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Posted

Error while using 3.0

Error: Access violation at address 000000000041A26F in module 'DynDOLODx64.exe'. Read of address 0000000000000000 while processing Skyrim.esm RiftenGrelkaStrongbox "Grelka's Strongbox" [CONT:000B8F32]

Posted
36 minutes ago, TinyBlanket said:

Error while using 3.0

Error: Access violation at address 000000000041A26F in module 'DynDOLODx64.exe'. Read of address 0000000000000000 while processing Skyrim.esm RiftenGrelkaStrongbox "Grelka's Strongbox" [CONT:000B8F32]

Just clicked okay and restart and it seemed to do the trick. Don't know if the violation will do anything to me later...

Posted
6 hours ago, Dyshonored said:

During the generation of the lod via dyndolod he ended up with an error "Error processing cell [CELL:15000E2F] (in RiftenWorld "Riften" [WRLD:00016BB4] at 0,-1): Invalid argument" i have only one mod affecting riften but he is affecting other cities and they didnt bugged so i am kinda lost 

bugreport.txt 147.71 kB · 1 download

Moved the post to the DynDOLOD 3 Alpha, since that is what you seem to be using.

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

Tell us which mod is affecting Riften or the Cell record.

Posted
5 hours ago, Dez756 said:

Got .Net Script Framework to work.  Here's the log from when the game CTD's at the Riften Gate.

Appreciate your patience!

Crash_2022_6_26_19-35-9.txt 42.81 kB · 0 downloads

This might be an invalid texture used by a NIF with a BSTriShape name IcebergSmall02:0. Typically the NIF filename would be IcebergSmall02.nif

To verify it would be best to reproduce the crash a couple times to see if the possible relevant object keeps listing BSTriShape(Name: `IcebergSmall02:0`) and the  callstack starts with NiSourceTexture::unk_12F57E0+0.

Let me know if that is the case or if the possible relevant objects / call stack is a bit different between crashes.

Posted
2 hours ago, elev8 said:

Hello there, I have been googling around for a couple of hours now looking for the answer and I have nothing.

I was SO close to getting the mods installed and finally trying out TES5VR, but, although texgen ran once, I deleted a mod and tried to run it again, and began getting this error in both texgen and dyndolod.

from everything I see, in my version of the app, i should be able to support 82 esm+esps, as well as 187 esls - and yet, I'm continuing to recieve this blasted error.

Any help appreciated - although, I guess it looks like I ain't hopping in to SkyrimVR for the first time tonight - maybe at some point this week?

Humbly, ty ty ty

amount of plugins.png

Error Message:

[Window Title]
DynDOLOD

[Main Instruction]
Error: Too many full modules.

[Content]


Click on this link for additional explanations and help for this message

[OK] [Exit DynDOLOD]

[Footer]
Online Help | Support Forum | Copy message to clipboard

TexGen_TES5VR_log.txt 135 kB · 0 downloads DynDOLOD_TES5VR_Debug_log.txt 1.51 kB · 0 downloads DynDOLOD_TES5VR_log.txt 179.61 kB · 0 downloads TexGen_TES5VR_Debug_log.txt 1.41 kB · 0 downloads

Have you clicked the link "Click on this link for additional explanations and help for this message" on the message prompt?

Did it not open https://dyndolod.info/Messages/Plugin-Limit which starts with:
Skyrim, Skyrim VR and Enderal have a total limit of 255 full plugins (ESM + ESP).
Skyrim Special Edition and Enderal SE have a total limit of 254 full plugins (ESM + ESP) and 4096 light plugins (ESL).

Posted
1 hour ago, TinyBlanket said:

Error while using 3.0

Error: Access violation at address 000000000041A26F in module 'DynDOLODx64.exe'. Read of address 0000000000000000 while processing Skyrim.esm RiftenGrelkaStrongbox "Grelka's Strongbox" [CONT:000B8F32]

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

Posted
3 hours ago, DoubleYou said:

Skyrim VR doesn't support esl files. They literally will not work. Also, you can't have more than 255 plugins on Skyrim VR. The error is telling you this. Since you are using DynDOLOD, you need to reduce that down to 253 at least. 

Oh, ok - I didn't find that first part at all.

My understanding on the plugin limit was that 255 was for the esm+esp and there was a 1k+ limit for esls, but now that a real life smart person with all the answers has pointed me in the right direction, i'm guessing my only option to navigate this is to figure out how and what to merge to make the numbers happy.

I say that because I copied someone's minimalistic VR modlist, so if they fit it all in to one game, i must be able to as well. I'm just sorta stupid as you can tell - and nobody wants to let anybody mirror or repack their ANYTHING in this community, so one-click installs for morons like myself BASICALLY don't exist, proper. Wabbajack being too much of a transformation into a survival sim/crafting heavy experience for me.

At any rate, thanks again - once more into deep waters as a bad swimmer.

2 hours ago, sheson said:

Have you clicked the link "Click on this link for additional explanations and help for this message" on the message prompt?

Did it not open https://dyndolod.info/Messages/Plugin-Limit which starts with:
Skyrim, Skyrim VR and Enderal have a total limit of 255 full plugins (ESM + ESP).
Skyrim Special Edition and Enderal SE have a total limit of 254 full plugins (ESM + ESP) and 4096 light plugins (ESL).

For sure, but as you see in my photo, my esm+esp only says 84, and i had no idea esls aren't a thing at all in VR, which isn't so clear on the page you reference - another genius kid like yourself was able to think as slow as me and point me in the right direction, though.

Thanks for trying!

Posted
2 hours ago, Dez756 said:

Here are two crash logs from this morning.  Relevant objects look the same, probable call stack a bit different.

Crash_2022_6_27_6-8-54.txt 39.55 kB · 4 downloads Crash_2022_6_27_6-17-30.txt 40.88 kB · 3 downloads

OK, the crash logs seems to indicate a problem with a texture used by NIF that has a BStriShape called "IcebergSmall02:0"

Unfortunately the logs do not contain any hint about the involved *.DDS or *.NIF.

Typically the NIF filename will be IcebergSmall02.NIF (but it is totally possible for any random *.NIF to contain such a named BSTriShape as well).

Load all plugins in xEdit (so it loads all BSA as well).

Start the xEdit Asset Browser with CTRL+F3.

Enter IcebergSmall02.nif into the filter field at the top. For now we are only interested in exact matches. Check the listed Containers (BSA or Data) to the right. The first one listed "wins". Data means loose file. If the winning container is Data, use the MO2 right windows data tab to find t he loose file and its mod it comes form. If it is a BSA other than Skyrim - Meshes1.bsa the BSA filename should hint the mod it comes from.

Since the NIF seems to have a NiSourceTexture instead of a BSShaderTextureSet I do not expect it to be the vanilla NIF.

Click the result filename to highlight it. The status window at the bottom should list texture filenames under Assets used in ...
You can enter the texture filenames into the filter field again to find out if they come from the mod or another mod.

A quick troubleshooting test if we on the right path would be to temporarily disable any mod modifying that NIF so the one from the vanilla BSA is used instead to see if there is no more CTD.
Alternative you can right click and Save As the vanilla NIF from Skyrim - Meshes1.bsa and put it with the correct path (meshes\lansdcape\ice\IcebergSmall02.nif) into the MO2 overwrite folder, so it loads last and overwrites the version(s) included in any mods/BSA.

Posted
8 hours ago, sheson said:

OK, the crash logs seems to indicate a problem with a texture used by NIF that has a BStriShape called "IcebergSmall02:0"

Unfortunately the logs do not contain any hint about the involved *.DDS or *.NIF.

Typically the NIF filename will be IcebergSmall02.NIF (but it is totally possible for any random *.NIF to contain such a named BSTriShape as well).

Load all plugins in xEdit (so it loads all BSA as well).

Start the xEdit Asset Browser with CTRL+F3.

Enter IcebergSmall02.nif into the filter field at the top. For now we are only interested in exact matches. Check the listed Containers (BSA or Data) to the right. The first one listed "wins". Data means loose file. If the winning container is Data, use the MO2 right windows data tab to find t he loose file and its mod it comes form. If it is a BSA other than Skyrim - Meshes1.bsa the BSA filename should hint the mod it comes from.

Since the NIF seems to have a NiSourceTexture instead of a BSShaderTextureSet I do not expect it to be the vanilla NIF.

Click the result filename to highlight it. The status window at the bottom should list texture filenames under Assets used in ...
You can enter the texture filenames into the filter field again to find out if they come from the mod or another mod.

A quick troubleshooting test if we on the right path would be to temporarily disable any mod modifying that NIF so the one from the vanilla BSA is used instead to see if there is no more CTD.
Alternative you can right click and Save As the vanilla NIF from Skyrim - Meshes1.bsa and put it with the correct path (meshes\lansdcape\ice\IcebergSmall02.nif) into the MO2 overwrite folder, so it loads last and overwrites the version(s) included in any mods/BSA.

Here're the results from xEdit Asset Browser - it seems to indicate that the mod with the problem nif is the USSEP?!?  I have the most recent 1.5.97 version if that.

One other thing - somehow right before I started on this modlist, the game auto updated to 1.6xxx.  I used this (Unofficial Skyrim Downloader at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)) to roll back to 1.5.97 and then started my current playthrough.  I'm wondering if there's a problem with that patch that's causing all these problems, which I didn't have before.  Any thoughts?

I so appreciate the time you're taking with me. I'm going to be away from my computer for a bit but I'll start on the troubleshooting you recommended when I get back in about an hour.

Asset Browser Results.jpg

Posted
1 hour ago, Dez756 said:

Here're the results from xEdit Asset Browser - it seems to indicate that the mod with the problem nif is the USSEP?!?  I have the most recent 1.5.97 version if that.

One other thing - somehow right before I started on this modlist, the game auto updated to 1.6xxx.  I used this (Unofficial Skyrim Downloader at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)) to roll back to 1.5.97 and then started my current playthrough.  I'm wondering if there's a problem with that patch that's causing all these problems, which I didn't have before.  Any thoughts?

I so appreciate the time you're taking with me. I'm going to be away from my computer for a bit but I'll start on the troubleshooting you recommended when I get back in about an hour.

Asset Browser Results.jpg

The first Container is Data, which means a loose file is winning. Use MO2 right window Data tab to drill down to the file and then check the Mod column to find out with mod contains the loose file.

Posted
1 hour ago, sheson said:

The first Container is Data, which means a loose file is winning. Use MO2 right window Data tab to drill down to the file and then check the Mod column to find out with mod contains the loose file.

Sorry I misunderstood. 

The mesh is in Glorious Glaciers (Glorious Glaciers at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)).

I disabled that mod but CTD'd at the same place.  The log is attached.  

I saved the vanilla mesh from Skyrim - Meshes1.bsa and put it in and confirmed in the MO2 data tab that it was in the correct path in overwrite.  CTD in the same place. 

Second second log.

Crash_2022_6_27_19-20-36.txt Crash_2022_6_27_19-49-33.txt

Posted (edited)

A couple days ago I was googling for information related to a crash I was experiencing, and I found a post made here earlier this month:

Having now solved this crash I thought I would make a reply here to provide some information that may help in the future, if someone else shows up with a similar crash.

To be exact, I was actually experiencing two different crashes. One with the same address as Joe9075 https://pastebin.com/QftfaANk and another at a different address https://pastebin.com/fFsvKSQs. However, these both reference pathing related things, so I suspect they are very much related. My crashes were predominantly happening upon fast traveling or shortly after arriving at my destination, but they could also happen when simply running around.

First I tried to solve this with the binary search method of disabling mods, and I did find a complete list of mods that, when enabled, caused the game to crash. They were as follows:
Praedy's Staves AIO
Salt and Wind - ApachiiSkyHairMale SE v1.2 Retexture
Prince and the Pauper
Simply Realistic Armor and Weapons
Grass Cache
DynDOLOD Output

If even one of these mods was enabled the game would crash, and with all of them disabled it was crash free. However, I found this very unbelievable, as I had used some of them for a long time, and how could a hair texture replacer cause a pathing related crash? So I tried another approach and started reverting my recent changes to my list. Quite soon I found out that the real cause of the crash was actually my collection of ESMified plugins, and eventually I narrowed it down to the plugin from RedBag's Rorikstead. I removed the ESM flag, and the crashing was gone.

As to why flagging this plugin as a master produced crashing, I have no idea. It seems that some plugins just don't like being ESM flagged, I have seen the same behavior in the past with a couple other mods too. Checking for errors and running the QuickAutoClean revealed nothing. Though the original plugin from RBR does have 31 ITMs and 4 deleted navmeshes, but I had already fixed these for my modified version.
  - name: 'RedBag''s Rorikstead.esp'
    dirty:
      - <<: *reqManualFix
        crc: 0x471AAB46
        util: '[SSEEdit v4.0.4](https://www.nexusmods.com/skyrimspecialedition/mods/164)'
        itm: 31
        nav: 4
    dirty:
      - <<: *reqManualFix
        crc: 0xF229C160
        util: '[SSEEdit v4.0.4](https://www.nexusmods.com/skyrimspecialedition/mods/164)'
        nav: 4

Anyway, I hope this information can help someone else experiencing the same crashes. If you have any questions I will try and answer them, assuming I get notifications for replies to this post.

Edited by Blackread
Posted
5 hours ago, Dez756 said:

Sorry I misunderstood. 

The mesh is in Glorious Glaciers (Glorious Glaciers at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)).

I disabled that mod but CTD'd at the same place.  The log is attached.  

I saved the vanilla mesh from Skyrim - Meshes1.bsa and put it in and confirmed in the MO2 data tab that it was in the correct path in overwrite.  CTD in the same place. 

Second second log.

Crash_2022_6_27_19-20-36.txt 48.88 kB · 1 download Crash_2022_6_27_19-49-33.txt 47.67 kB · 1 download

Do the same for any of the reported textures that are shown when the currently used NIF is highlighted in the asset browser.

Posted
1 hour ago, Blackread said:

A couple days ago I was googling for information related to a crash I was experiencing, and I found a post made here earlier this month:

Having now solved this crash I thought I would make a reply here to provide some information that may help in the future, if someone else shows up with a similar crash.

To be exact, I was actually experiencing two different crashes. One with the same address as Joe9075 https://pastebin.com/QftfaANk and another at a different address https://pastebin.com/fFsvKSQs. However, these both reference pathing related things, so I suspect they are very much related. My crashes were predominantly happening upon fast traveling or shortly after arriving at my destination, but they could also happen when simply running around.

First I tried to solve this with the binary search method of disabling mods, and I did find a complete list of mods that, when enabled, caused the game to crash. They were as follows:
Praedy's Staves AIO
Salt and Wind - ApachiiSkyHairMale SE v1.2 Retexture
Prince and the Pauper
Simply Realistic Armor and Weapons
Grass Cache
DynDOLOD Output

If even one of these mods was enabled the game would crash, and with all of them disabled it was crash free. However, I found this very unbelievable, as I had used some of them for a long time, and how could a hair texture replacer cause a pathing related crash? So I tried another approach and started reverting my recent changes to my list. Quite soon I found out that the real cause of the crash was actually my collection of ESMified plugins, and eventually I narrowed it down to the plugin from RedBag's Rorikstead. I removed the ESM flag, and the crashing was gone.

As to why flagging this plugin as a master produced crashing, I have no idea. It seems that some plugins just don't like being ESM flagged, I have seen the same behavior in the past with a couple other mods too. Checking for errors and running the QuickAutoClean revealed nothing. Though the original plugin from RBR does have 31 ITMs and 4 deleted navmeshes, but I had already fixed these for my modified version.
  - name: 'RedBag''s Rorikstead.esp'
    dirty:
      - <<: *reqManualFix
        crc: 0x471AAB46
        util: '[SSEEdit v4.0.4](https://www.nexusmods.com/skyrimspecialedition/mods/164)'
        itm: 31
        nav: 4
    dirty:
      - <<: *reqManualFix
        crc: 0xF229C160
        util: '[SSEEdit v4.0.4](https://www.nexusmods.com/skyrimspecialedition/mods/164)'
        nav: 4

Anyway, I hope this information can help someone else experiencing the same crashes. If you have any questions I will try and answer them, assuming I get notifications for replies to this post.

A question would be how the plugin was made ESM and how/if that affects navmeshes etc.

The mod RedBag's Rorikstead also contains texture(s) that have resolutions that are non power of 2, which I assume you must have fixed.

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