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DynDOLOD 3.00 Alpha 173


sheson

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10 hours ago, vrnord said:

Does that mean Billboard 3 isn't actually usable, or that it reuses one of the textures twice?  

The Billboard3 NIF was added before TexGen could create billboards. If it does not work with three textures make an error report.
https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-165/?do=findComment&comment=249893
https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-165/?do=findComment&comment=266927

 

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Hi,

I'm at my wits-end trying to figure out why DynDOLOD 3 is crashing almost every time I run it. I'm on Windows 11 with Skyrim AE 1.6.1130. I've used DynDOLOD 2 in the past with no issues, and wanted to update. I have a clean save.

I started with SSELODGen, then ACMOS, then TexGen. I have the DynDOLOD Resources installed. When I run DynDOLOD 3, it will randomly close as if I closed it myself. Sometimes it will run for 30 seconds, sometimes 5 minutes. There are typically partially generated files in the output folder. No logs are generated which makes me believe the application is killed by the OS. Speaking of, I received the following errors in the Event Viewer:

1:

Spoiler

Fault bucket 2012794353563818907, type 4
Event Name: APPCRASH
Response: Not available
Cab Id: 0

Problem signature:
P1: DynDOLODx64.exe
P2: 3.0.0.165
P3: 65916050
P4: KERNEL32.DLL
P5: 10.0.22621.2506
P6: 2e35230e
P7: c000001d
P8: 0000000000018be5
P9:
P10:

2:

Spoiler

Windows cannot access the file  for one of the following reasons: there is a problem with the network connection, the disk that the file is stored on, or the storage drivers installed on this computer; or the disk is missing. Windows closed the program Taking Your Firstborn because of this error.

Program: Taking Your Firstborn
File:

The error value is listed in the Additional Data section.
User Action
1. Open the file again. This situation might be a temporary problem that corrects itself when the program runs again.
2. If the file still cannot be accessed and
    - It is on the network, your network administrator should verify that there is not a problem with the network and that the server can be contacted.
    - It is on a removable disk, for example, a floppy disk or CD-ROM, verify that the disk is fully inserted into the computer.
3. Check and repair the file system by running CHKDSK. To run CHKDSK, click Start, click Run, type CMD, and then click OK. At the command prompt, type CHKDSK /F, and then press ENTER.
4. If the problem persists, restore the file from a backup copy.
5. Determine whether other files on the same disk can be opened. If not, the disk might be damaged. If it is a hard disk, contact your administrator or computer hardware vendor for further assistance.

Additional Data
Error value: 0x0
Disk type: 0x0

3:

Spoiler

Faulting application name: DynDOLODx64.exe, version: 3.0.0.165, time stamp: 0x65916050
Faulting module name: KERNEL32.DLL, version: 10.0.22621.2506, time stamp: 0x2e35230e
Exception code: 0xc000001d
Fault offset: 0x0000000000018be5
Faulting process id: 0x0x169C
Faulting application start time: 0x0x1DA43211B966635
Faulting application path: G:\DynDOLOD\DynDOLODx64.exe
Faulting module path: C:\WINDOWS\System32\KERNEL32.DLL
Report Id: 4968352c-9ab8-41d6-885b-3fc1face4d0d
Faulting package full name:
Faulting package-relative application ID:

While the second error seems self-explanatory, I definitely do not have a faulty disk. DynDOLOD 2 also worked which makes me wonder. I have sufficient disk space and have 16GB of RAM which is not being fully used when it crashes. I'm using MO2. I've tried adding every .exe in DynDOLOD to my Windows Defender exclusion list, and even tried turning off real-time virus monitoring completely.

I've tried about 20 times, and only once did DynDOLOD 3 "successfully" finish generating. Although, when I activated the outputs and loaded into my game, everything was completely underwater as if Skyrim was flooded. Obviously something is wrong.

Any help is appreciated. Not sure what to try next! Thank you :biggrin:

EDIT: I forgot to mention- my Tamriel worldspace entry looks a bit strange in the worldspace selector box: it is "Tamriel () - Skyrim.esm". Shouldn't it say "Skyrim" in the brackets?

Finally, here is my plugins.txt:

Spoiler

# This file was automatically generated by Mod Organizer.
*Unofficial Skyrim Special Edition Patch.esp
*Skyrim Project Optimization - Full ESL Version.esm
*Lanterns Of Skyrim - All In One - Main.esm
*Lux - Resources.esp
*Lux Via.esp
Dragonborn_probably_bad.esm
*Water for ENB.esm
*Lux - Master plugin.esm
*Lux Orbis - Master plugin.esm
*FlowerGirls SE.esm
*iWant Widgets.esl
*Schlongs of Skyrim - Core.esm
*RM Sweater Dresses.esl
*Heels Sound.esm
*TrueHUD.esl
*NorthernIce.esp
*Particle Patch for ENB.esp
*SkyUI_SE.esp
*SMIM-SE-Merged-All.esp
*Immersive Wenches.esp
*Audio Overhaul Skyrim.esp
*Ducks and Swans.esp
*Better Dynamic Snow.esp
*Ulvenwald.esp
*Lux Orbis.esp
*JKs Skyrim.esp
*Landscape Fixes For Grass Mods.esp
*Cutting Room Floor.esp
*Lux Orbis - JK's Skyrim patch.esp
*NAT-ENB.esp
*icepenguinworldmapclassic.esp
*Lux Via - plugin.esp
*Embers XD.esp
*Nature of the Wild Lands.esp
*Hothtrooper44_ArmorCompilation.esp
*Lit Road Signs.esp
*WPF - JK Skyrim patch.esp
*Cloaks.esp
*Cloaks - Dawnguard.esp
*Cloaks - USSEP Patch.esp
*RichMerchantsSkyrim_x10.esp
*BlendedRoads.esp
*RaceMenu.esp
*RaceMenuPlugin.esp
*Lux Via - CRF patch.esp
*Landscape For Grass Mods JK'S Skyrim.esp
*SexLab-AmorousAdventures.esp
*Embers XD - Patch - JKs Skyrim.esp
*Lux Orbis - Cutting Room Floor patch.esp
*JKs Skyrim_Cutting Room Floor_Patch.esp
*Lux Orbis - Saints and Seducers patch.esp
*Lux Orbis - CC Fish patch.esp
*Landscape Fixes For Grass mods - Cutting Room Floor Locations.esp
*The Amazing World of Bikini Armors REMASTERED.esp
*Lux Orbis - USSEP patch.esp
*Lux Via - JK's Skyrim Patch.esp
*Footprints.esp
*HPP - Vaermina's Torpor.esp
*MoonsAndStars.esp
*Joy of Perspective.esp
*BD Armor and clothes replacer.esp
*CBBE.esp
*dD - Enhanced Blood Main.esp
*AOS_EBT Patch.esp
*Unlimited Shouting.esp
*Unlimited Sprinting.esp
*XPMSE.esp
*3BBB.esp
*RaceMenuMorphsCBBE.esp
*SOSPhysicsManager.esp
*TheEyesOfBeauty.esp
*SimpleItemSpawner.esp
*FNIS.esp
*Bijin Wives.esp
*TAWOBA Remastered Leveled List.esp
*MCMHelper.esp
*Motion Sensitive Fix SE.esp
*Brows.esp
*Bijin NPCs.esp
*Bijin Warmaidens.esp
*TrueDirectionalMovement.esp
*UIExtensions.esp
*Schlongs of Skyrim.esp
*SOS - VectorPlexus Regular Addon.esp
*HIMBO.esp
*RaceMenuMorphsHIMBO.esp
*Hothtrooper44_Armor_Ecksstra.esp
*IA CBBE Patch.esp
*OStim.esp
*ORomance.esp
*OCum.esp
*OVirginity.esp
*ORomancePlus.esp
*SLALAnimObjBillyy.esp
*AnubAnimObj.esp
*OStimCommunityResource.esp
*OSmp.esp
*OMerchants.esp
*WD03OTrainers.esp
*OBody.esp
*OPubes.esp
*AK_RM_PubicStyles_All_In_One.esp
*Immersive Wenches OStim.esp
*[Imp] Ayleid Piercings.esp
*Shino Bikini Pack SSE.esp
*WetFunction.esp
*WaitYourTurn.esp
*JoP - Immersive Armors Patch.esp
*Skyland Watercolor - Slow Green-Vanilla.esp
*SLAL_AnimationsByLeito.esp
*S3DRocks.esp
*ShowPlayerInMenus.esp
*ImTalkinHere.esp
*I4IconAddon.esp
*BOOBIES_ImmersiveIcons.esp
*RaceMenuHH.esp
*(Pumpkin)-TEWOBA-TheExpandedWorldofBikiniArmor.esp
*KS Hairdo's.esp
*[COCO]Goddess War v2.esp
*Lux Via - Blended Roads Bridges Texture sets.esp
*SkyHUD.esp
*GDOS - Splendid Mechanized Dwemer Door.esp
*NAT - Patch - Rudy ENB.esp
*Skoglendi - A Grass Mod.esp
*Skoglendi - Brown Tundra Add-On.esp
*Shaders of Solstheim.esp
*jks skyrim tree fix.esp
*Simplicity of Snow.esp
*Immersive Citizens - AI Overhaul.esp
*Immersive Wenches -Immersive Citizens AI Overhaul Patch-.esp
*Landscape For Grass Mods -Immersive Citizens PATCH.esp
*Lux.esp
*Lux - Water for ENB patch.esp
*Lux - USSEP patch.esp
*Lux - Saints and Seducers patch.esp
*Lux - JK's Skyrim.esp
*Lux - Immersive Citizens patch.esp
*Lux - CC Fish patch.esp
*Lux - Cuting Room Floor.esp
*Lux - Embers XD patch.esp
*Water for ENB (Shades of Skyrim).esp
*Water for ENB - Patch - Landscape Fixes for Grass Mods.esp
*Northern Roads.esp
*Northern Roads - Grass Patch.esp
*Northern Roads - Lux Via patch.esp
*Northern Roads - Landscape Fixes for Grass Mods patch.esp
*Northern Roads - Additional Roads.esp
*Northern Roads - Rocks Patch.esp
*Northern Roads - JKs Skyrim patch.esp
*Northern Roads - Lux Orbis Patch.esp
*Northern Roads - Lux Via - LFFGM patch.esp
*Northern Roads - Lux Via - Lux Orbis consistency patch.esp
*Northern Roads - CRF patch.esp
*Northern Roads - Ulvenwald patch.esp
*Northern Roads - Immersive Citizens patch.esp
*Northern Roads - Skyland HD Roadsigns Patch.esp
*Northern Roads - CC Fishing patch.esp
*Northern Roads - Lux Via - Immersive Citizens.esp
*Northern Roads - Water for ENB (Shades of Skyrim) patch.esp
*Northern Roads - Water for ENB (Shades of Skyrim) - LFFGM patch.esp
*Northern Roads - USSEP Additions.esp
*Northern Roads - CC Saints and Seducers patch.esp
*Northern Roads - Lux patch.esp
*Northern Roads - Floating Plants Fix.esp

Edited by kylersee
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2 hours ago, kylersee said:

Hi,

I'm at my wits-end trying to figure out why DynDOLOD 3 is crashing almost every time I run it. I'm on Windows 11 with Skyrim AE 1.6.1130. I've used DynDOLOD 2 in the past with no issues, and wanted to update. I have a clean save.

I started with SSELODGen, then ACMOS, then TexGen. I have the DynDOLOD Resources installed. When I run DynDOLOD 3, it will randomly close as if I closed it myself. Sometimes it will run for 30 seconds, sometimes 5 minutes. There are typically partially generated files in the output folder. No logs are generated which makes me believe the application is killed by the OS. Speaking of, I received the following errors in the Event Viewer:

1:

  Reveal hidden contents

2:

  Reveal hidden contents

3:

  Reveal hidden contents

While the second error seems self-explanatory, I definitely do not have a faulty disk. DynDOLOD 2 also worked which makes me wonder. I have sufficient disk space and have 16GB of RAM which is not being fully used when it crashes. I'm using MO2. I've tried adding every .exe in DynDOLOD to my Windows Defender exclusion list, and even tried turning off real-time virus monitoring completely.

I've tried about 20 times, and only once did DynDOLOD 3 "successfully" finish generating. Although, when I activated the outputs and loaded into my game, everything was completely underwater as if Skyrim was flooded. Obviously something is wrong.

Any help is appreciated. Not sure what to try next! Thank you :biggrin:

EDIT: I forgot to mention- my Tamriel worldspace entry looks a bit strange in the worldspace selector box: it is "Tamriel () - Skyrim.esm". Shouldn't it say "Skyrim" in the brackets?

Finally, here is my plugins.txt:

  Reveal hidden contents

Moved to the DynDOLOD 3 Alpha thread.

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to enable realtime logs if there are no DynDOLOD log, debug log and bugreport.txt because the OS terminates the tools prematurely.

"I definitely do not have a faulty disk".  Tell that to the OS, which is what records that message when it terminates the tool and thus prevents it from going through its own exception handler and shutdown procedure where it would saves logs. It could be some kind of hardware/OS/driver problem.

Use xEdit to check which plugin is the last to overwrite the Tamriel worldspace and what it does to its Full Name which is usually "Skyrim" before generating DynDOLOD from scratch. Might be a problem with translations.

Pay attention to https://www.nexusmods.com/skyrimspecialedition/mods/77893?tab=posts
"The Floating Grass Fix causes patches of water to appear in the road between Riverwood and Whiterun, with the latter being completely underwater. The problem carries over to Smash Patches and DynDOLOD built with it in the load order. Removing Floating Grass Fix and rebuilding the patches fixed the issue for me."

That probably refers to  Northern Roads - Floating Plants Fix.esp

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Hi,

not sure this is even the right place for this.

After several hours of testing I've narrowed a very persistent CTD I'm getting down to Dyndolod. Behaviour is always the same: starting the game, loading in and playing work fine but after reloading the last save (most of the time it's a quick / auto save not sure if relevant) there is a high probability of CTD. It doesn't always happen but at least 50/50 chance. This never happens on the first load only consecutive loads. I've reproduced this consequently with and without Dyndolod active on new games each time.

I'm no expert on logs in any way but seems to point to a Papyrus error which is why I was looking at other SKSE plugins for some time. Load order and Dyndolod worked fine before the 1160 update.

Crashlog: https://pastebin.com/hegHQa5k
Papyrus log: https://pastebin.com/sLP0Wq04
Dyndolod log: too large for a paste but can upload it if needed

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15 minutes ago, Skar2k said:

Hi,

not sure this is even the right place for this.

After several hours of testing I've narrowed a very persistent CTD I'm getting down to Dyndolod. Behaviour is always the same: starting the game, loading in and playing work fine but after reloading the last save (most of the time it's a quick / auto save not sure if relevant) there is a high probability of CTD. It doesn't always happen but at least 50/50 chance. This never happens on the first load only consecutive loads. I've reproduced this consequently with and without Dyndolod active on new games each time.

I'm no expert on logs in any way but seems to point to a Papyrus error which is why I was looking at other SKSE plugins for some time. Load order and Dyndolod worked fine before the 1160 update.

Crashlog: https://pastebin.com/hegHQa5k
Papyrus log: https://pastebin.com/sLP0Wq04
Dyndolod log: too large for a paste but can upload it if needed

Moved the DynDOLOD 3 Alpha thread.

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. They also explain how to zip and use a file service for large log files.

The crash log is not mentioning any DynDOLOD record/plugin in the call stack, which lists skse64_1_6_1130.dll, registers and entire stack, which lists the a horse record first, then EngineFixes.dll, then an NPC.

The papyrus log has only expected messages about DynDOLOD and its MCM.

What is the "1160 update"? Do you mean the 1.6.1130 update, which came out over a month ago?
Always use the latest version, generate LOD for the current load order from scratch.
Why do you believe this crash has anything to do with DynDOLOD?

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11 minutes ago, sheson said:

Moved the DynDOLOD 3 Alpha thread.

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. They also explain how to zip and use a file service for large log files.

The crash log is not mentioning any DynDOLOD record/plugin in the call stack, which lists skse64_1_6_1130.dll, registers and entire stack, which lists the a horse record first, then EngineFixes.dll, then an NPC.

The papyrus log has only expected messages about DynDOLOD and its MCM.

What is the "1160 update"? Do you mean the 1.6.1130 update, which came out over a month ago?
Always use the latest version, generate LOD for the current load order from scratch.
Why do you believe this crash has anything to do with DynDOLOD?

Thanks for the reply. I uploaded the log here: https://ufile.io/cn4vvyrn https://ufile.io/z86doera

I've redone the LOD several times with the newest version and yes, I mean the 1130 Update. I'm not sure if it's actually Dyndolod but I've done a lot of test runs the last hours and turned off most other SKSE plugins. As soon as I turn Dyndolod back on I get CTDs. Not sure if it's actually a problem with Dyndolod but I can reproduce it like that consequently.

Edited by Skar2k
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41 minutes ago, Skar2k said:

Thanks for the reply. I uploaded the log here: https://ufile.io/cn4vvyrn https://ufile.io/z86doera

I've redone the LOD several times with the newest version and yes, I mean the 1130 Update. I'm not sure if it's actually Dyndolod but I've done a lot of test runs the last hours and turned off most other SKSE plugins. As soon as I turn Dyndolod back on I get CTDs. Not sure if it's actually a problem with Dyndolod but I can reproduce it like that consequently.

Look at the crash log. The only time "DynDOLOD" is mentioned, is the list of DLLs and plugins.

Make sure the EngineFixes.toml has all the required changes for 1.6.1130.

Doublecheck that all DLL plugins (especially the ones that do not report a version number in the crashlog) are the correct and working version for 1.6.1130.
Double check the SKSE log as well the loaded. If in doubt, disable them.

I also suggest to actually pay attention to log message from DynDOLOD and the summary as explained at https://dyndolod.info/Messages and https://dyndolod.info/Help/Summary-Of-Messages
Use NifSkope to fix meshes that have root blocks that are BSXFlags / NiNode. https://dyndolod.info/Messages/Root-Block
Use NifSkope to fix (make pure statics) or delete "LOD" meshes that have controller blocks. https://dyndolod.info/Messages/LOD-Model-Contains-Controller-Block
Try to fix or permanently remove broken plugins that have HITMEs. https://dyndolod.info/Messages/Internal-File-FormID-Is-A-HITME

Do proper troubleshooting by elimination, where you remove everything step by step that does not contribute to the CTD until only the thing(s) that contribute remain.

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9 minutes ago, sheson said:

Look at the crash log. The only time "DynDOLOD" is mentioned, is the list of DLLs and plugins.

Make sure the EngineFixes.toml has all the required changes for 1.6.1130.

Doublecheck that all DLL plugins (especially the ones that do not report a version number in the crashlog) are the correct and working version for 1.6.1130.
Double check the SKSE log as well the loaded. If in doubt, disable them.

I also suggest to actually pay attention to log message from DynDOLOD and the summary as explained at https://dyndolod.info/Messages and https://dyndolod.info/Help/Summary-Of-Messages
Use NifSkope to fix meshes that have root blocks that are BSXFlags / NiNode. https://dyndolod.info/Messages/Root-Block
Use NifSkope to fix (make pure statics) or delete "LOD" meshes that have controller blocks. https://dyndolod.info/Messages/LOD-Model-Contains-Controller-Block
Try to fix or permanently remove broken plugins that have HITMEs. https://dyndolod.info/Messages/Internal-File-FormID-Is-A-HITME

Do proper troubleshooting by elimination, where you remove everything step by step that does not contribute to the CTD until only the thing(s) that contribute remain.

Here is a log mentioning Dyndolod: https://pastebin.com/WWsngzDf

Thing is, every crashlog seems to point to something different but as soon as I remove Dyndolod the crashes stop. I will try to eliminiate all warnings from the Dyndolod log by removing the mods and do another test run following your advice. I have had a fully functional Dyndolod setup pre 1130 with this load order though.

Changes for engine fixes have been done and I've tripple checked all other SKSE plugins as well.

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21 minutes ago, Skar2k said:

Here is a log mentioning Dyndolod: https://pastebin.com/WWsngzDf

Thing is, every crashlog seems to point to something different but as soon as I remove Dyndolod the crashes stop. I will try to eliminiate all warnings from the Dyndolod log by removing the mods and do another test run following your advice. I have had a fully functional Dyndolod setup pre 1130 with this load order though.

Changes for engine fixes have been done and I've tripple checked all other SKSE plugins as well.

This second crash log has same address, same keyword/horse record and NPC like the first crash log and EngineFixes.dll between.

Start looking at the most likely culprits, which are the records/plugin listed on top of the stacks as they are ordered by recent the engine was working on last.
This looks like a crash when reading data from the SKSE cosave (done by DLL plugins) which seems related to horse/keyword and/or the NPC.
Maybe creating the cosave makes it contain data that causing the read of it to fail.

A random reference in a DynDOLOD plugin that shows up in one crash report but not the other, while the relevant things on top stay the same is typically unrelated.
Crashes caused by assets/records used by DynDOLOD are 100% reproduceable and would be right at the top. Crash caused by wrong version or problem in DynDOLOD.DLL should list it every time in the probably call stack.

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Log Files: https://drive.google.com/file/d/1cZTr6s83idVRMZpVZBhxrwDsHHYtmjy_/view?usp=sharing

I've been getting issues with stuttering with DynDOLOD.esp enabled. I could only replicate the issue with the intro sequence because it happens at the same place every time.

DynDOLOD.esp enabled:

https://imgur.com/a/1sznyMW

DynDOLOD.esp  disabled:

https://imgur.com/a/ZgjScYU

 

Keep in mind this kind of stuttering happens all the time during normal gameplay when turning my head really fast or at completely random times. 

 

I also keep getting crashes that include occlusion.esp and sometimes just completely random. These crashes are not present with dyndolod uninstalled. 

https://pastebin.com/Mta7jRwQ

https://pastebin.com/VE07U0V8

 

These crashes happen when switching saves or fast traveling. 

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1 hour ago, User77111 said:

Log Files: https://drive.google.com/file/d/1cZTr6s83idVRMZpVZBhxrwDsHHYtmjy_/view?usp=sharing

I've been getting issues with stuttering with DynDOLOD.esp enabled. I could only replicate the issue with the intro sequence because it happens at the same place every time.

DynDOLOD.esp enabled:

https://imgur.com/a/1sznyMW

DynDOLOD.esp  disabled:

https://imgur.com/a/ZgjScYU

 

Keep in mind this kind of stuttering happens all the time during normal gameplay when turning my head really fast or at completely random times. 

 

I also keep getting crashes that include occlusion.esp and sometimes just completely random. These crashes are not present with dyndolod uninstalled. 

https://pastebin.com/Mta7jRwQ

https://pastebin.com/VE07U0V8

 

These crashes happen when switching saves or fast traveling. 

Stuttering while turning the head is usually because of full models loading in, as LOD is always loaded and enabled/disabled when crossing cell borders.
Test with standard tree LOD. Test with low preset.
If problem persists, do more specific tests with either disabling dynamic LOD in MCM, hiding LOD meshes folder, disabling plugins.
Report results.

The crash logs seem to show that the load order of plugins is different to the one when LOD was generated. You might need to generate LOD for the current load order.

The first crash log shows a crash in CrashLogger.dll, the register show it might be related to skeleton, the stack mentions collisions.
The first crash log mentions skse64_1_6_1130.dll and a Eldergleam Sap reference with a temporary formid, which should not be related to DynDOLOD at all.
The crash logs do not point to any issues with assets/records or problems with DynDOLOD plugins.

Doublecheck that all DLL plugins (especially the ones that do not report a version number in the crashlog) are the correct version and reported as working for 1.6.1130. Double check the SKSE log as well the loaded. If in doubt, disable them.

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53 minutes ago, sheson said:

Stuttering while turning the head is usually because of full models loading in, as LOD is always loaded and enabled/disabled when crossing cell borders.
Test with standard tree LOD. Test with low preset.
If problem persists, do more specific tests with either disabling dynamic LOD in MCM, hiding LOD meshes folder, disabling plugins.
Report results.

The crash logs seem to show that the load order of plugins is different to the one when LOD was generated. You might need to generate LOD for the current load order.

The first crash log shows a crash in CrashLogger.dll, the register show it might be related to skeleton, the stack mentions collisions.
The first crash log mentions skse64_1_6_1130.dll and a Eldergleam Sap reference with a temporary formid, which should not be related to DynDOLOD at all.
The crash logs do not point to any issues with assets/records or problems with DynDOLOD plugins.

Doublecheck that all DLL plugins (especially the ones that do not report a version number in the crashlog) are the correct version and reported as working for 1.6.1130. Double check the SKSE log as well the loaded. If in doubt, disable them.

Setting it to Low worked. Is there a preset that works like xLODGen with HD tree LOD? I would like it to just be like I'm running xLODGen with 3d tree LOD. No added other objects unless xLODGen does so. 

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1 hour ago, User77111 said:

Setting it to Low worked. Is there a preset that works like xLODGen with HD tree LOD? I would like it to just be like I'm running xLODGen with 3d tree LOD. No added other objects unless xLODGen does so.

Check the Ultra checkbox and configure the ultra tree LOD "tree" rule to whatever you want after loading the low preset rules. https://dyndolod.info/Help/Ultra-Tree-LOD
I suggest to use Billboards in LOD level 8 and higher and only use 3D tree LOD models in LOD level 4.

In case this affects performance too much and the log shows that the texture atlas is greater than 8192 resolution in any direction, try setting MaxTextureSize=8192 in C:\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini

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Hi.

I'm author of Animated Ice Floes and there has been reports of disappearing floes after running Dyndolod Alpha 165.

I personally did not see the problem yet. But i do have issues with Windmills after generating Dyndolod. I use Renthal Windmill.

The mesh of mill is completely gone. Only blades are visable. But when save/reload, it is there. 

This is the exact same issue peeps have with missing Ice Floes. For me the windmill issue was not there with Alpha 156 when i used that version.

 

EDIT: 

Also forgot to mention. I also have a problem which did not occur with Alpha 156. 

Grass Cashe/lod looks fantastic overall in distance. But when i walk/run, normally you would expect the grass pops in when getting closer.

But now it pops out? Half way distance. Not very far distance.

 

Thanx.

Edited by ToosTruus
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