sheson Posted June 11, 2022 Author Posted June 11, 2022 1 hour ago, Joe9075 said: Removed the reference, still crashed. Crash_2022_6_11_14-45-49.txt OK, then lets troubleshoot by doing a binary search for the problematic record: The goal is to remove as many worldspaces, cells and references as possible from DynDOLOD.esp while still keeping the problematic record that causes the game to crash. Make a backup of DynDOLOD.esp Load DynDOLOD.esp into xEdit and unfold DynDOLOD.esp in the left tree view and then unfold "Worldspace" You can mark worldspace records with left Shift key and mouse button like usual in Windows. Mark everything but Tamriel and Windhelmworld and right click remove. Save. Test in game. We expect it still to crash. Make a backup of this plugin. Load it in xEdit and now remove Windhelmworld. Save.Test in game. If it still crashes make a backup and continue below, if not load the back from before than contains Tamriel and Windhelmworld, then remove Tamriel instead. Save. Test. You now have either a plugin that should have only Tamriel or Windhelmworld remaining. It really should be Tamriel... Make a backup. Load plugin in xEdit Unfold Worldspace, then unfold Tamriel. Remove 00000D74 Cell, while keeping the Blocks. Save.Test. If it doesn't crash, load the backup and remove all the Blocks instead to only keep 00000D74 Cell. Otherwise, make backup, remove half the blocks, save, test. If it crashes rinse and repeat, other load backup and remove the other half. Once you are down to a single Block, do the asme with the subblocks, then with the cells. Always remove half, test, if it doesn't crash load backup and remove the other half, until you only one cell left. Now you either have a plugin with 00000D74 persistent Cell or a Block/subblock, temporary cell. In that case let me know which temporary cell is left. They typically only contains one or a couple references. If the crash happen with the 00000D74 persistent cell, make backup, load in xEdit, unfold the persistent cell and remove all the overwrites at the top. The records with red/yellow background. If crash does not happen, load back up and remove all the other records, then do the cycle to remove half overwrites until you only have one overwrite left causing the problem. Otherwise, do the cycle removing half of the references that do have an EditorID Tamriel_Firstborn* or Tamriel_Minion. Best to sort by the EditorID column for that. It sounds like a lot of work but once you get the hang of it but by removing half, test remove other half if necessary it goes typically pretty quick to find at least one record causing the problem. Let me know what you find or ask for clarification if something didn't make sense.
Joe9075 Posted June 11, 2022 Posted June 11, 2022 59 minutes ago, sheson said: OK, then lets troubleshoot by doing a binary search for the problematic record: The goal is to remove as many worldspaces, cells and references as possible from DynDOLOD.esp while still keeping the problematic record that causes the game to crash. Make a backup of DynDOLOD.esp Load DynDOLOD.esp into xEdit and unfold DynDOLOD.esp in the left tree view and then unfold "Worldspace" You can mark worldspace records with left Shift key and mouse button like usual in Windows. Mark everything but Tamriel and Windhelmworld and right click remove. Save. Test in game. We expect it still to crash. Make a backup of this plugin. Load it in xEdit and now remove Windhelmworld. Save.Test in game. If it still crashes make a backup and continue below, if not load the back from before than contains Tamriel and Windhelmworld, then remove Tamriel instead. Save. Test. You now have either a plugin that should have only Tamriel or Windhelmworld remaining. It really should be Tamriel... Make a backup. Load plugin in xEdit Unfold Worldspace, then unfold Tamriel. Remove 00000D74 Cell, while keeping the Blocks. Save.Test. If it doesn't crash, load the backup and remove all the Blocks instead to only keep 00000D74 Cell. Otherwise, make backup, remove half the blocks, save, test. If it crashes rinse and repeat, other load backup and remove the other half. Once you are down to a single Block, do the asme with the subblocks, then with the cells. Always remove half, test, if it doesn't crash load backup and remove the other half, until you only one cell left. Now you either have a plugin with 00000D74 persistent Cell or a Block/subblock, temporary cell. In that case let me know which temporary cell is left. They typically only contains one or a couple references. If the crash happen with the 00000D74 persistent cell, make backup, load in xEdit, unfold the persistent cell and remove all the overwrites at the top. The records with red/yellow background. If crash does not happen, load back up and remove all the other records, then do the cycle to remove half overwrites until you only have one overwrite left causing the problem. Otherwise, do the cycle removing half of the references that do have an EditorID Tamriel_Firstborn* or Tamriel_Minion. Best to sort by the EditorID column for that. It sounds like a lot of work but once you get the hang of it but by removing half, test remove other half if necessary it goes typically pretty quick to find at least one record causing the problem. Let me know what you find or ask for clarification if something didn't make sense. I removed every worldspace record in dyndolod.esp, it still crashed. However, when I removed WindhelmWorld and tested it, there was no crash.
Joe9075 Posted June 11, 2022 Posted June 11, 2022 Edit: meant to say "every worldspace record in dyndolod.esp besides for WindhelmWorld and Tamriel" in the first line.
sheson Posted June 12, 2022 Author Posted June 12, 2022 9 hours ago, Joe9075 said: Edit: meant to say "every worldspace record in dyndolod.esp besides for WindhelmWorld and Tamriel" in the first line. Just continue removing thins, while keep the version of the plugin that still crashes. Make a backup, then remove Windhelmworld. I expect it to still crash with only Tamriel. Other load the back and remove Tamriel and keep Windhelmworld. Once you have only one worldspace left left, start continue by removing the persistent cell. Otherwise the blocks and so one as explained above.
mouse0270 Posted June 12, 2022 Posted June 12, 2022 (edited) Trying to figure out if I am stupid or not... I am creating a fresh install of Skyrim AE. But No matter where I seem to put these programs... I keep getting the same error when I try running TexGenX64... I literally put it in c:\DynDOLOD\ as requested and it still gives me the same error. EDIT: I am stupid... I initially installed it via MO and then moved it out as it requested me to do so... But since the meta.ini file was still there, it wasn't liking that. Edited June 12, 2022 by mouse0270 Found the issue
Joe9075 Posted June 12, 2022 Posted June 12, 2022 18 hours ago, sheson said: Just continue removing thins, while keep the version of the plugin that still crashes. Make a backup, then remove Windhelmworld. I expect it to still crash with only Tamriel. Other load the back and remove Tamriel and keep Windhelmworld. Once you have only one worldspace left left, start continue by removing the persistent cell. Otherwise the blocks and so one as explained above. I seem to have found the problematic record. Its 5B13CE51, a Placed Object within the WindhelmWorld worldspace and its 0001691F Cell. Deleting it stopped the crashing.
sheson Posted June 13, 2022 Author Posted June 13, 2022 On 6/13/2022 at 1:20 AM, Joe9075 said: I seem to have found the problematic record. Its 5B13CE51, a Placed Object within the WindhelmWorld worldspace and its 0001691F Cell. Deleting it stopped the crashing. You removed all other worldspaces but the WindhelmWorld and all other references from 0001691F Cell Persistent and the game still crashed? The game does not crash if the reference is removed and the Cell is empty? There is no such thing as a bad cell. This probably means a dynamic LOD reference insside the Far Grid area (21 x 21 cells by default) around this cell might be using a problematic assets.
TomForStep Posted June 13, 2022 Posted June 13, 2022 On 6/10/2022 at 9:52 AM, TomForStep said: After running TexGen and DynDOLOD 3 Alpha 94, everything seems to be fine so far except for those missing textures in Windhelm as seen below in the spoiler section. It happens both with Skyrim 2020 Parallax (for Windhelm) or with Northfire's Windhelm Parallax meshes. What could be the issue? Reveal hidden contents On 6/10/2022 at 10:11 AM, sheson said: Read the first post which log and debug log to upload when making posts. This looks like parallax textures are missing or wrong snow shader for them. For example https://www.nexusmods.com/skyrimspecialedition/mods/52111 Thank you for taking the time to answer and for sharing these great tools with us! Here's some more information: When I disable DynDOLOD.esm, DynDOLOD.esp and Occlusion.esp, the parallax textures (on WHmarket02.nif) show up perfectly fine (I am using Better Dynamic Snow Patcher xEdit Script and Better Dynamic Snow Patches. Console output looks like this for the corresponding object: Base defined/last changed -> Skyrim.esm Ref defined/last changed -> Skyrim.esm When I enable the three DynDOLOD plugins, the textures are missing as seen in the screenshots. Console output then looks like this: Base defined/last changed -> DynDOLOD.esm Ref defined -> Skyrim.esm Ref last changed -> DynDOLOD.esm Is the change of Base/Ref expected behaviour? Why don't the textures show up when DynDOLOD is active? Here are the logs: https://ufile.io/jfwapyzg
sheson Posted June 13, 2022 Author Posted June 13, 2022 37 minutes ago, TomForStep said: Thank you for taking the time to answer and for sharing these great tools with us! Here's some more information: When I disable DynDOLOD.esm, DynDOLOD.esp and Occlusion.esp, the parallax textures (on WHmarket02.nif) show up perfectly fine (I am using Better Dynamic Snow Patcher xEdit Script and Better Dynamic Snow Patches. Console output looks like this for the corresponding object: Base defined/last changed -> Skyrim.esm Ref defined/last changed -> Skyrim.esm When I enable the three DynDOLOD plugins, the textures are missing as seen in the screenshots. Console output then looks like this: Base defined/last changed -> DynDOLOD.esm Ref defined -> Skyrim.esm Ref last changed -> DynDOLOD.esm Is the change of Base/Ref expected behaviour? Why don't the textures show up when DynDOLOD is active? Here are the logs: https://ufile.io/jfwapyzg Have you generated LOD for the exact load order of the plugins or did the order of plugins or their content change afterwards? Finalize the load order before generating LOD, including sorting plugins and generating the BDS patches. If you did that, it might have to be the other way around, finalize the load order, generate LOD and then run the BDS patcher afterwards. Sort its plugin to load after DynDOLOD.esp.
Joe9075 Posted June 13, 2022 Posted June 13, 2022 9 hours ago, sheson said: You removed all other worldspaces but the WindhelmWorld and all other references from 0001691F Cell Persistent and the game still crashed? The game does not crash if the reference is removed and the Cell is empty? Yes
TomForStep Posted June 14, 2022 Posted June 14, 2022 On 6/13/2022 at 8:44 AM, sheson said: Have you generated LOD for the exact load order of the plugins or did the order of plugins or their content change afterwards? Finalize the load order before generating LOD, including sorting plugins and generating the BDS patches. If you did that, it might have to be the other way around, finalize the load order, generate LOD and then run the BDS patcher afterwards. Sort its plugin to load after DynDOLOD.esp. By the gods, " finalize the load order, generate LOD and then run the BDS patcher afterwards" did the trick. Never would have thought of that (didn't even have to move the BDS patcher plugin after DynDOLOD.esp). Danke schön :-)
Joe9075 Posted June 14, 2022 Posted June 14, 2022 10 hours ago, sheson said: Upload that version of DynDOLOD.esp please. In the meantime, test if only removing that one record from the original plugin fixes the problem. DynDOLOD.esp: https://ufile.io/g8v0wy6k
sheson Posted June 15, 2022 Author Posted June 15, 2022 23 hours ago, Joe9075 said: DynDOLOD.esp: https://ufile.io/g8v0wy6k Let me know what happens when the record is removed from the original DynDOLOD.esp. Also, if you could test if disabling Seasons switching has any affect on the crash. Edit po3_SeasonsOfSkyrim.ini and set Season Type = 0 and in case that makes a difference, test every season specific seasonb 1 through 4 to see which one crashes.
AndreySG Posted June 15, 2022 Posted June 15, 2022 Do I need to disable any mods before generating lods?
sheson Posted June 15, 2022 Author Posted June 15, 2022 1 hour ago, AndreySG said: Do I need to disable any mods before generating lods? Read the first post. Read https://dyndolod.info/Generation-Instructions and https://dyndolod.info/Mods The only mod that ever needs disabling for the first pass is Open Cities Skyrim. It only should be enabled for the second pass. https://dyndolod.info/Mods/Open-Cities-Skyrim
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