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Hi ! 

I was installing some mods, and first I was focusing mainly on graphic mods. Everything was stable and I was almost finished concerning big graphic changes, so I thought it was time to run DynDOLOD. After running TexGen and then DynDOLOD 3 (it's actually the first time I'm using DynDOLOD, so I checked a few guides and tried to follow carefully), I launched the game to check if everything was alright, and everytime, after moving for a while, I get a CTD.

I'm on last Steam release of Skyrim AE, 1.6.1170.

I'm not sure but it seems to be related to some specific region, as it happened the most near Solitude, near Whiterun near Riverwood and maybe at some point near Winterhold ; but for exemple I believe near Markarth I could fly around for 3 minutes without anything happening, before trying to go to Solitude and then it happened again.

Here are the mods that I use that have specific instructions or behaviour with DynDOLOD, as far as my understanding goes from what I read :

-Majestic Mountains

-Natural Waterfall

-Cathedral Landscapes

-Lanterns of Skyirm II

-Open Cities Skyrim

-Beyond Skyrim : Bruma

-Traverse the Ulvenwald - 3.3 - Trees and Forests of Skyrim

-A Clear Map of Skyrim and Other Worlds

I got the patch for DynDOLOD from MM, and the one for LoS from DynDOLOD patches, from which I also got Whiterun Exterior and Solitude Exterior Patch. (Now that I think about it, as CTDs seemed to happen near Solitude and Whiterun, could it be an issue with these ? I chose Whiterun Exterior and Solitude Exterior in DynDOLOD Ressources 3 SE, and chose the patch for them in DynDOLOD patches, I guess it's what I had to do, but maybe I did something wrong..)

Here is my last crashlog that also contains my full list of plugins :

https://pastebin.com/NRSxJFfL

I don't really know how to read crashlogs, so I could not get much help from it.

One last important thing, I followed ACMOS guide to run DynDOLOD with two rules modified and Level32=1 in DynDOLOD ini (I didn't knew at all what I was doing for this part, but the guide seemed very clear and straight forward) to obtain a better looking map.

It's been a day that I first ran DynDOLOD and first noticed the CTDs, I've tried many things and reran DynDOLOD several times disabling mods that I believed could be the cause (including ACMOS), but I ran out of Ideas.

I would really appreciate some help if possible

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Posted
13 hours ago, Ollorin said:

Hi ! 

I was installing some mods, and first I was focusing mainly on graphic mods. Everything was stable and I was almost finished concerning big graphic changes, so I thought it was time to run DynDOLOD. After running TexGen and then DynDOLOD 3 (it's actually the first time I'm using DynDOLOD, so I checked a few guides and tried to follow carefully), I launched the game to check if everything was alright, and everytime, after moving for a while, I get a CTD.

I'm on last Steam release of Skyrim AE, 1.6.1170.

I'm not sure but it seems to be related to some specific region, as it happened the most near Solitude, near Whiterun near Riverwood and maybe at some point near Winterhold ; but for exemple I believe near Markarth I could fly around for 3 minutes without anything happening, before trying to go to Solitude and then it happened again.

Here are the mods that I use that have specific instructions or behaviour with DynDOLOD, as far as my understanding goes from what I read :

-Majestic Mountains

-Natural Waterfall

-Cathedral Landscapes

-Lanterns of Skyirm II

-Open Cities Skyrim

-Beyond Skyrim : Bruma

-Traverse the Ulvenwald - 3.3 - Trees and Forests of Skyrim

-A Clear Map of Skyrim and Other Worlds

I got the patch for DynDOLOD from MM, and the one for LoS from DynDOLOD patches, from which I also got Whiterun Exterior and Solitude Exterior Patch. (Now that I think about it, as CTDs seemed to happen near Solitude and Whiterun, could it be an issue with these ? I chose Whiterun Exterior and Solitude Exterior in DynDOLOD Ressources 3 SE, and chose the patch for them in DynDOLOD patches, I guess it's what I had to do, but maybe I did something wrong..)

Here is my last crashlog that also contains my full list of plugins :

https://pastebin.com/NRSxJFfL

I don't really know how to read crashlogs, so I could not get much help from it.

One last important thing, I followed ACMOS guide to run DynDOLOD with two rules modified and Level32=1 in DynDOLOD ini (I didn't knew at all what I was doing for this part, but the guide seemed very clear and straight forward) to obtain a better looking map.

It's been a day that I first ran DynDOLOD and first noticed the CTDs, I've tried many things and reran DynDOLOD several times disabling mods that I believed could be the cause (including ACMOS), but I ran out of Ideas.

I would really appreciate some help if possible

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts.

What rudimentary troubleshooting have you done, which makes you believe this crash has something to do with the DynDOLOD output? See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting

The crash lists 0x000BB8C2 which uses Landscape\Rocks\WetRocks\RockM02Wet.nif might be involved in the issue.
Check in MO2 (enable archive parsing) right window data tab if a mod replaces that NIF. If that is the case test with the vanilla version.

 

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Posted

Alright, thank you for answering !

Here are the logs from my DynDOLOD & TexGen run earlier today :

DynDOLOD log : https://ufile.io/1k8ea41l

DynDOLOD debug_log : https://ufile.io/yeas8d6r

TexGen log https://ufile.io/1az9z4tg

TexGen debug_log : https://ufile.io/o1zy879k

From what I read I think I understand it's not directly DynDOLOD that can cause the CTD, but when I run my game without DynDOLOD_Output it doesn't crash. 

After posting for help yesterday, I tried to address the issues pointed out by DynDOLOD_SSE_log as well as I could with what I understand, deleting a record from arnima.esm Skyrim Beyond Reach with SSEEdit ("unresolved form id"), and trying to correct missing texture warnings for ELFX, Beyond Reach, and others. I found and used this that seemed to be a fix to some of my issues https://www.nexusmods.com/skyrimspecialedition/mods/69323

Now unless I read it wrong I have no issue with TexGen anymore. For DynDOLOD, concerning file not found there is an enormous number of entries but only for Beyond Skyrim Bruma (BSHeartland and BSAssets) again if I didn't miss some lines ; I didn't try to address these, because it said here : https://dyndolod.info/Mods/Beyond-Skyrim-Bruma that the worldspace is ignored, but maybe I got it wrong and still need to adress these issues ?

When I test in game this last run after fixing some things, I don't seem to have CTD near Solitude anymore (I flew around for 5-7 minutes), but when I tried to fly from Solitude to Whiterun, I got a CTD when approaching Whiterun.

Also, I didn't say it in the first post because I thought it was not important compared to the CTDs, but I've got some flickering issues that, if I read correctly the documentation, appear to me as large reference bugs : maybe these two lines from DynDOLOD_SSE_Log could help with that :

[00:02] <Warning: Large references found in non master plugin Myrwatch-MM-LandscapeFix.esp Tamriel "Skyrim" [WRLD:0000003C]>
[00:02] <Warning: Large references found in non master plugin RealisticWaterTwo.esp Tamriel "Skyrim" [WRLD:0000003C]>

DynDOLOD_SSE_log also contains a huge amount of warnings "duplicate reference ignored" from a lot of mods (Ulvenwald.esp, ELFX - Exteriors.esp, CollegeofWinterholdImmersive.esp, Unofficial Skyrim Special Edition Patch.esp, arnima.esm, Wyrmstooth.esp).

It also contains 4 "error deleted reference" from creation club content, as well as this error :

[02:34] <Error: File not found scripts\cwitelescopescript.pex CollegeOfWinterholdImmersive.esp [REFR:2D32C9F3] (places CWIStrotiTelescope [STAT:2D0428E8] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at 20,3)>

I wrote all these warnings & Errors down because I don't know what to do with them, if they matter, and if they do how to address them

Here is my last crashlog aswell : paste.ee/p/cL7gO

I don't know very well how to read crashlogs but if I'm not mistaken it refers a lot of times to Ulvenwald.esp and not anymore to RockMO2Wet.nif. About this rock file and what you asked me, I'm using Vortex, do you know if I can check if a mod replaces it with Vortex ?

 

  • 0
Posted
41 minutes ago, Ollorin said:

Alright, thank you for answering !

Here are the logs from my DynDOLOD & TexGen run earlier today :

DynDOLOD log : https://ufile.io/1k8ea41l

DynDOLOD debug_log : https://ufile.io/yeas8d6r

TexGen log https://ufile.io/1az9z4tg

TexGen debug_log : https://ufile.io/o1zy879k

From what I read I think I understand it's not directly DynDOLOD that can cause the CTD, but when I run my game without DynDOLOD_Output it doesn't crash. 

After posting for help yesterday, I tried to address the issues pointed out by DynDOLOD_SSE_log as well as I could with what I understand, deleting a record from arnima.esm Skyrim Beyond Reach with SSEEdit ("unresolved form id"), and trying to correct missing texture warnings for ELFX, Beyond Reach, and others. I found and used this that seemed to be a fix to some of my issues https://www.nexusmods.com/skyrimspecialedition/mods/69323

Now unless I read it wrong I have no issue with TexGen anymore. For DynDOLOD, concerning file not found there is an enormous number of entries but only for Beyond Skyrim Bruma (BSHeartland and BSAssets) again if I didn't miss some lines ; I didn't try to address these, because it said here : https://dyndolod.info/Mods/Beyond-Skyrim-Bruma that the worldspace is ignored, but maybe I got it wrong and still need to adress these issues ?

When I test in game this last run after fixing some things, I don't seem to have CTD near Solitude anymore (I flew around for 5-7 minutes), but when I tried to fly from Solitude to Whiterun, I got a CTD when approaching Whiterun.

Also, I didn't say it in the first post because I thought it was not important compared to the CTDs, but I've got some flickering issues that, if I read correctly the documentation, appear to me as large reference bugs : maybe these two lines from DynDOLOD_SSE_Log could help with that :

[00:02] <Warning: Large references found in non master plugin Myrwatch-MM-LandscapeFix.esp Tamriel "Skyrim" [WRLD:0000003C]>
[00:02] <Warning: Large references found in non master plugin RealisticWaterTwo.esp Tamriel "Skyrim" [WRLD:0000003C]>

DynDOLOD_SSE_log also contains a huge amount of warnings "duplicate reference ignored" from a lot of mods (Ulvenwald.esp, ELFX - Exteriors.esp, CollegeofWinterholdImmersive.esp, Unofficial Skyrim Special Edition Patch.esp, arnima.esm, Wyrmstooth.esp).

It also contains 4 "error deleted reference" from creation club content, as well as this error :

[02:34] <Error: File not found scripts\cwitelescopescript.pex CollegeOfWinterholdImmersive.esp [REFR:2D32C9F3] (places CWIStrotiTelescope [STAT:2D0428E8] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at 20,3)>

I wrote all these warnings & Errors down because I don't know what to do with them, if they matter, and if they do how to address them

Here is my last crashlog aswell : paste.ee/p/cL7gO

I don't know very well how to read crashlogs but if I'm not mistaken it refers a lot of times to Ulvenwald.esp and not anymore to RockMO2Wet.nif. About this rock file and what you asked me, I'm using Vortex, do you know if I can check if a mod replaces it with Vortex ?

See https://dyndolod.info/Messages/Large-References-Found-In-Non-Master-Plugin
Large reference data defined in non master flagged plugins (ESM) is not used by the game.
The data can be removed from the worldspace record.

https://dyndolod.info/Messages/Duplicate-Reference
A duplicate reference adds the same model at the same position, rotation and scale as another reference.
LOD is only generated for the first encountered reference.
In case of mods, the mod author should remove the duplicated references.

https://dyndolod.info/Messages/File-Not-Found-Scripts
The script can not be found.
The plugin/mod missing the script is most likely not going to work as intended.

The issues above do not cause CTD in the game.

https://dyndolod.info/Messages/Deleted-Reference
The mentioned plugin(s) needs to be cleaned.

Typically, if a deleted reference causes a crash in the game, the reference and its form ID is mentioned in the crash log.

Get the latest version of DynDOLOD DLL NG and Scripts 3 Alpha 26.

The last crash log without the DynDOLOD game plugins in the load order shows there might be a problem with NGIO-NG.DLL.
Disable it for a test and if that makes a difference, consider reporting the crash to its author.

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Posted (edited)
1 hour ago, sheson said:

See https://dyndolod.info/Messages/Large-References-Found-In-Non-Master-Plugin
Large reference data defined in non master flagged plugins (ESM) is not used by the game.
The data can be removed from the worldspace record.

So I'm supposed to remove the reference data from the worldspcae record ? How am I to do that ? I tried to read "Technical Details" under "Large References" to help me know how to remove it but I'm afraid I didn't understand what it said.

 

1 hour ago, sheson said:

https://dyndolod.info/Messages/Duplicate-Reference
A duplicate reference adds the same model at the same position, rotation and scale as another reference.
LOD is only generated for the first encountered reference.
In case of mods, the mod author should remove the duplicated references.

So I guess it cannot cause any issue ?

 

Ok, I read the thing about deleted references and have now cleaned all plugins that LOOT showed as dirty, even creation club contents.

 

1 hour ago, sheson said:

https://dyndolod.info/Messages/File-Not-Found-Scripts
The script can not be found.
The plugin/mod missing the script is most likely not going to work as intended.

I checked the mod page of ICOW and this file not found scripts error has already been reported multiple times, but I don't know what I can do about it, if I can remove it or if it's necessary, I guess I'll have to leave it like this, or do you think I would have to remove the mod ?

I'll get the last version of DynDOLOD DLL NG, and check for NGIO-NG.DLL, but if there's an issue with it it's not the only one, as I didn't have it installed the first time I ran DynDOLOD and it still crashed the same way. Anyway I'll try to rerun DynDOLOD when I'll have fixed everything I can, but do I need to rerun TexGen aswell with the new DLL NG ?

Edited by Ollorin
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Posted
45 minutes ago, Ollorin said:

So I'm supposed to remove the reference data from the worldspcae record ? How am I to do that ? I tried to read "Technical Details" under "Large References" to help me know how to remove it but I'm afraid I didn't understand what it said.

Large reference data defined in non master flagged plugins (ESM) is not used by the game.
This mean the data is not used. It does not do anything.
The data can be removed from the worldspace record.
This means the data can be removed, but does not have to

See the xEdit documentation to learn how it works. To remove something in xEdit, typically click right on it and select remove.
e.g. right click the "Large References" RNAM list. If teh entry is not shown, uncheck 'Hide "never shown"'  in the xEdit options.

45 minutes ago, Ollorin said:

So I guess it cannot cause any issue ?

https://dyndolod.info/Messages/Duplicate-Reference
Showing the same model twice with exactly the same properties is just wasting resources, in case of animated objects or trees it might even be visually noticeable.

45 minutes ago, Ollorin said:

I checked the mod page of ICOW and this file not found scripts error has already been reported multiple times, but I don't know what I can do about it, if I can remove it or if it's necessary, I guess I'll have to leave it like this, or do you think I would have to remove the mod ?

https://dyndolod.info/Messages/File-Not-Found-Scripts
If it has been verified that the script is not required try to remove or update the unused record/entry so the non existing filename is not being referenced.

Maybe check the mod that contain fixes and patches for it. The rest of the mod will typically work fine, not just the things that use the script, whatever they might be.

45 minutes ago, Ollorin said:

I checked the mod page of ICOW and this file not found scripts error has already been reported multiple times, but I don't know what I can do about it, if I can remove it or if it's necessary, I guess I'll have to leave it like this, or do you think I would have to remove the mod ?

You uploaded two crash logs so far, they show 2 different load orders and crashes.

  • 0
Posted

Oh I see, I'll delete it then, and 'hide "never shown"' was indeed checked, that's why I couldn't know how to find it and delete it, thank you !

I'll rerun DynDOLOD now that I have done some fixes with your help and see what happens

  • 0
Posted

Unfortunately the problem remains the same. I really am out of ideas right now, I don't know what can cause the issue. The remaining warnings in DynDOLOD log are "Duplicate reference ignored for LOD", "Filename * does not adhere to file naming conventions", "LOD model not in 'LOD' folder" , a lot of "Max tree LOD billboard count of 256 on atlas exceeded" and "File not found" only for Beyond Skyrim : Bruma (BSAssets and BSHeartland). If I understood correctly, these are not really relevant warnings that can't be the source of my CTDs, unless I got smth wrong and have to run DynDOLOD without BS active. So appart from trying that, I don't know what to do

  • 0
Posted
1 hour ago, Ollorin said:

Unfortunately the problem remains the same. I really am out of ideas right now, I don't know what can cause the issue. The remaining warnings in DynDOLOD log are "Duplicate reference ignored for LOD", "Filename * does not adhere to file naming conventions", "LOD model not in 'LOD' folder" , a lot of "Max tree LOD billboard count of 256 on atlas exceeded" and "File not found" only for Beyond Skyrim : Bruma (BSAssets and BSHeartland). If I understood correctly, these are not really relevant warnings that can't be the source of my CTDs, unless I got smth wrong and have to run DynDOLOD without BS active. So appart from trying that, I don't know what to do

What does "the problem remains the same" mean?

If you have a crash in the game that only seems to happens with the DynDOLOD LOD patch in the load order, then post the crash log and the DynDOLOD log and debug of the LOD patch generation  used in the game.

If the crash reports a form ID and NIF, check those as already suggested and report the result.

  • 0
Posted

I tested both loading a random existing save with almost no mods and starting a new game (typing "coc" from main menu). I usually type "tcl" and then increase speed with "player.setav speedmult" and then fly around to see if everything works, then when coming near Solitude, after flying around Solitude for a bit it crashes, or near Whiterun, between Whiterun and Riverwood for exemple. For Solitude, I believe when I was looking to blue palace moving away from it, at some distance it suddenly crashed

  • 0
Posted
1 hour ago, Ollorin said:

I tested both loading a random existing save with almost no mods and starting a new game (typing "coc" from main menu). I usually type "tcl" and then increase speed with "player.setav speedmult" and then fly around to see if everything works, then when coming near Solitude, after flying around Solitude for a bit it crashes, or near Whiterun, between Whiterun and Riverwood for exemple. For Solitude, I believe when I was looking to blue palace moving away from it, at some distance it suddenly crashed

Those different crashes have similar crash logs I assume? Crash at SkyrimSE.exe+09A1B92 and the Stack mentioning FormType: Cell?
They might be (cell) water related.

Can you test what happens if you temporarily remove ..\SKSE\Plugins\DynDOLOD.DLL from DynDOLOD DLL NG and Scripts 3? Keep the scripts. Ignore the error message after loading, then run around to see if it crashes.

Test what happens if you install DynDOLOD DLL NG and Scripts 3 Alpha-18 from https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds#Requirements
If there is anything different, install Alpha-19 and so on until the problem starts again.

If there is no change with older versions, test what happens if your deactivate DynDOLOD.esp only. If no change, test what happens with deactivating DynDOLOD.esm as well.

Report results.

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Posted (edited)

removing dll & changing to alpha 18 didn't change anything. When deactivating DynDOLOD.esp, the CTDs seemed to stop, as I ran around for at least 10 minutes and moved from Solitude to Whiterun. 

I would like to mention that while you were helping me fixing my issues, I also wanted to try xLODGen not in direct relation to this, so I rebuilt TexGen and DynDOLOD patches after building xLODGen, obviously the CTD situation was the same, but just to clarify I ran the tests you asked me on this new TexGen and DynDOLOD patch.

Crash logs are not always similar, that's a thing I don't understand at all ; last one is at SkyrimSE.exe+01792B8 (it is almost exclusively at 01792B8, with one time at 09A1B92 as you mentioned and one time at 02B8D30. I would guess it's because almost every time I check at Solitude and it crashes there, but I don't understand very well crash logs so maybe that's not it)

The thing I don't get at all though, is that my last crash mentions "WerewolfPelt.nif", the previous one a FormType Cell, and the one before that a Tree ; overall I get around 4 times out of five a FormType Cell... I have absolutly no clue what to do with these, do you think I should look into WerewolfPelt.nif even though it appears only one time ?

Edited by Ollorin
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Posted
7 hours ago, Ollorin said:

removing dll & changing to alpha 18 didn't change anything. When deactivating DynDOLOD.esp, the CTDs seemed to stop, as I ran around for at least 10 minutes and moved from Solitude to Whiterun. 

I would like to mention that while you were helping me fixing my issues, I also wanted to try xLODGen not in direct relation to this, so I rebuilt TexGen and DynDOLOD patches after building xLODGen, obviously the CTD situation was the same, but just to clarify I ran the tests you asked me on this new TexGen and DynDOLOD patch.

Crash logs are not always similar, that's a thing I don't understand at all ; last one is at SkyrimSE.exe+01792B8 (it is almost exclusively at 01792B8, with one time at 09A1B92 as you mentioned and one time at 02B8D30. I would guess it's because almost every time I check at Solitude and it crashes there, but I don't understand very well crash logs so maybe that's not it)

The thing I don't get at all though, is that my last crash mentions "WerewolfPelt.nif", the previous one a FormType Cell, and the one before that a Tree ; overall I get around 4 times out of five a FormType Cell... I have absolutly no clue what to do with these, do you think I should look into WerewolfPelt.nif even though it appears only one time ?

Post one of each crash log that are at a different address in the SkyrimSE.exe.

It is entirely possible there are different causes for crashes.

If the crash logs were created with newly generated DynDOLOD output, upload the new DynDOLOD log and debug log as well.

You can create and upload one zip file with all the logs in it.

What version of RealisticWaterTwo are you using or did you change anything in the RealisticWaterTwo.esp?

  • 0
Posted

I'm using last version 5.6.0 and  "Better Water for realistic water two" "Original Look" https://www.nexusmods.com/skyrimspecialedition/mods/28221

As I was running with the DynDOLOD output, I tried to generate a few crash logs with it, and reproduce the situation I thought I was in when the different address showed on crash logs, but wasn't able to reproduce the 02B8D30 one. I launched 6 times my game and ran until it crashed. 

So, here is the zip file with DynDOLOD & TexGen logs, the 6 crashlogs that I just generated, and the old one with the last address : https://ufile.io/k7de3qv3

I don't know if it'll help but I discovered something trying to recreate the last address : I seemed to be able to run around as long as I want in the area west of Whiterun and north-east, and when I went to WInterhold, after 10 sec running around Winterhold it crashed. I've attached a screenshot of the approximate area in which I could run without crash.

 

ScreenShot5.png

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