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Posted
32 minutes ago, blueetenicolet said:

I think i met a terrible BUG releated to the DynDOLOD DLL NG and Scripts 3.00.

Some quests will lose their Alias (Maybe) when you save the game, so when you read the save, you cannot continue the quest, the quest object will not display because the target Alias that the pointer point to is considered as not exsist.

I first noticed this BUG is when i'm doing DLC01 VQ07 touch the sky. After the game dispays: "Start: touch the sky" "Find the Auriel's bow" I save the game and quit. The next day i read the save and noticed the Object which should be display on the compass "Find the Auriel's bow" disappered. I ignore that and go to find Gelebor, but he do nothing after finish the dialogue with me, he should cast a spell to open the door but he don't. And here's a scence between him and serana, i noticed serana said what she should to say as usuall, but without pause--the dialouge should be said by Gelebor is skipped. Then i have to use console command to active the door, and i found here's no pointer to the five Shrines. So i have to read a previous save that before i start VQ07 touch the sky, and done that quest without exting game.

I have ever checked the payrus log of the game, i found a log that:

error: Action ref cannot be None
stack:
    [ (0200C177)].DLC1dunWaygateScript.Activate() - "<native>" Line ?
    [DLC1VQ07 (02002853)].DLC1_QF_DLC1VQ07_01002853.Fragment_40() - "DLC1_QF_DLC1VQ07_01002853.psc" Line 465

That's why i say "Some quests will lose their Alias". I think that's why the pionter disappeared and the quest cannot continue.The Alias lost.

Today when i play vigilant mod, i met same bug: the quest object pointer on compass and map disappeared when i read the save, i find the targetNPC but cannot continue the quest.He won't talk to me.

After hours of test, 3 or 4 times of regenrate LOD, i think it should be caused by the DynDOLOD DLL NG and Scripts 3.00. Maybe the dll in it caused this.

Uninstall DynDOLOD, this bug will not happend.

With the DynDOLOD DLL NG and Scripts 3.00 installed and Large Reference Bugs Workarounds enabled, I enter the game, after quest "Empty Cells" start, save the game , go to talk with gurad,the object "Talk with Steward" shows on compass and map. Read the save, the object "Talk with Steward" not shown. And when i talked to Steward, he will not give me the dialogue option.

I uninstall the DynDOLOD DLL NG and Scripts 3.00 and genrate LOD again, enter the game, after quest "Empty Cells" start, save the game. Go to talk with gurad,the object "Talk with Steward" shows on compass and map. Read the save, it still shows on the compass and map.Talk to Steward, he will give me dialogue option.

Sorry for no log here, the latest generation do not use DynDOLOD DLL NG and no bug in game, so i think the log is no value.

 

DynDOLOD Alpha-108, DynDOLOD Resources SE 3 Alpha-30, DynDOLOD DLL NG and Scripts 3.00.     

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

How are the DynDOLOD scripts or DLL affecting the couple papyrus quoted log lines? Post the entire log.

These issues sound a bit like surpassing the plugin limits or the MaxStdIO setting not being raised high enough with SSE Engine Fixes.

Posted
1 hour ago, Anubis said:

As I said: "I even removed everything else under the DynDOLOD Output, leaving just DynDOLOD.esm and DynDOLOD.esp - still CTD."

Really read everything what I wrote.

https://dyndolod.info/FAQ "ILS or CTD"
See ..DynDOLOD\Docs\DynDOLOD-README.txt for checking if a missing or invalid asset (meshes or textures) is the cause.

Posted
12 minutes ago, sheson said:

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

How are the DynDOLOD scripts or DLL affecting the couple papyrus quoted log lines? Post the entire log.

These issues sound a bit like surpassing the plugin limits or the MaxStdIO setting not being raised high enough with SSE Engine Fixes.

OK. I'll generate LOD with DynDOLOD DLL NG and Scripts 3.00, test again and save the log. And try increasing MaxStdIO to see what happend.

Posted
6 minutes ago, blueetenicolet said:

OK. I'll generate LOD with DynDOLOD DLL NG and Scripts 3.00, test again and save the log. And try increasing MaxStdIO to see what happend.

While those logs would be interesting as well I did not asked for that. Simply upload the logs form the last generation.

Posted
3 minutes ago, sheson said:

I did not asked for that. Simply upload the logs form the last generation.

Er... the last generation not use DynDOLOD DLL NG and Scripts 3.00, and have no problem.. So i think i should upload the log from generation that have bugs.

Posted
19 minutes ago, sheson said:

Really read everything what I wrote.

https://dyndolod.info/FAQ "ILS or CTD"
See ..DynDOLOD\Docs\DynDOLOD-README.txt for checking if a missing or invalid asset (meshes or textures) is the cause.

Ah, now I understand. If this mesh is either missing or faulty - either way it's CTD

I'm sorry, I really did read everything and many more, it's just a lot of info all at once and some things might slip out of mind while concentrating to some other parts of it.

Here are the meshes:

https://www83.zippyshare.com/v/C3OslIGe/file.html
https://www83.zippyshare.com/v/2M05RAf4/file.html
 

 

Posted
20 minutes ago, blueetenicolet said:

Er... the last generation not use DynDOLOD DLL NG and Scripts 3.00, and have no problem.. So i think i should upload the log from generation that have bugs.

The log and debug log contain lots of information about the game and load order. Rudimentary information you have yet to provide.

Whatever the issues in the game, the difference in the LOD generation is secondary.

Posted (edited)
31 minutes ago, sheson said:

The log and debug log contain lots of information about the game and load order. Rudimentary information you have yet to provide.

Whatever the issues in the game, the difference in the LOD generation is secondary.

Here: Mega Logs and a sample video

I tried increase MaxStdio from 2048 to 4096 but bug still happends.

 

Edit: On a cleaned save, I enable DynDOLOD_Output and DynDOLOD-DLL-NG Scripts.3.00-Alpha-1, but disable DynDOLOD.esm and esp, and occlusion.esp, this will not happened.

Edited by blueetenicolet
Posted
1 hour ago, blueetenicolet said:

Here: Mega Logs and a sample video

I tried increase MaxStdio from 2048 to 4096 but bug still happends.

 

Edit: On a cleaned save, I enable DynDOLOD_Output and DynDOLOD-DLL-NG Scripts.3.00-Alpha-1, but disable DynDOLOD.esm and esp, and occlusion.esp, this will not happened.

Why is there LOD generated for zaomvigilantworld or any of the other Vigilant worldspaces. These worldspaces are supposed to be ignored by default for a reason. Did you change settings to make it available?

Can you replicate this is a vanilla game, quest, worldspace like Tamriel?

Did you ever use the older workarounds before with Alpha 107 and the PapyrusUtil/DynDOLOD DLL scripts?

Upload skse\plugins\DynDOLOD_Data\zAoMVigilantWorld_objects.txt from the DynDOLOD output. The no data for index errors in the DynDLOD.log should not happen, not sure if related or not.

Posted (edited)
34 minutes ago, sheson said:

Why is there LOD generated for zaomvigilantworld or any of the other Vigilant worldspaces. These worldspaces are supposed to be ignored by default for a reason. Did you change settings to make it available?

Can you replicate this is a vanilla game, quest, worldspace like Tamriel?

Did you ever use the older workarounds before with Alpha 107 and the PapyrusUtil/DynDOLOD DLL scripts?

Upload skse\plugins\DynDOLOD_Data\zAoMVigilantWorld_objects.txt from the DynDOLOD output. The no data for index errors in the DynDLOD.log should not happen, not sure if related or not.

Yes i changed the setting to generate LOD for all worlds.

This first happends in DLC1 VQ07, i saved game in interior, Ancestor Glade.  I've only found this twice so far, and some quests don't seem to be affected. You know it's hard to met the bug, only when you save the game, quit, and play again.

Yes i use workarounds since Alpha 98 experimental workarounds came out, every new version i will download and generate LOD again. I used DynDOLOD PapurysUtil SE - Scripts 3.00-Alpha-1 before, and changed to DynDOLOD-DLL-NG Scripts.3.00-Alpha-1 when Alpha 107.

Here's all content of zAoMVigilantWorld_objects.txt:

Spoiler

[Config]
bunchofnumbers=3N3O3S8E3H7S4O2T59T8I1M2B3U1S4
[Objects]
1825271=1,,1,,,151668,Vigilant.esm,-1,-1,,1,,151668,Vigilant.esm,,1825270,DynDOLOD.esp,1825270,DynDOLOD.esp
1825272=1,,1,,,151671,Vigilant.esm,-1,-1,,1,,151671,Vigilant.esm,,1825270,DynDOLOD.esp,1825270,DynDOLOD.esp
1825273=1,,1,,,151650,Vigilant.esm,-1,-1,,1,,151650,Vigilant.esm,,1825270,DynDOLOD.esp,1825270,DynDOLOD.esp
1825274=1,1,1,1,,148539,Vigilant.esm,-1,-1,1,1,ninedivinecourt:11,148539,Vigilant.esm,,1825270,DynDOLOD.esp,1825270,DynDOLOD.esp
1825275=,1,1,1,,148538,Vigilant.esm,-1,-1,1,1,towere01:16 - ninedivinetemplemesh:16 - l3_windows:16 - l1_ornamentes:16,148538,Vigilant.esm,,1825270,DynDOLOD.esp,1825269,DynDOLOD.esp
1825276=1,,1,,,151677,Vigilant.esm,-1,-1,,1,,151677,Vigilant.esm,,1825270,DynDOLOD.esp,1825270,DynDOLOD.esp
1=

 

I have to take a rest. I'll reply you tomorrow.

Edited by blueetenicolet
Posted
1 hour ago, Anubis said:

Ah, now I understand. If this mesh is either missing or faulty - either way it's CTD

I'm sorry, I really did read everything and many more, it's just a lot of info all at once and some things might slip out of mind while concentrating to some other parts of it.

Here are the meshes:

https://www83.zippyshare.com/v/C3OslIGe/file.html
https://www83.zippyshare.com/v/2M05RAf4/file.html

Test if still CTDs with the attached NIF. If it does, upload that crash log.

mgmagicfirepillar01_nohavok.nif

Posted

This worked! No more CTD.

I also checked the original mgmagicfirepillar01_nohavok.nif  in CK before and it crashed. But the mesh you uploaded does not crash the CK. Tried in game twice - fixed.

(I also checked all the other meshes in the NoHavok folder - they don't crash the CK. So the mgmagicfirepillar01_nohavok.nif was the only one that was faulty.)

As I understand, the CTD happened because when I went further away from the College Of Winterhold, the mgmagicfirepillar01.nif was replaced with lod file mgmagicfirepillar01_nohavok.nif that was faulty.

 

I see you re-enabled the havok flag. Is this all you did ?  

 

Posted
6 minutes ago, Anubis said:

This worked! No more CTD.

I also checked the original mgmagicfirepillar01_nohavok.nif  in CK before and it crashed. But the mesh you uploaded does not crash the CK. Tried in game twice - fixed.

(I also checked all the other meshes in the NoHavok folder - they don't crash the CK. So the mgmagicfirepillar01_nohavok.nif was the only one that was faulty.)

As I understand, the CTD happened because when I went further away from the College Of Winterhold, the mgmagicfirepillar01.nif was replaced with lod file mgmagicfirepillar01_nohavok.nif that was faulty.

 

I see you re-enabled the havok flag. Is this all you did ?  

That was just a renamed original NIF. The xEdit code DynDOLOD uses to open, change and save the NIF changes a couple more bytes I will have to investigate.

Test which attached NIF, which is just the flag changed without any other changes as it is supposed to be.

mgmagicfirepillar01_nohavok.nif

Posted

This one is also ok. (even the file size is exactly the same)

I checked in CK and in game. No crash.

 

 

I've noticed that if a mesh crashes in CK, it will 100% crash the game to desktop.

I'm using the fastest way to check in CK by moving the .nif into data\meshes (won't work othervise) and right-click > open with Creation Kit 2.0 (This opens CK preview window very quickly, without launching the whole CK) After that I can just drag oter .nifs into that preview window for checup.

 

 

 

Posted

So, CTD sorted out. (don't know why it happened in the first place though)

I have another thing to fix - it's about grass lod. I created the cache and followed the instructions.

 

1. Do I need the Grass cache folder active in my load order. If yes, then why ?

2. Although (I think) I followed the instructions to the letter, I get weird patches of grass on the lod. The lod is still mostly barren, with only small patches of certain grass.

How to make it so that the whole lod is covered ?

https://imgur.com/qB4CIim

Close-up view using TFC command:

https://imgur.com/n3xkfyB

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