andr3w1sh Posted January 12 Posted January 12 I'm getting pretty frequent CTDs when attempting to access the map in Skyrim SE. I've already disabled auto-saving, and that helped tremendously for a time, but now they're back, and crash logger is still pointing to DynDOLOD.esm. I ran a SSEEdit auto clean on it and that actually helped for a little while as well, but now it's back to every time I try and open the map. Here's the full crash report at pastebin. Any ideas? Anything else I can provide that would help?
bjaurelio Posted January 13 Posted January 13 I am having an issue in Whiterun where some of the LODs appear missing as if DynDOLOD 3 expects it to be obscured. I tried to insert the images from URL, but it wouldn't let me. Here's a link to the two images. https://imgur.com/a/skyrim-dyndolod-3-issue-EnzLUBn
sheson Posted January 13 Author Posted January 13 On 1/12/2025 at 11:46 PM, andr3w1sh said: I'm getting pretty frequent CTDs when attempting to access the map in Skyrim SE. I've already disabled auto-saving, and that helped tremendously for a time, but now they're back, and crash logger is still pointing to DynDOLOD.esm. I ran a SSEEdit auto clean on it and that actually helped for a little while as well, but now it's back to every time I try and open the map. Here's the full crash report at pastebin. Any ideas? Anything else I can provide that would help? Read the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. DynDOLOD does not show in any of the stacks in the provided crash log from Crashlogger. It is only listed in the list of plugins and modules together with all the other plugins and modules. The crash might be related to the mentioned water shader, but that is hard to tell with the call stack being empty. No other crash logs were provided. https://dyndolod.info/FAQ#ILS-or-CTD Ignore nonsensical suggestions that autosaves need to be disabled because of papyrus scripts not completing or similar made up stories about plugins being "known to cause CTD" when fast traveling or changing locations because of scripting etc. This is not how anything works. If disabling autosaves would be required to prevent CTD, manual saves would have the same issue and it would actually be widely known, would have been reported, troubleshooted, analyzed, fixed, had known workarounds and/or be part of every modding guide since over a decade. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting, report back in case crashes stop without DynDOLOD active.
sheson Posted January 13 Author Posted January 13 11 hours ago, bjaurelio said: I am having an issue in Whiterun where some of the LODs appear missing as if DynDOLOD 3 expects it to be obscured. I tried to insert the images from URL, but it wouldn't let me. Here's a link to the two images. https://imgur.com/a/skyrim-dyndolod-3-issue-EnzLUBn Read the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. See https://dyndolod.info/Help/Child-Parent-Worldspace-Copies You probably want to check Parent > child copies.
PRieST Posted January 13 Posted January 13 Just curious as I'm about to start a new generation, is it possible to name any ETA for the next release?
sheson Posted January 14 Author Posted January 14 10 hours ago, PRieST said: Just curious as I'm about to start a new generation, is it possible to name any ETA for the next release? Probably within 0 to 4 weeks. 1
vodkaboi Posted January 14 Posted January 14 hi im getting range check error on sic ccor patch.esp please help im not sure how to fix this bug report: https://easyupload.io/1l690s log: https://easyupload.io/t3u0ng debug log: https://easyupload.io/126bus thank you
kindperson Posted January 14 Posted January 14 I was able to isolate the problem, after using billboards with backlight then matching the backlight intensity perfectly so both sides look the same, and further testing each enb effect individually, I noticed the grass lod only darkens when the sun reaches the top position on it's arc around 12:00, so I stopped messing around with the lods and enb, I turned off EVLaS, that solved the problem instantly resulting in perfecly matching lod no matter the lighting condition on the scene, EVLaS on EVLaS off. Is there anyway to fix how EVLaS is interacting with the grass lod? Thank you
z929669 Posted January 14 Posted January 14 13 minutes ago, kindperson said: I was able to isolate the problem, after using billboards with backlight then matching the backlight intensity perfectly so both sides look the same, and further testing each enb effect individually, I noticed the grass lod only darkens when the sun reaches the top position on it's arc around 12:00, so I stopped messing around with the lods and enb, I turned off EVLaS, that solved the problem instantly resulting in perfecly matching lod no matter the lighting condition on the scene, EVLaS on EVLaS off. Is there anyway to fix how EVLaS is interacting with the grass lod? Thank you I'm not sure, but EVLaS provides shadows when sunlight (or sky lighting) is occluded by double-sided meshes. You can see this under some of the dirt cliffs in your first screenshot. The darker grass could be shadows caused by whatever sky/fog mesh you are using (shadows on the terrain but not the LOD grass). Sheson may know if my hypothesis is inaccurate/impossible (I'd like know either way).
PRieST Posted January 14 Posted January 14 10 hours ago, sheson said: Probably within 0 to 4 weeks. OK, thank you for the answer.
sheson Posted January 14 Author Posted January 14 2 hours ago, vodkaboi said: hi im getting range check error on sic ccor patch.esp please help im not sure how to fix this bug report: https://easyupload.io/1l690s log: https://easyupload.io/t3u0ng debug log: https://easyupload.io/126bus thank you Moved to the DynDOLOD 3 Alpha thread. See https://stepmodifications.org/forum/topic/20141-dyndolod-300-alpha-182/page/676/#findComment-283035 about the mineorescript.pex being overwritten.
sheson Posted January 14 Author Posted January 14 1 hour ago, kindperson said: I was able to isolate the problem, after using billboards with backlight then matching the backlight intensity perfectly so both sides look the same, and further testing each enb effect individually, I noticed the grass lod only darkens when the sun reaches the top position on it's arc around 12:00, so I stopped messing around with the lods and enb, I turned off EVLaS, that solved the problem instantly resulting in perfecly matching lod no matter the lighting condition on the scene, EVLaS on EVLaS off. Is there anyway to fix how EVLaS is interacting with the grass lod? Thank you That would be a question for the EVLaS author - maybe they have an idea. If it is shader related/fixable then it might be something that can be addressed by ENB. You might want to test what happens adding "fixednormals" or "spherenormals" to the shapenames (e.g. change it "PassThru SphereNormals" - case does not matter) of the NIF you are using to see if that has an effect. If it does, you might also manually fine tune the normal vectors in the NIF.
bjaurelio Posted January 15 Posted January 15 On 1/13/2025 at 3:29 AM, sheson said: Read the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. See https://dyndolod.info/Help/Child-Parent-Worldspace-Copies You probably want to check Parent > child copies. That fixed it. Thank you. I even did a Google search for that setting before running DynDOLOD. I didn't find anything specific to it, so I left it unchecked since that's how it is for the Step modifications guide.
Meridiano Posted January 15 Posted January 15 (edited) 1. Windhelm issue No 1 - left part of the city has partially missing floor and I can see terrain textures. Not very noticable because both are snowy but still. image 2. Windhelm issue No 2 - main bridge file windhelmbridge_lod_2.nif uses wrong texture from WindhelmLOD.dds, it should be related to whstoneflat2 but it's whroughground and the bridge looks wrong. image 1 - correct windhelmbridge_lod.nif image 2 - incorrect windhelmbridge_lod_2.nif image 3 - whstoneflat2 is missing from atlas, whroughground is used 3. One particular glacier has too bright snow on map. Its mesh files are GlacierRubbleTrim02_lod_[0 1 2].nif but I'm not sure what makes it so blinding. image 1 - map view image 2 - close view I hope you can help me to fix these cases. All logs files here. Edited January 15 by Meridiano
sheson Posted January 15 Author Posted January 15 11 hours ago, Meridiano said: 1. Windhelm issue No 1 - left part of the city has partially missing floor and I can see terrain textures. Not very noticable because both are snowy but still. image 2. Windhelm issue No 2 - main bridge file windhelmbridge_lod_2.nif uses wrong texture from WindhelmLOD.dds, it should be related to whstoneflat2 but it's whroughground and the bridge looks wrong. image 1 - correct windhelmbridge_lod.nif image 2 - incorrect windhelmbridge_lod_2.nif image 3 - whstoneflat2 is missing from atlas, whroughground is used 3. One particular glacier has too bright snow on map. Its mesh files are GlacierRubbleTrim02_lod_[0 1 2].nif but I'm not sure what makes it so blinding. image 1 - map view image 2 - close view I hope you can help me to fix these cases. All logs files here. 1. This will be fixed properly in the next version. Until then you could add a mesh mask rule for whmarket01lod02.nif and set it to use the full model for the object LOD levels 4, 8, 16. 2. windhelmbridge_lod_2.nif is the vanilla LOD model using the vanilla rendered object LOD texture. Add a mesh mask rule for windhelmbridge.nif and set LOD Level 16 to use the LOD model for Level1 in order to use the better LOD model I created so it is used for the map as well. 3. The LOD models define textures\landscape\snow01.dds, which means it should be using textures\lod\snow01lod.dds generated by TexGen, which should be on the object LOD texture atlas created by DynDOLOD. Basically just all the other object LOD models using that snow texture. If this is the only object using that snow texture looking like that, check the BTO and compare it to the other objects using the same snow texture.
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