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Posted

Hi again, Sheson...just a head's up that for some reason I get no windmill rotors when using DLL NG & scripts 20-23 + large ref bug workaround and starting a new game.  Version 19 is the last one that worked properly for me.  I will update with logs this evening, however everything in the generation seems to work fine the problem only occurs when switching to newer DLL NG versions.

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Posted
17 minutes ago, MisterMorden said:

Hi again, Sheson...just a head's up that for some reason I get no windmill rotors when using DLL NG & scripts 20-23 + large ref bug workaround and starting a new game.  Version 19 is the last one that worked properly for me.  I will update with logs this evening, however everything in the generation seems to work fine the problem only occurs when switching to newer DLL NG versions.

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.

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots with more informative console of the full models that are missing with the output enabled.

Read https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds#Testing which papyrus log and DynDOLOD.log (after enabling debug) to also upload.

Just a heads up that I have no missing windmill fans using DynDOLOD DLL NG any version...

Report any main menu altering mods and how you start a new game.

Posted (edited)
10 hours 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.

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots with more informative console of the full models that are missing with the output enabled.

Read https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds#Testing which papyrus log and DynDOLOD.log (after enabling debug) to also upload.

Just a heads up that I have no missing windmill fans using DynDOLOD DLL NG any version...

Report any main menu altering mods and how you start a new game.

Dyndolod/TexGen logs + debug:

https://ufile.io/f/uounq

Dyndolod log from My Documents:

https://ufile.io/m5lf7k3r

Papyrus.0. log:

https://ufile.io/rzuip039

Screenshots:

https://imgur.com/a/CA6oH3C

This is while using the latest DLL NG version 23.  I use Alternate Start to begin the game and I wait until all the notifications in the corner are gone before fast travelling to Whiterun.  Oh and I misspoke earlier...version 20 is the last one to work for me, not 19.

Edited by MisterMorden
Posted
8 hours ago, MisterMorden said:

Dyndolod/TexGen logs + debug:

https://ufile.io/f/uounq

Dyndolod log from My Documents:

https://ufile.io/m5lf7k3r

Papyrus.0. log:

https://ufile.io/rzuip039

Screenshots:

https://imgur.com/a/CA6oH3C

This is while using the latest DLL NG version 23.  I use Alternate Start to begin the game and I wait until all the notifications in the corner are gone before fast travelling to Whiterun.  Oh and I misspoke earlier...version 20 is the last one to work for me, not 19.

Thanks.

Let me know if DynDOLOD DLL NG Alpha-24 fixes this.

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Posted
5 hours ago, sheson said:

Thanks.

Let me know if DynDOLOD DLL NG Alpha-24 fixes this.

I will try it this evening, apologies about the logless post when I know better by now!

Posted (edited)

I'm not seeing DLL NG Alpha 24 link in the usual place (large reference bug workaround link) ?

Edit - I found it on the nexus page, sorry. I usually use the mega link.

Edit 2 - Everything seems to be working great Sheson!  Thank you so much for your help!

Edited by MisterMorden
  • Like 1
Posted (edited)

Hello

I am having some issues and I found the only "fix" for now is to deactivate the dyndolod dll NG while playing after generating the tex + lod (I get a wrong version message for the script at launch which is not good I guess). Every time I come out of a house (Solitude, Dawnstar) I get a constant CTD, removing the DLL NG and its scripts stops the CTD and all the LOD seems to be correct (guess it's not though because a script mismatch is never good)

I get this type or error https://pastebin.com/DCnCjZJ7

I'm using the latest version of the DLL NG (Alpha 24), the TEXGEN + LODGEN (with grass lod in 3.0a169 version) both resulted with success.  Maybe it not Dyndolod but a mod I use that has something that result in the CTD with the DLL on, If there is a real fix I could use, that's be great

[1:51:32] DynDOLOD plugins generated successfully
[1:51:32] Occlusion.esp completed successfully

...
[3:03:40] LODGenx64Win.exe generated object LOD for Tamriel WIN successfully
[3:03:40] LODGenx64Win.exe generated object LOD for Tamriel successfully

Edited by Hercules6969
Posted
On 5/2/2024 at 10:34 PM, sheson said:

You uploaded a crash log that does not contain any DynDOLOD plugins, so excuse my confusion.

Upload the DynDOLOD log and debug log as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs

Edit ..\SKSE\Plugins\DynDOLOD_Data\DynDOLOD_NG_Worlds.txt with notepad and change to debug=true and under it add a new line debuglevel=2
Reproduce the crash.
Upload the crash log and c:\Users\[USERNAME]\Documents\My Games\Skyrim Special Edition\SKSE\DynDOLOD.log

I apologize it took me a couple days to get everything together for you here. I have 8 logs for you, some edited filepaths only for privacy. I followed your instructions exactly, hopefully this is everything you need. Thank you again Sheson.

Crash log: https://ufile.io/liz2rs88

DynDOLOD_SSE_debug_log: https://ufile.io/1vphynb8

DynDOLOD_SSE_log: https://ufile.io/yi43sf3k

LODGen_log: https://ufile.io/0eoos12s

SSELODGen_log: https://ufile.io/rpq4job4

TexGen_SSE_debug_log: https://ufile.io/qakjfacg

TexGen_SSE_log: https://ufile.io/sm2a7tff

DynDOLOD.log: https://ufile.io/ddcvwvr2

Posted
On 5/2/2024 at 2:48 AM, ArmchairNapoleon said:

https://pastebin.com/C7Jh3r3R

The disabling did not fix the issue.

Let me know if there is anything I can do to help. Would love to see my house from here without CTDing when loading saves.

Test if using this version of the DLL makes any difference https://mega.nz/file/1d42ybaJ#7wP8O_5MFg_J_h8VrJcva5ohz8ZB3aYMROI-6Vsg-Wk

If not, upload new version of DynDOLOD.log and try explain how to reproduce the crash.

Posted (edited)

The game still crashes upon reloading saves.

Crash log: https://pastebin.com/DmNvJC5a

DynDOLOD.log: https://pastebin.com/gRDSf2fS

To reproduce crash

1. Activate all plugins (DynDOLOD resources, DynDOLOD DLL NG, xLODGen (terrain only) Output, TexGen Output, DynDOLOD Output). This will also activate the DynDOLOD.esm, Occlusion.esp, etc

1a. Sort plugins with the latest LOOT

2. Start game from interior cell

3. Go outside so that DynDOLOD activates, check and make sure DynDOLOD is active

4. Use quick, auto, or manual save

5. Reload that recent save (this is problematic as it can occur naturally, i.e. accidentally attack a guard, reload recent save after death, etc)

6. If the game does not crash (it does not always crash, but it never crashes without DynDOLOD activated, i.e. you can reload as many saves as you want with my modlist and it is stable), save again and try again

7. Repeat Step 6 until you experience crash-to-desktop (short load screen then game crashes)

Let me know if you need any other information, the above crash I reproduced in Riverwood, and it crashed on my first reload (my first attempt to reproduce)

Edited by ArmchairNapoleon
clarification and more info, detail
Posted
On 5/6/2024 at 7:20 PM, ArmchairNapoleon said:

The game still crashes upon reloading saves.

Crash log: https://pastebin.com/DmNvJC5a

DynDOLOD.log: https://pastebin.com/gRDSf2fS

To reproduce crash

1. Activate all plugins (DynDOLOD resources, DynDOLOD DLL NG, xLODGen (terrain only) Output, TexGen Output, DynDOLOD Output). This will also activate the DynDOLOD.esm, Occlusion.esp, etc

1a. Sort plugins with the latest LOOT

2. Start game from interior cell

3. Go outside so that DynDOLOD activates, check and make sure DynDOLOD is active

4. Use quick, auto, or manual save

5. Reload that recent save (this is problematic as it can occur naturally, i.e. accidentally attack a guard, reload recent save after death, etc)

6. If the game does not crash (it does not always crash, but it never crashes without DynDOLOD activated, i.e. you can reload as many saves as you want with my modlist and it is stable), save again and try again

7. Repeat Step 6 until you experience crash-to-desktop (short load screen then game crashes)

Let me know if you need any other information, the above crash I reproduced in Riverwood, and it crashed on my first reload (my first attempt to reproduce)

Backup ..\skse\plugins\DynDOLOD_Data\DynDOLOD_NG_Tamriel.txt from the DynDOLOD output.

Edit it in notepad and find the section [Resets] near the bottom.
Remove all its entries and test if it makes a difference.

If not, find [Markers] in the middle and test if removing all its entries makes a difference.

If not, find [Objects] at top and test if removing all its entries makes a difference.

If removing all of the entries for a section made a difference, use binary search to narrow it down to a single line.

Binary search means to make a backup, remove half the entries, test if the problem is still there. If not restore backup and remove the other half. If the problem still exists repeat until you are down to a single or a couple entries left that are required to cause the problem.

If removing entries makes no difference at all, let me know.

Posted

I have a weird problem I have been struggling with for hours on end but I can't find a solution. I'm a fairly experienced modder but this stumps me.

I'm on 1.5.97.

When I use DynDOLOD DLL NG the saw mill in Riverwood disappears. Well the logs are there, but not the saw mill itself. That seems to be the only problem , I haven't found anything else that disappears. In all other aspects DynDOLOD 3 seems to work fine, with grass LODs and all.

And if I deactivate DynDOLOD DLL NG in my mod list, after having run DynDOLOD 3, the saw mill is there. 

The problems I have encountered before always had to to with a new mod I installed (I'm a mod horder I'm afraid) and I have removed a number of mods I suspected, but no difference. I have even started a completely new installation of Skyrim 1.5.97 but that didn't help either.

It looks like it's, weirdly enough, DynDOLOD DLL NG that causes the problem - but I have been using earlier version of that mod and didn't have that problem. (I tried to download and earlier version of DynDOLOD DLL NG for testing but wasn't able to do so).

And yes, all mods that LOOT has found problems with are cleaned.

Any idea anyone, what I should try next?

Posted
19 minutes ago, Gurion said:

I have a weird problem I have been struggling with for hours on end but I can't find a solution. I'm a fairly experienced modder but this stumps me.

I'm on 1.5.97.

When I use DynDOLOD DLL NG the saw mill in Riverwood disappears. Well the logs are there, but not the saw mill itself. That seems to be the only problem , I haven't found anything else that disappears. In all other aspects DynDOLOD 3 seems to work fine, with grass LODs and all.

And if I deactivate DynDOLOD DLL NG in my mod list, after having run DynDOLOD 3, the saw mill is there. 

The problems I have encountered before always had to to with a new mod I installed (I'm a mod horder I'm afraid) and I have removed a number of mods I suspected, but no difference. I have even started a completely new installation of Skyrim 1.5.97 but that didn't help either.

It looks like it's, weirdly enough, DynDOLOD DLL NG that causes the problem - but I have been using earlier version of that mod and didn't have that problem. (I tried to download and earlier version of DynDOLOD DLL NG for testing but wasn't able to do so).

And yes, all mods that LOOT has found problems with are cleaned.

Any idea anyone, what I should try next?

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload.
Also upload the DynDOLOD.log created by DynDOLOD.DLL NG as explained in https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds#Testing

Make a useful screenshot of the full model with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

What is the problem downloading different versions of DynDOLOD DLL NG from https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds#Requirements?

Does this happen with a new game?

Does it happen with this test version? https://mega.nz/file/1d42ybaJ#7wP8O_5MFg_J_h8VrJcva5ohz8ZB3aYMROI-6Vsg-Wk

Posted
6 hours ago, sheson said:

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload.
Also upload the DynDOLOD.log created by DynDOLOD.DLL NG as explained in https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds#Testing

Make a useful screenshot of the full model with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

What is the problem downloading different versions of DynDOLOD DLL NG from https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds#Requirements?

Does this happen with a new game?

Does it happen with this test version? https://mega.nz/file/1d42ybaJ#7wP8O_5MFg_J_h8VrJcva5ohz8ZB3aYMROI-6Vsg-Wk

Firstly - many, many thanks for all your efforts with DynDOLOD. I couldn't imagine playing Skyrim without it.

Sorry I was a bit lazy and didn't read the documentation thoroughly. I will recapture what I did. Today I went on with DynDOLOD DLL SE instead and that worked fine (fully aware of the difference).

Yes, it happens with a new game.

I will try out the test version and report back to you (with log and screenshot).

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