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Posted

I'm so sorry to ask but I'm at my wits end and I feel so stupid trying to get this figured out.

I'm on Skyrim VR running the Fus Roh Dah modlist off Wabbajack, and the mods I've installed are the following:
 

  1. Ordinator
  2. Ordinator VR Patch
  3. Mysticism - Ordinator Compatibility Patch
  4. Apocalypse - Ordinator Compatibility Patch
  5. Serana Dialogue Overhaul
  6. Sacrosanct 6.0.0
  7. ORI - Harkon's Sword - Blood Matron
  8. Volkihar Knight SE 1.0.0
  9. Fuz Ro D'oh VR
  10. Vigilant SE AE

I'm able to run LodGen and TexGen without issue, however my DynDOLOD gives me this error every time

 

kONeDMA.png

Error: Assertion failure (E:\Delphi\Projects\DynDOLOD3\Core}wbImplementation.pas, line 8974)

I don't know where to even start to figure out whats going on, what's wrong, etc. Any guidance would be appreciated.

Posted
1 hour ago, bebsi said:

I'm so sorry to ask but I'm at my wits end and I feel so stupid trying to get this figured out.

I'm on Skyrim VR running the Fus Roh Dah modlist off Wabbajack, and the mods I've installed are the following:

  1. Ordinator
  2. Ordinator VR Patch
  3. Mysticism - Ordinator Compatibility Patch
  4. Apocalypse - Ordinator Compatibility Patch
  5. Serana Dialogue Overhaul
  6. Sacrosanct 6.0.0
  7. ORI - Harkon's Sword - Blood Matron
  8. Volkihar Knight SE 1.0.0
  9. Fuz Ro D'oh VR
  10. Vigilant SE AE

I'm able to run LodGen and TexGen without issue, however my DynDOLOD gives me this error every time

 

kONeDMA.png

Error: Assertion failure (E:\Delphi\Projects\DynDOLOD3\Core}wbImplementation.pas, line 8974)

I don't know where to even start to figure out whats going on, what's wrong, etc. Any guidance would be appreciated.

Moved to the DynDOLOD 3 Alpha thread.

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

Use the "Copy this message to clipboard" link shown in the message window to copy/paste messages in stead of posting a screenshot as explained in the first and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text

Use the link "Click on this link for additional explanations and help for this message" link shown in the message window to open https://dyndolod.info/Messages/Exceptions#Assertion-failure as explained in the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages:
Always use the latest version of DynDOLOD/TexGen as explained above.
If the assertion failure is a 100% repeatable, it might be caused by a broken plugin.
Clean and error check the load order with xEdit before generating LOD as explained above.
If the assertion failure is not 100% repeatable or no error can be found in plugins, it could be a bug with the tools encountering unexpected situations. Make a report with the log, debug log and bugreport.txt as explained on the official DynDOLOD support forum.

Posted
On 10/10/2024 at 10:30 PM, Jayombi said:

Dear sheson,

Did you ever find the cause to the lack of flying crows with regards the issue I had in Skyrim VR couple of weeks back on here ?

I believe I got to you all the info you required, unless there was something else I missed ?

I wondered if the update you just released may have fixed it, but I got nothing still my end again after I ran Dydolod.

 

Thanks.

The latest version of Flying Crows seem to work fine in Skyrim VR just as it does in Skyrim SE using the latest versions DynDOLOD, Resources and DynDOLOD DLL NG.

Make sure to use the Low, Medium or High button so the mesh rules included in the mod are loaded.

If any problem persists upload the DynDOLOD log and debug log.

Posted (edited)

Running texgen.exe/dyndolod.exe prompts me to update it, how can I prevent it from doing that? I understand I should update but I am happy with the old version and what it does and i don't want to lose my settings and whatnot. Also this old version doesn't CTD on load so.. Can I somehow workaround this prompt? I promise I won't bother you with an issue while using it

Edited by mostwanted11
Posted
1 hour ago, mostwanted11 said:

Running texgen.exe/dyndolod.exe prompts me to update it, how can I prevent it from doing that? I understand I should update but I am happy with the old version and what it does and i don't want to lose my settings and whatnot. Also this old version doesn't CTD on load so.. Can I somehow workaround this prompt? I promise I won't bother you with an issue while using it

https://dyndolod.info/FAQ#Older-versions

If you have a problem with the latest version - like the insinuated CTD - post a problem report as explained in the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum

Posted

what does checking the large box between tree and ultra in advanced mode do? also the upgrade and downgrade boxes? are there any videos demonstrating the visual/performance difference?

Posted
6 hours ago, mostwanted11 said:

what does checking the large box between tree and ultra in advanced mode do? also the upgrade and downgrade boxes? are there any videos demonstrating the visual/performance difference?

https://dyndolod.info/Help/Advanced-Mode#Tree-Lod
Check Large to make the full model trees large references - if they are added by ESM flagged plugins. Requires DynDOLOD DLL NG and Scripts, which includes the large reference bugs workarounds. The TreeLargeRefSize setting in the ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAME MODE].ini controls the size threshold, e.g. if smaller trees should be large references, lower the value. Also, references that are overwritten by non ESM flagged plugins, have enable parents or are initially disabled are skipped. In case the tree base records have locational swaps, like cells, locations or regions, they are skipped.

https://dyndolod.info/Help/Advanced-Mode#Upgrade-NearGrid-Large-References-to-FarGrid
Unchecked - large references that would have dynamic LOD in the NearGrid are ignored. They will not have LOD beyond the large reference distance setting. Better performance.
Checked - large references that would have dynamic LOD in the NearGrid are added to the FarGrid. They will have LOD beyond the large reference distance setting. Better visuals.
As a rule of thumb, check the box "Upgrade NearGrid Large Refs" in case the large reference system is not used - uLargeRefLODGridSize = uGridsToLoad (default 5) - to make sure all references receive dynamic LOD as intended. The result would be LOD working the same as it did in Skyrim. Vice versa, do not check this option in case the large referene system is used - uLargeRefLODGridSize > uGridsToLoad >= 5. Upgrading large references that were intended for NearGrid means more resource usage in case the large reference system is used. References that are intended for NearGrid are typically smaller and it generally makes not much sense to show them beyond the large reference grid.

https://dyndolod.info/Help/Advanced-Mode#Downgrade-FarGrid-References-to-NearGrid
Unchecked - non large references are added to the NearGrid or the FarGrid accordingly to their mesh rules. Better visuals.
Checked - non large references are always added to the NearGrid even if the of their mesh rules set FarGrid. Better performance.

If you want to know the visual and performance difference for your setup and load order generate 2 outputs and compare them.

Typically making trees large references will have the biggest performance impact depending on the amount of trees, their complexity and the large reference distance setting.

Posted (edited)
17 minutes ago, sheson said:

https://dyndolod.info/Help/Advanced-Mode#Tree-Lod
Check Large to make the full model trees large references - if they are added by ESM flagged plugins. Requires DynDOLOD DLL NG and Scripts, which includes the large reference bugs workarounds. The TreeLargeRefSize setting in the ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAME MODE].ini controls the size threshold, e.g. if smaller trees should be large references, lower the value. Also, references that are overwritten by non ESM flagged plugins, have enable parents or are initially disabled are skipped. In case the tree base records have locational swaps, like cells, locations or regions, they are skipped.

https://dyndolod.info/Help/Advanced-Mode#Upgrade-NearGrid-Large-References-to-FarGrid
Unchecked - large references that would have dynamic LOD in the NearGrid are ignored. They will not have LOD beyond the large reference distance setting. Better performance.
Checked - large references that would have dynamic LOD in the NearGrid are added to the FarGrid. They will have LOD beyond the large reference distance setting. Better visuals.
As a rule of thumb, check the box "Upgrade NearGrid Large Refs" in case the large reference system is not used - uLargeRefLODGridSize = uGridsToLoad (default 5) - to make sure all references receive dynamic LOD as intended. The result would be LOD working the same as it did in Skyrim. Vice versa, do not check this option in case the large referene system is used - uLargeRefLODGridSize > uGridsToLoad >= 5. Upgrading large references that were intended for NearGrid means more resource usage in case the large reference system is used. References that are intended for NearGrid are typically smaller and it generally makes not much sense to show them beyond the large reference grid.

https://dyndolod.info/Help/Advanced-Mode#Downgrade-FarGrid-References-to-NearGrid
Unchecked - non large references are added to the NearGrid or the FarGrid accordingly to their mesh rules. Better visuals.
Checked - non large references are always added to the NearGrid even if the of their mesh rules set FarGrid. Better performance.

If you want to know the visual and performance difference for your setup and load order generate 2 outputs and compare them.

Typically making trees large references will have the biggest performance impact depending on the amount of trees, their complexity and the large reference distance setting.

Great, i think a good way to prevent dumbasses like me spamming you with questions about stuff already explained is to put links on each feature in dyndolod if it does have a corresponding explanation in the site or a ? button next to the X button top right that opens up a link to the explanation of the feature if clicked with it on

Edited by mostwanted11
Posted
34 minutes ago, mostwanted11 said:

Great, i think a good way to prevent dumbasses like me spamming you with questions about stuff already explained is to put links on each feature in dyndolod if it does have a corresponding explanation in the site or a ? button next to the X button top right that opens up a link to the explanation of the feature if clicked with it on

That is what the hover hints are for.
The Help button is supposed to open https://dyndolod.info/Help/Advanced-Mode but nobody ever reports it not properly working, so nobody uses it anyways.

Posted

Yup, as soon as I start using the latest version, a ctd on reload. The version I was using and got blocked from using was working perfectly fine, I don't need the latest version I just want to play the game man.

https://ufile.io/5pyxndnj

These are the logs because I still want to help you, but I will just revert to my old Output of the old version since this dyndolod DLL NG thing, its been nothing but CTDs on reload it's honestly very frustrating, I just changed 2 tree models and wanted to rerun it after months of playing with it with no issues at all, but I got cockblocked by the update prompt. So very frustrating, I wish you'd just tell me how to bypass it

Posted
5 hours ago, mostwanted11 said:

Yup, as soon as I start using the latest version, a ctd on reload. The version I was using and got blocked from using was working perfectly fine, I don't need the latest version I just want to play the game man.

https://ufile.io/5pyxndnj

These are the logs because I still want to help you, but I will just revert to my old Output of the old version since this dyndolod DLL NG thing, its been nothing but CTDs on reload it's honestly very frustrating, I just changed 2 tree models and wanted to rerun it after months of playing with it with no issues at all, but I got cockblocked by the update prompt. So very frustrating, I wish you'd just tell me how to bypass it

Unfortunately the DynDOLOD debug log does not show a generation session anymore since the tool was started again and then closed.

https://dyndolod.info/
The tools are shared for free with the specific requirement to use the latest version, to provide feedback and to report any problems including logs and other requested information to the official DynDOLOD support forum in order to advance their improve and advance their development for all users.

You are not entitled to my work or time. On the contrary, if you participate in the alpha test you are required to use the latest version and to help troubleshoot problems. If you have no intention to help troubleshoot the issue in your load order for everyones benefit, then you do not meet the requirements to particpate in the DynDOLOD 3 alpha test and should use it.

In case you actually want to help troubleshoot the problem for everyone's benefit, report if there is any difference using any of the older versions of DynDOLOD DLL NG and Scripts available at https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds. Also test without any DynDOLOD DLL (while ignoring any error messages in game from DynDOLOD about it missing etc.)

Upload all crash logs collected while testing the 2 older versions.
Report the steps required to reproduce the CTD.

Posted
2 hours ago, sheson said:

Unfortunately the DynDOLOD debug log does not show a generation session anymore since the tool was started again and then closed.

https://dyndolod.info/
The tools are shared for free with the specific requirement to use the latest version, to provide feedback and to report any problems including logs and other requested information to the official DynDOLOD support forum in order to advance their improve and advance their development for all users.

You are not entitled to my work or time. On the contrary, if you participate in the alpha test you are required to use the latest version and to help troubleshoot problems. If you have no intention to help troubleshoot the issue in your load order for everyones benefit, then you do not meet the requirements to particpate in the DynDOLOD 3 alpha test and should use it.

In case you actually want to help troubleshoot the problem for evryones benefit, report if there is any difference using any of the older versions of DynDOLOD DLL NG and Scripts available at https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds

Upload all crash logs collected while testing the 2 older versions.
Report the steps required to reproduce the CTD.

I never said I am entitled to anything, I already said I am willing to help to an extent as long as it doesn't come at the cost of my convenience (which is selfish brat behavior i know). BUT i have already reported it before that dll ng ctds my game on reload from time to time and I have already uploaded logs before on multiple occasions. Those past couple months I have NEVER Ctd'd on reload at least not when its a free of stress area and on a new level save and I mean NEVER. It is not a coincidence that it happened again like it used to back when I was using the ng dll thing in May (which was resolved when i reverted to dll SE) and I did report it and it probably got dismissed because its a difficult issue to track and hammer down, but it is widely known Dyndolod causes ctd on reload and a lot of modlist authors know it. My dyndolod generation says Dll: not Ng and "using papyrus scripts" when generating and i will continue to play with the version that does not CTD because it is common sense. I will test the ng version output from time to time when free and i will post crashlogs here but i am not sure if its going to be of much help because dyndolod dll is never mentioned in the logs but you're the one who knows his stuff in the end not me.

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