Gurion Posted May 7 Posted May 7 And about downloading different versions of DynDOLOD DLL NG from https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds#Requirements? When I click the button or the link on the Nexus page, nothing happens, the download doesn't start (using Chrome).
Gurion Posted May 7 Posted May 7 Gave the test version a quick try (just replaced the files without rerunning DynDOLOD) and it solved the problem. The Riverwood lumber mill is visible again! Got the error message "DynDOLOD.DLL and Papyrus scripts versions do not match". But that is as it should be, right? Do you still need the logs and a screenshot when the lumber mill is missing?
Gurion Posted May 7 Posted May 7 1 hour ago, Gurion said: Gave the test version a quick try (just replaced the files without rerunning DynDOLOD) and it solved the problem. The Riverwood lumber mill is visible again! Got the error message "DynDOLOD.DLL and Papyrus scripts versions do not match". But that is as it should be, right? Do you still need the logs and a screenshot when the lumber mill is missing? Created a new DynDOLOD output with the test version. Problem gone! (Still got the error message about script versions though). Uploading screen shots and the debug log, just in case you want to have a look. Let me know if another log is needed. DynDOLOD_SSE_Debug_log.txt
sheson Posted May 7 Author Posted May 7 2 hours ago, Gurion said: Gave the test version a quick try (just replaced the files without rerunning DynDOLOD) and it solved the problem. The Riverwood lumber mill is visible again! Got the error message "DynDOLOD.DLL and Papyrus scripts versions do not match". But that is as it should be, right? Do you still need the logs and a screenshot when the lumber mill is missing? An error messages means, that there is an error and that something is not as it should be. Make sure to keep the papyrus scripts from DynDOLOD DLL NG and Scripts Alpha 24 and that they overwrite DynDOLOD Resources. Only replace the the DynDOLOD.DLL and the PDB from DynDOLOD DLL NG with the ones from the test version archive., If there is still an error message, upload the DynDOLOD.log and the papyrus script logs. 1 hour ago, Gurion said: Created a new DynDOLOD output with the test version. Problem gone! (Still got the error message about script versions though). Uploading screen shots and the debug log, just in case you want to have a look. Let me know if another log is needed. DynDOLOD_SSE_Debug_log.txt 160.31 kB · 0 downloads The debug log seems stop after Background Loader: finished, so it does even show if DynDOLOD started or any information from the last generation. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs, which DynDOLOD log to also upload and the explanations how the debug log is replaced every session, while the normal log is appended to.
ex0-tekk Posted May 9 Posted May 9 (edited) Hey there Sheson, a new DynDOLOD DLL NG and Scripts 3.00 CTD Error for SkyrimVR, previous Alpha version 24 of DynDOLOD DLL NG and Scripts 3.00 still works good and produces no errors for VR before or after a Dyn compile, from what I can tell this looks like another PlayerEvent error. Here's the Crash Log Edited May 9 by ex0-tekk
sheson Posted May 10 Author Posted May 10 10 hours ago, ex0-tekk said: Hey there Sheson, a new DynDOLOD DLL NG and Scripts 3.00 CTD Error for SkyrimVR, previous Alpha version 24 of DynDOLOD DLL NG and Scripts 3.00 still works good and produces no errors for VR before or after a Dyn compile, from what I can tell this looks like another PlayerEvent error. Here's the Crash Log This should be fixed in DynDOLOD DLL NG and Scripts 3 Alpha-26 1
ArmchairNapoleon Posted May 11 Posted May 11 (edited) On 5/6/2024 at 9:36 PM, sheson said: 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. Thank you for being so patient with me and your continued support. It really means a lot that you would go this far to help one person out with your mod. I tried the suggestions you mentioned, in the file I deleted all [Objects], [Markers], and [Resets] entries, and used the method I quoted earlier to try to reproduce a crash. Unfortunately, I was able to reproduce the crash with all entries removed from each category. Thus, removing entries did not work, I couldn't get to the binary search step. Edited May 11 by ArmchairNapoleon
sheson Posted May 11 Author Posted May 11 31 minutes ago, ArmchairNapoleon said: Thank you for being so patient with me and your continued support. It really means a lot that you would go this far to help one person out with your mod. I tried the suggestions you mentioned, in the file I deleted all [Objects], [Markers], and [Resets] entries, and used the method I quoted earlier to try to reproduce a crash. Unfortunately, I was able to reproduce the crash with all entries removed from each category. Thus, removing entries did not work, I couldn't get to the binary search step. Upload the DynDOLOD.log (with debug=true and debuglevel=5) and crash log after all entries for all 3 sections have been removed.
mostwanted11 Posted May 12 Posted May 12 (edited) I sometimes crash on save reload and this is my crash report https://pastebin.com/Tc8RUHdZ every time. Some folks on reddit and nexus seem to suspect a correlation with DynDOLOD.dll NG, could you please confirm? EDIT: this is my papyrus log https://pastebin.com/bRp8jgQa and i'm using 1.5.97.0 Edited May 12 by mostwanted11
sheson Posted May 12 Author Posted May 12 6 hours ago, mostwanted11 said: I sometimes crash on save reload and this is my crash report https://pastebin.com/Tc8RUHdZ every time. Some folks on reddit and nexus seem to suspect a correlation with DynDOLOD.dll NG, could you please confirm? EDIT: this is my papyrus log https://pastebin.com/bRp8jgQa and i'm using 1.5.97.0 Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload Also upload the c:\Users\[USERNAME]\Documents\My Games\Skyrim Special Edition\SKSE\DynDOLOD.log as explained in https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds#Testing Make sure to use the latest version of everything.
ArmchairNapoleon Posted May 12 Posted May 12 (edited) 13 hours ago, sheson said: Upload the DynDOLOD.log (with debug=true and debuglevel=5) and crash log after all entries for all 3 sections have been removed. Alright so I'm not sure how I got it to crash with [Markers] completely removed before, but now for some reason when I remove all of the entries from [Markers] it does not crash. I think that when I got it to crash with all the [Markers] entries removed before, I had a space (empty line in the DynDOLOD_NG_Tamriel) between [Markers] and [Resets], but when I have it just [Markers]|[Resets] (where | represents a press of the enter key to go to the next line), it does not crash. Thus I believe the problem is in [Markers]. However, upon trying the binary search you suggested, I tried removing both the first half and the second half of the entries, and the problem exists with either half deleted, leading me to suspect there are multiple entries spread throughout the entirety of the [Markers] list possibly causing the issue. If you don't mind, I'd like to know what I am removing within the game also when I am deleting these entries? Edited May 12 by ArmchairNapoleon
sheson Posted May 12 Author Posted May 12 32 minutes ago, ArmchairNapoleon said: Alright so I'm not sure how I got it to crash with [Markers] completely removed before, but now for some reason when I remove all of the entries from [Markers] it does not crash. I think that when I got it to crash with all the [Markers] entries removed before, I had a space (empty line in the DynDOLOD_NG_Tamriel) between [Markers] and [Resets], but when I have it just [Markers]|[Resets] (where | represents a press of the enter key to go to the next line), it does not crash. Thus I believe the problem is in [Markers]. However, upon trying the binary search you suggested, I tried removing both the first half and the second half of the entries, and the problem exists with either half deleted, leading me to suspect there are multiple entries spread throughout the entirety of the [Markers] list possibly causing the issue. If you don't mind, I'd like to know what I am removing within the game also when I am deleting these entries? No DynDOLOD.log with debug enabled or crash log was provided. The markers list contains xMakers and persistent large reference that are used to work around large reference. Indeed your troubleshooting means the problem is most likely not with a specific entry. Replace the DynDOLOD.DLL and .PDB in .\SKSE\Plugins\ with this test version https://mega.nz/file/EUgHkCaS#yGkqCz0fRPi0w7PSsoZcpzFLNF-wpMagxK52i5WPQaQ and check if there is anything different. If the issue persists, edit ..\skse\plugins\DynDOLOD_Data\DynDOLOD_NG_Worlds.txt and change debug=true and add a line underneath debuglevel=5. Then reproduce the crash and upload c:\Users\[USERNAME]\Documents\My Games\Skyrim Special Edition\SKSE\DynDOLOD.log and the new crash log. 1
ArmchairNapoleon Posted May 12 Posted May 12 (edited) 12 minutes ago, sheson said: No DynDOLOD.log with debug enabled or crash log was provided. The markers list contains xMakers and persistent large reference that are used to work around large reference. Indeed your troubleshooting means the problem is most likely not with a specific entry. Replace the DynDOLOD.DLL and .PDB in .\SKSE\Plugins\ with this test version https://mega.nz/file/EUgHkCaS#yGkqCz0fRPi0w7PSsoZcpzFLNF-wpMagxK52i5WPQaQ and check if there is anything different. If the issue persists, edit ..\skse\plugins\DynDOLOD_Data\DynDOLOD_NG_Worlds.txt and change debug=true and add a line underneath debuglevel=5. Then reproduce the crash and upload c:\Users\[USERNAME]\Documents\My Games\Skyrim Special Edition\SKSE\DynDOLOD.log and the new crash log. You are right, I apologize. I did not get the [Resets] removed crash logs or DynDOLOD log as I discovered the problem existed within [Markers] prior to when I would have removed the [Resets] and tested, but here are two sets of logs. [Objects] Removed DynDOLOD.log: https://ufile.io/rpbt7oql Crash log: https://pastebin.com/RDEVZRQQ Some, but not all [Markers] Removed DynDOLOD.log: https://ufile.io/656o6qk6 Crash log: https://pastebin.com/FcXLStJh I will go ahead and try the fix you suggested now. Edited May 12 by ArmchairNapoleon
ArmchairNapoleon Posted May 12 Posted May 12 27 minutes ago, sheson said: No DynDOLOD.log with debug enabled or crash log was provided. The markers list contains xMakers and persistent large reference that are used to work around large reference. Indeed your troubleshooting means the problem is most likely not with a specific entry. Replace the DynDOLOD.DLL and .PDB in .\SKSE\Plugins\ with this test version https://mega.nz/file/EUgHkCaS#yGkqCz0fRPi0w7PSsoZcpzFLNF-wpMagxK52i5WPQaQ and check if there is anything different. If the issue persists, edit ..\skse\plugins\DynDOLOD_Data\DynDOLOD_NG_Worlds.txt and change debug=true and add a line underneath debuglevel=5. Then reproduce the crash and upload c:\Users\[USERNAME]\Documents\My Games\Skyrim Special Edition\SKSE\DynDOLOD.log and the new crash log. I just spent about ten minutes relentlessly trying to get the game to crash, which I am happy to report with this new test version, it does not crash! Amazing! (it is a very strange feeling when the game does not CTD and you fully expect it to as you have replicated the same crash nearly hundreds of times xD). I cannot thank you enough for your help, you have my sincerest thanks! May I ask, what was the problem or the fix you implemented with this DLL NG version?
sheson Posted May 12 Author Posted May 12 22 minutes ago, ArmchairNapoleon said: I just spent about ten minutes relentlessly trying to get the game to crash, which I am happy to report with this new test version, it does not crash! Amazing! (it is a very strange feeling when the game does not CTD and you fully expect it to as you have replicated the same crash nearly hundreds of times xD). I cannot thank you enough for your help, you have my sincerest thanks! May I ask, what was the problem or the fix you implemented with this DLL NG version? That is great to hear. It is either the extra checks I added to make sure a ref handle is still valid mid process or making sure something doesn't run twice at the same time. Neither should happen the instant the game starts notifies that it is loading, since all processing is stopped, but the engine does whatever the engine does. 1
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