Jump to content

Question

Posted

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

Recommended Posts

  • 0
Posted
2 hours ago, Ollorin said:

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.

Please keep this load order with this DynDOLOD output in a sperate MO2 profile. Do not change it, while we test different things with it.

Can you confirm the crashes still happen with the DynDOLOD.DLL removed from the load order as before?

Enable papyrus logging and upload it together with a corresponding crash log.

01792B8 and 09A1B92 are similar/same type of crashes, so either is fine.

  • 0
Posted

Just to clarify, I'm using Vortex, but yes I'll do a separate profile for testing.

After testing again, it really doesn't seem to crash anymore when I remove the DLL, as I ran around Solitude, Whiterun and Winterhold for about 10 minutes without anything happening. 

Here are the Papyrus and Crash logs from my last run after putting back the DLL : https://ufile.io/rstwwl5d

I did not mention it because I thought it could not happen in SE/AE, but could the crash occur because I run out of VRAM/RAM ? Though crash logs seem to point out that I have some left every time...

  • 0
Posted
23 minutes ago, Ollorin said:

Just to clarify, I'm using Vortex, but yes I'll do a separate profile for testing.

After testing again, it really doesn't seem to crash anymore when I remove the DLL, as I ran around Solitude, Whiterun and Winterhold for about 10 minutes without anything happening.

Here are the Papyrus and Crash logs from my last run after putting back the DLL https://ufile.io/rstwwl5d

I did not mention it because I thought it could not happen in SE/AE, but could the crash occur because I run out of VRAM/RAM ? Though crash logs seem to point out that I have some left every time...

The RealisticWaterTwo.esp you have has the CRC32 5797862F, the one in the 5.6 download archive has CD346494
Did you change it or have any idea where you got it from?

Backup ..\skse\plugins\DynDOLOD_Data\DynDOLOD_NG_Tamriel.txt from the DynDOLOD output.

Edit it in notepad and find the section [Resets] near the bottom.
Remove all its entries and test if it makes a difference.

If not, find [Markers] in the middle and test if removing all its entries makes a difference.

If not, find [Objects] at top and test if removing all its entries makes a difference.

If removing all of the entries for a section made a difference, use binary search to narrow it down to a single line.

Binary search means to make a backup, remove half the entries, test if the problem is still there. If not restore backup and remove the other half. If the problem still exists repeat until you are down to a single or a couple entries left that are required to cause the problem.

If removing all entries for all 3 sections makes no difference at all, let me know, too.

Once you did all that and you have a minimal DynDOLOD_NG_Tamriel.txt with either 1 or no entry in any of the 3 sections, edit ..\skse\plugins\DynDOLOD_Data\DynDOLOD_NG_Worlds.txt and set debug=true and add a new line debuglevel=5 underneath it.

Then reproduce the crash, upload that crash log and c:\Users\[USERNAME]\Documents\My Games\Skyrim Special Edition\SKSE\DynDOLOD.log

  • 0
Posted

As it now doesn't crash without the DLL, I figured I should test with previous version of DLL NG as you asked me earlier ; It works from 18 to 20 included, and crashed with 21

  • 0
Posted
2 hours ago, Ollorin said:

As it now doesn't crash without the DLL, I figured I should test with previous version of DLL NG as you asked me earlier ; It works from 18 to 20 included, and crashed with 21

That's a good hint. Still would be nice if you could do the binary search and then provide the DynDOLOD.log with a matching crash log.

  • 0
Posted
2 hours ago, sheson said:

The RealisticWaterTwo.esp you have has the CRC32 5797862F, the one in the 5.6 download archive has CD346494
Did you change it or have any idea where you got it from?

I didn't change it, the only thing I can think of is I'm using Natural Waterfalls but I don't see how it could change anything.

Removing [Resets] Section didn't change anything. It really doesn't seem to crash after removing [Markers], so I tried to narrow it down as you suggested doing a binary search, which was a bit of a nightmare, as my game took longer and longer to crash, and I had to go to different spots to get CTD, as I removed lines. I obviously don't know what you intend to do with the line I got to and logs, but it feels like there are many lines that cause CTD and the one I narrowed down to is not strictly "required", as for exemple removing the first half of entries from [Markers] which contains this line still doesn't prevent CTD ; crash logs were also different, some times completly different, as I was removing lines, and I had to go to different spots as I said, not very different but for exemple, I had not a single crash near Whiterun after removing halves 1 or 2 times.

Anyway, here are the Crash log and DynDOLOD log from when I narrowed down to one line in [markers] : https://ufile.io/vfl0g0ff

In case, the line that remained was this one : 60,Skyrim.esm,-1,-21,28352,DynDOLOD.esm,28

  • 0
Posted
4 hours ago, Ollorin said:

I didn't change it, the only thing I can think of is I'm using Natural Waterfalls but I don't see how it could change anything.

Removing [Resets] Section didn't change anything. It really doesn't seem to crash after removing [Markers], so I tried to narrow it down as you suggested doing a binary search, which was a bit of a nightmare, as my game took longer and longer to crash, and I had to go to different spots to get CTD, as I removed lines. I obviously don't know what you intend to do with the line I got to and logs, but it feels like there are many lines that cause CTD and the one I narrowed down to is not strictly "required", as for exemple removing the first half of entries from [Markers] which contains this line still doesn't prevent CTD ; crash logs were also different, some times completly different, as I was removing lines, and I had to go to different spots as I said, not very different but for exemple, I had not a single crash near Whiterun after removing halves 1 or 2 times.

Anyway, here are the Crash log and DynDOLOD log from when I narrowed down to one line in [markers] : https://ufile.io/vfl0g0ff

In case, the line that remained was this one : 60,Skyrim.esm,-1,-21,28352,DynDOLOD.esm,28

Check if there anything different with this version https://mega.nz/file/gEpAnDaA#i7oOFVG6_ywgBsV1V5cXnlso1AEmc_LqSZ8pwajJQ54

You installed the DynDOLOD script patch for Laterns?
What are you setting speedmult to?

In case there are crashes with the test version, temporality disable the NGIO DLL or generate and use grass cache in case you haven't.

  • 0
Posted

Yes, I installed the patch along with the Solitude Exterior & Whiterun Exterior ones.

I'm usually setting 2000-2500 to make the CTD happen asap.

After running for more than 10 minutes, it doesn't seem to crash at all with the version you provided, which I would assume to be great news ?

(I didn't generate grass cache, would you still advise me to do so ?)

Does this mean I can safely use this version and run my game with problem solved ? (It still shows a message when entering the game, as when using older versions, but if it's the only issue and I can use it it's good enough for me !)

In that case, would you advise me to rebuild DynDOLOD patch with this version of the DLL ?

  • 0
Posted
12 hours ago, Ollorin said:

Yes, I installed the patch along with the Solitude Exterior & Whiterun Exterior ones.

I'm usually setting 2000-2500 to make the CTD happen asap.

After running for more than 10 minutes, it doesn't seem to crash at all with the version you provided, which I would assume to be great news ?

(I didn't generate grass cache, would you still advise me to do so ?)

Does this mean I can safely use this version and run my game with problem solved ? (It still shows a message when entering the game, as when using older versions, but if it's the only issue and I can use it it's good enough for me !)

In that case, would you advise me to rebuild DynDOLOD patch with this version of the DLL ?

If you are using Open Cities you are never really inside the Solitude or Whiterun child worldspaces which the exterior patches are for.

The grass cache can improve performance sine it won't have to generate grass for each new cell every time.

What is the message? Upload the DynDOLOD.log and papayrus.log.

Only replace the DLL and PDP with the test version, keep the scripts from DynDOLOD DLL and Scripts 3 Alpha 26.

Get the latest DynDOLOD DLL NG and Scripts Alpha and let us know that everything works OK now.

  • 0
Posted
8 hours ago, sheson said:

If you are using Open Cities you are never really inside the Solitude or Whiterun child worldspaces which the exterior patches are for.

The grass cache can improve performance sine it won't have to generate grass for each new cell every time.

What is the message? Upload the DynDOLOD.log and papayrus.log.

Only replace the DLL and PDP with the test version, keep the scripts from DynDOLOD DLL and Scripts 3 Alpha 26.

Get the latest DynDOLOD DLL NG and Scripts Alpha and let us know that everything works OK now.

My bad, I didn't understand correctly, and deactivated the scripts when testing with the version you provided yesterday. 

So I tested again, and it works well now, doesn't seem at all to CTD

Alright for the Open Cities thing, I didn't think about it in a worldspaces perspective, makes total sense now that you say it.

The message poped only because I deactivated the scripts, so now that I've done things correctly it's gone.

Thank you very much for all your help and the time you spent helping me, I'm very grateful !

Do you still want DynDOLOD and Papyrus Log anyway, or is it irrelevant now that it works ?

One last thing, would you advise me to rebuild the patch with the new DLL, or does the DLL only matter in game and not in the process of building the patch ?

 

  • 0
Posted
3 minutes ago, Ollorin said:

My bad, I didn't understand correctly, and deactivated the scripts when testing with the version you provided yesterday. 

So I tested again, and it works well now, doesn't seem at all to CTD

Alright for the Open Cities thing, I didn't think about it in a worldspaces perspective, makes total sense now that you say it.

The message poped only because I deactivated the scripts, so now that I've done things correctly it's gone.

Thank you very much for all your help and the time you spent helping me, I'm very grateful !

Do you still want DynDOLOD and Papyrus Log anyway, or is it irrelevant now that it works ?

One last thing, would you advise me to rebuild the patch with the new DLL, or does the DLL only matter in game and not in the process of building the patch ?

It is great it is all working with the latest version.

No need for any logs in that case.

Also no need to do anything with the LOD patch, the DLL still works with the same data files and plugins. It is just code changes.

  • 0
Posted

Nice, Thank you very much for your time and everything ! And obviously, thank you for what you do and all you've done for this community !

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
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

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