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Posted
10 hours ago, Mooserton said:

Went with the bottom option and that did the trick. It's in an archive should could not be bothered to delete the nif. 

Yeah I'd like to troubleshoot the crash. it seems to mostly be crashes in Whiterun Hold it happens at the border near loreius farm, up to Rorikstead and the main road outside the city with the farms is also bad. I don't have an Outskirts mod or SD's farmhouse fences which I heard can be a performance hog. Does dynamic lod introduce more drawcalls? I would think it'd be the opposite. 

Crash Logs

No DynDOLOD log and debug log were provided.

Make sure the LOD patch was generated for the current load order.

2 crashes report the form id xx06F957 in DynDOLOD.esm used by xx07855E in DynDOLOD.esp
Look up both records in xEdit and make screenshots of them. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#xEdit-Screenshots
Check and report which mod the used NIF is coming from.

1 crash is related to pathing / navmeshes which is unrelated to the DynDOLOD output.

1 crash reports Landscape\Rocks\RockM03.nif defined by 00019AF7
Check and report which mod the NIF is coming from.

Posted
On 2/17/2025 at 10:42 AM, sheson said:

Upload the other crash logs, also the one without DynDOLOD being active.
That would be the crash to fix first to rule out any interaction that would otherwise not happen. Remember, troubleshooting is to remove everything else that is not required for the issue to occur until only the required parts to remain.

When investigating crashes while DynDOLOD output is active, make sure it was generated for that exact load order.

If you want to troubleshoot crashes with DynDOLOD active further, test what happen if you just disable the DynDOLOD.DLL. Ignore any error messages in the game related to that and do whatever you do to trigger the crash to see if it has any affect. Based on that result we can try narrowing it down further.

Reply whenever you are ready, no probem.

Happy Monday! I didn't want to leave this thread without an update for others who may read about my issue and be facing something similar.

I tore through various mod combinations that dealt with physics, per your suggestion after looking at my crash log. I spent the weekend disabling various combinations of mods (lots of dependencies when dealing with NPC's, physics mods, location mods/patches, etc.)

Ultimately, it seems that disabling the mod "SMP-NPC crash fix" has resolved my DynDOLOD crashes when save games are autoloading after dying. I use the latest version of "Faster HDT-SMP" and I found some people saying that the "SMP-NPC crash fix" mod is both no longer needed and incompatible with "Faster HDT-SMP 2.5.1" From my testing all weekend, disabling this fix, my crashes stopped (pretty random while just playing and every time when autoloading after dying with DynDOLOD enabled.)

Lesson here...as you said...solving all instability, no matter how seemingly infrequent, outside of DynDOLOD is key. DynDOLOD was downstream from the real problem.

What's interesting is that "SMP-NPC crash fix" was mandatory with earlier versions of "Faster HDT-SMP" or you'd have lots of random crashes. Removing this mod with the latest version of "Faster HDT-SMP" seems to be rock solid (at least for me.) I left Skyrim running for 8 hours yesterday in a busy area of the game (lots of NPC's walking around and all my NPC's have SMP wigs randomly assigned) and didn't crash once.

Thanks for the help! Looking forward to these amazing DynDOLOD vistas going forward!

Posted
1 hour ago, CarlWG2 said:

Happy Monday! I didn't want to leave this thread without an update for others who may read about my issue and be facing something similar.

I tore through various mod combinations that dealt with physics, per your suggestion after looking at my crash log. I spent the weekend disabling various combinations of mods (lots of dependencies when dealing with NPC's, physics mods, location mods/patches, etc.)

Ultimately, it seems that disabling the mod "SMP-NPC crash fix" has resolved my DynDOLOD crashes when save games are autoloading after dying. I use the latest version of "Faster HDT-SMP" and I found some people saying that the "SMP-NPC crash fix" mod is both no longer needed and incompatible with "Faster HDT-SMP 2.5.1" From my testing all weekend, disabling this fix, my crashes stopped (pretty random while just playing and every time when autoloading after dying with DynDOLOD enabled.)

Lesson here...as you said...solving all instability, no matter how seemingly infrequent, outside of DynDOLOD is key. DynDOLOD was downstream from the real problem.

What's interesting is that "SMP-NPC crash fix" was mandatory with earlier versions of "Faster HDT-SMP" or you'd have lots of random crashes. Removing this mod with the latest version of "Faster HDT-SMP" seems to be rock solid (at least for me.) I left Skyrim running for 8 hours yesterday in a busy area of the game (lots of NPC's walking around and all my NPC's have SMP wigs randomly assigned) and didn't crash once.

Thanks for the help! Looking forward to these amazing DynDOLOD vistas going forward!

Thanks for letting us know. Enjoy.

Posted

Download with mod manager option is no longer available for Resources Alpha-55. I'm hoping this wasn't intentional, as it overly complicates installation and instructions for doing so.

image.png

It also prevents MO from automatically updating the metadata for proper version tracking.

image.png

Posted
5 hours ago, z929669 said:

Download with mod manager option is no longer available for Resources Alpha-55. I'm hoping this wasn't intentional, as it overly complicates installation and instructions for doing so.

It also prevents MO from automatically updating the metadata for proper version tracking.

Fixed the download options.

  • Thanks 1
Posted
44 minutes ago, Norrin said:

After generating the both TexGen and Dyndolod, I am having an issue with half of Solitute not rendering texture unless I go through them. What did I do wrong and is anyone having the similar issue that have a solution? I follow the guide below

Thanks in advance

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

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

See https://dyndolod.info/FAQ#Full-models-disappearing-going-in-and-out-of-view

If you have a problem following a third party guide, make sure to follow the entire modding guide properly.
Report or ask about problems related to the guide on the forum of the guide.

Posted

Thanks for the quick response. 

I believe that game is not fully rendered yet. I just travel to different town and back to solitude and the game kind fixes itself and everything is loaded in nicely now. It is a fault alarm.

Again, thanks for the guide and great mod

Posted
3 minutes ago, Norrin said:

Thanks for the quick response. 

I believe that game is not fully rendered yet. I just travel to different town and back to solitude and the game kind fixes itself and everything is loaded in nicely now. It is a fault alarm.

Again, thanks for the guide and great mod

Requested logs were not provided.

"unless I go through them"
What you are most likely going through are occlusion planes or boxes. See https://dyndolod.info/FAQ#Full-models-disappearing-going-in-and-out-of-view

Posted

I redownloaded and reinstalled DynDOLOD Resources SE Alpha-55 to make sure it wasn't the result of a corrupt download, and rechecked the mesh in NifSkope.

Noticed via Asset Doctor's report:

 

missing texture SteamLibrary\steamapps\common\Skyrim Special Edition\data\textures\
textures\
reference 9F00166C (base 38000934 from DynDOLOD.esm) > missing texture SteamLibrary\steamapps\common\Skyrim Special Edition\data\textures\
textures\ (mesh short path: lod\riften\rtplayerhouse01glow_lod_0.nif)

 

Posted
3 hours ago, LiterallyACat said:

I redownloaded and reinstalled DynDOLOD Resources SE Alpha-55 to make sure it wasn't the result of a corrupt download, and rechecked the mesh in NifSkope.

Noticed via Asset Doctor's report:

missing texture SteamLibrary\steamapps\common\Skyrim Special Edition\data\textures\
textures\
reference 9F00166C (base 38000934 from DynDOLOD.esm) > missing texture SteamLibrary\steamapps\common\Skyrim Special Edition\data\textures\
textures\ (mesh short path: lod\riften\rtplayerhouse01glow_lod_0.nif)

Thanks. Will be fixed next version.

Posted
6 hours ago, HiTMAN31X said:

I'm using the latest version of Dyndolod and my game crashes at the same location (near Helgen Cave), it seems that occlusion.esp is involved, see crash log.

https://pastebin.com/a0jCkYwe

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

https://dyndolod.info/FAQ#ILS-or-CTD
The DynDOLOD and Occlusion plugins might show up in crash logs a lot, since they are typically the plugins last to overwrite worldspace and cell records, so careful reading and interpretation of the stacks and registers etc. might be required to identify the actual cause of the problem.
It is very unlikely for Occlusion.esp to cause crashes by itself. It is created by copying worldspace and cell records from the winning plugins before it, then update the TVDT Occlusion data which itself can not really cause crashes.

https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting
In case of issues in the game, test if the problem persists without any DynDOLOD output.

The call stack mentions OpenAnimationReplacer.dll. The stack mentions hkbStateMachine, hkbBehaviorGraph with HareBehavior.hkb, OpenAnimationReplacer.dll and then a rabbit NPC reference, which happens to be in a cell which happens to be overwritten last by Occlusion.esp. If you remove it, and the crash still happens, then the cell will be overwritten last by Landscape and Water Fixes - Patch - LFfGM.esp.

The crash seems to be related to animations and OpenAnimationReplacer.dll

Posted
1 hour ago, sheson said:

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

https://dyndolod.info/FAQ#ILS-or-CTD
The DynDOLOD and Occlusion plugins might show up in crash logs a lot, since they are typically the plugins last to overwrite worldspace and cell records, so careful reading and interpretation of the stacks and registers etc. might be required to identify the actual cause of the problem.
It is very unlikely for Occlusion.esp to cause crashes by itself. It is created by copying worldspace and cell records from the winning plugins before it, then update the TVDT Occlusion data which itself can not really cause crashes.

https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting
In case of issues in the game, test if the problem persists without any DynDOLOD output.

The call stack mentions OpenAnimationReplacer.dll. The stack mentions hkbStateMachine, hkbBehaviorGraph with HareBehavior.hkb, OpenAnimationReplacer.dll and then a rabbit NPC reference, which happens to be in a cell which happens to be overwritten last by Occlusion.esp. If you remove it, and the crash still happens, then the cell will be overwritten last by Landscape and Water Fixes - Patch - LFfGM.esp.

The crash seems to be related to animations and OpenAnimationReplacer.dll

Thanks for your help, before this I had trouble interpreting a crash log but now it's clear, I'll try to find the culprit.

Posted

Hello everyone,

I've been trying to get dyndolod (latest version) up and running for bit but I keep getting the same problem. the lod wont work at the start until it crashes, then it'll work but be littered in large reference bugs (like textures both up close and far away flickering and bugging out).

I did what I thought was most obvious and went through and cleaned (with quick auto clean) all the mods that the dyndolod summary and text gen summary said were causing issues with the large reference bug work around because of deleted navmesh files, I also did the same for all the mods that loot said had that problem too, yet nothing changed.

I also redid parallax gen and reqtificator (I use requiem) along with xlodgen and dyndolod a bunch of times to see if that would do anything but still nothing.

now I'm just kinda confused and would appreciate any help cause I'm really not sure whats wrong here.

logs: https://ufile.io/t9xs6l1g

photos (first one is after crash where hopefully the buggy textures came through, the second is before crash): https://postimg.cc/gallery/tWRTxy6

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