addon sse recommended. 

Im at a loss at this point i have tried everything i can think of but i cannot solve this issue here:

https://imgur.com/a/c9NUqVF

Any help would be greatly appreciated

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.