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Posted (edited)
On 5/10/2025 at 2:22 AM, sheson said:

I suggest to continue testing on a new profile without racemenu and/or whatever overhauls your player character if possible.

Copy my current profile and then remove RaceMenu and all mods under the 08-Character Appearance section of the STEP guide (except for Consistent Older People and Simple Children since they are required by the STEP Patch) and continue my from my last save?

Edited by Kattmandu
Posted
2 hours ago, Kattmandu said:

Copy my current profile and then remove RaceMenu and all mods under the 08-Character Appearance section of the STEP guide (except for Consistent Older People and Simple Children since they are required by the STEP Patch) and continue my from my last save?

The last crash seems to be related to the head, skeleton or animation of it, none of which is not my field of expertise, so I am bit vague about what to disable/look at in particular.

If possible only try to disable racemenu and whatever directly depends on it in a first step. For example as the beards and brows are just textures and should be fine.

Posted (edited)
29 minutes ago, sheson said:

The last crash seems to be related to the head, skeleton or animation of it, none of which is not my field of expertise, so I am bit vague about what to disable/look at in particular.

If possible only try to disable racemenu and whatever directly depends on it in a first step. For example as the beards and brows are just textures and should be fine.

I am using XP32 Maximum Skeleton Special Extended per the STEP guide instructions (only the basic meshes are used, XPMSE.esp is not used).  The STEP guide also uses the Nemesis Unlimited Behavior Engine to generate output for animation/skeleton mods.  When I disable RaceMenu, MO2 does not warn me about missing masters but that doesn't necessarily mean I don't have any mods in my load order which require RaceMenu.

I could disable everything under the 05-Animation and Physics section.

Edited by Kattmandu
Posted
19 minutes ago, Kattmandu said:

I am using XP32 Maximum Skeleton Special Extended per the STEP guide instructions (only the basic meshes are used, XPMSE.esp is not used).  The STEP guide also uses the Nemesis Unlimited Behavior Engine to generate output for animation/skeleton mods.  When I disable RaceMenu, MO2 does not warn me about missing masters but that doesn't necessarily mean I don't have any mods in my load order which require RaceMenu.

I could disable everything under the 05-Animation and Physics section.

Use your best judgment. If there are obvious related new problems in the game with the character appearance or animation because something is still active that depends on whatever was disabled, disable that as well.

Posted
On 5/11/2025 at 1:18 PM, sheson said:

Use your best judgment. If there are obvious related new problems in the game with the character appearance or animation because something is still active that depends on whatever was disabled, disable that as well.

Disabled RaceMenu, Skyrim Character Sheet, and and all mods under the 08-Character Appearance section of the STEP guide except for Beards, Brows, Consistent Older People, and Simple Children.  Left all animation mods enabled.  Played for a few hours without any CTDs.

Posted
1 hour ago, Kattmandu said:

Disabled RaceMenu, Skyrim Character Sheet, and and all mods under the 08-Character Appearance section of the STEP guide except for Beards, Brows, Consistent Older People, and Simple Children.  Left all animation mods enabled.  Played for a few hours without any CTDs.

Replace the test version of DynDOLOD.DLL with the Alpha-33 release version. For now keep the one script hidden and keep using the modified DynDOLOD.esp.

Posted

Hello,

This is regarding Skyrim VR. I'm using DynDOLOD DLL NG and Scripts 3.00 Alpha 33.

Does this mean I do not need DynDOLOD DLL VR - Scripts or DynDOLOD DLL VR - SKSEVR Plugin - Skyrim VR 1.4.15?

Posted
1 hour ago, dionysist said:

Hello,

This is regarding Skyrim VR. I'm using DynDOLOD DLL NG and Scripts 3.00 Alpha 33.

Does this mean I do not need DynDOLOD DLL VR - Scripts or DynDOLOD DLL VR - SKSEVR Plugin - Skyrim VR 1.4.15?

For DynDOLOD 3 Alpha, DynDOLOD DLL VR is superseded by DynDOLOD DLL NG. The downloads/requirements and installation instructions only list DynDOLOD DLL NG.

https://dyndolod.info/Downloads#DynDOLOD-Requirements
Skyrim VR | SKSEVR | DynDOLOD DLL NG and Scripts

https://dyndolod.info/Help/DynDOLOD-DLL
Skyrim VR | DynDOLOD DLL NG and Scripts

https://dyndolod.info/Installation-Instructions
Install DynDOLOD DLL NG and Scripts for Skyrim SE/AE, Skyrim VR, Enderal SE or Enderal VR. Overwrite DynDOLOD Resources.

Posted
23 minutes ago, sheson said:

For DynDOLOD 3 Alpha, DynDOLOD DLL VR is superseded by DynDOLOD DLL NG. The downloads/requirements and installation instructions only list DynDOLOD DLL NG.

https://dyndolod.info/Downloads#DynDOLOD-Requirements
Skyrim VR | SKSEVR | DynDOLOD DLL NG and Scripts

https://dyndolod.info/Help/DynDOLOD-DLL
Skyrim VR | DynDOLOD DLL NG and Scripts

https://dyndolod.info/Installation-Instructions
Install DynDOLOD DLL NG and Scripts for Skyrim SE/AE, Skyrim VR, Enderal SE or Enderal VR. Overwrite DynDOLOD Resources.

Thank you for clarifying.

  • 2 weeks later...
Posted
On 5/14/2025 at 12:19 AM, sheson said:

OK, continue to use the latest DLL test version. Restore the original DynDOLOD.esp and the scripts so that the one from DynDOLOD DLL NG is being used.

Made some time to test play today for a few hours.  I didn't experience any CTDs.

Posted
1 hour ago, Kattmandu said:

Made some time to test play today for a few hours.  I didn't experience any CTDs.

That seems to mean the test version successfully fixes one CTD, while another CTD might be related to one or several of the mods you have currently disabled.

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