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I am so sorry, I uploaded the wrong crash log. This is the crash log im getting which is pretty much the same as the one in the reddit post. Yeah I know to ignore redditors and their irrelevant conclusions, but the issue has been completely resolved after reverting to the 27.1 one (after play testing 4 hours of which I reloaded saves plenty, while the alpha 30 was crashing on random reloads every 20 mins or so). I will try the new version you provided. Btw for the record I was using alpha 30.

Crash_2024_7_26_2-7-2.txt

Edited by mostwanted11
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1 hour ago, mostwanted11 said:

I am so sorry, I uploaded the wrong crash log. This is the crash log im getting which is pretty much the same as the one in the reddit post. Yeah I know to ignore redditors and their irrelevant conclusions, but the issue has been completely resolved after reverting to the 27.1 one (after play testing 4 hours of which I reloaded saves plenty, while the alpha 30 was crashing on random reloads every 20 mins or so). I will try the new version you provided. Btw for the record I was using alpha 30.

Crash_2024_7_26_2-7-2.txt 142.84 kB · 2 downloads

The latest release version of DynDOLOD DLL NG is Alpha-31. Always use the latest version.

Install Crash logger. Disable the Framework crash log by setting Debug.CrashLog.Enabled = 0 in NetScriptFramework.config.txt.

If the problem persists with Alpha-31 or the test version, upload new crash logger log.
In the DynDOLOD output edit ..\skse\plugins\DynDOLOD_Data\DynDOLOD_NG_Worlds.txt and set debug=true
Upload c:\Users\[USERNAME]\Documents\My Games\Skyrim Special Edition\DynDOLOD.log

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On 7/26/2024 at 11:45 AM, sheson said:

The latest release version of DynDOLOD DLL NG is Alpha-31. Always use the latest version.

Install Crash logger. Disable the Framework crash log by setting Debug.CrashLog.Enabled = 0 in NetScriptFramework.config.txt.

If the problem persists with Alpha-31 or the test version, upload new crash logger log.
In the DynDOLOD output edit ..\skse\plugins\DynDOLOD_Data\DynDOLOD_NG_Worlds.txt and set debug=true
Upload c:\Users\[USERNAME]\Documents\My Games\Skyrim Special Edition\DynDOLOD.log

Okay, after a few days of testing, it probably isn't dyndolod. My long going save just crashes on startup when I use engine fixes' Quicksave into hard save feature, if it's a hard manual save things go nicely. The problem is my game keeps leaking unattached instances whenever I reload it in game, as reported by Resaver. So loading up a functioning save, dying and reloading it and then saving a while after, the new save is going to have unattached instances(I can't trace the instance as it's just labeled ACTOR and Object missing). To be honest I have no clue what's going on or why this is happening, it is very frustrating but as it most likely has nothing to do with dyndolod's DLL, although I am tempted to try out the old SE DLL and regenerate dynd without the large bug fixes thing to see how it goes.

 

I uploaded my crash logs as you requested but Idek if they're helpful.

 

EDIT: FYI the way I load up saves that crash on load is by swapping back and fourth between alpha 32 and alpha 27. So if it crashes using 27 I load up 32 and if it crashes later with 32 I load up 27. This crap is so weird man

crash-2024-07-30-08-50-22.log crash-2024-07-30-08-56-23.log

Edited by mostwanted11
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2 hours ago, mostwanted11 said:

Okay, after a few days of testing, it probably isn't dyndolod. My long going save just crashes on startup when I use engine fixes' Quicksave into hard save feature, if it's a hard manual save things go nicely. The problem is my game keeps leaking unattached instances whenever I reload it in game, as reported by Resaver. So loading up a functioning save, dying and reloading it and then saving a while after, the new save is going to have unattached instances(I can't trace the instance as it's just labeled ACTOR and Object missing). To be honest I have no clue what's going on or why this is happening, it is very frustrating but as it most likely has nothing to do with dyndolod's DLL, although I am tempted to try out the old SE DLL and regenerate dynd without the large bug fixes thing to see how it goes.

 

I uploaded my crash logs as you requested but Idek if they're helpful.

 

EDIT: FYI the way I load up saves that crash on load is by swapping back and fourth between alpha 32 and alpha 27. So if it crashes using 27 I load up 32 and if it crashes later with 32 I load up 27. This crap is so weird man

crash-2024-07-30-08-50-22.log 69.31 kB · 0 downloads crash-2024-07-30-08-56-23.log 78.16 kB · 0 downloads

Both crash logs show DynDOLOD DLL NG Alpha 27 being used. Always use the latest version.

DynDOLOD does not really do anything with actors.

The FormType: None (00) for FormID: 0x3FFFDF2B (The Great Village of Old Hroldan.esp) seems wierd. Error check the load order with xEdit.

A productive troubleshooting step would be to disable the DynDOLOD plugins to see if that has an affect on CTDs. If they stop then the next troubleshooting step would be some binary search if it can be narrowed to a specific record in one of the plugins.

Unattached instances usuaully happens if a plugin or a record in a plugin does not exist anymore. Test with a new save.

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Hello,

Using DynDOLOD DLL NG.

How do I extend the rendering distance of dynamic LODs? The rotating windmill fans of the Solitude windmill disappear (and re-appear) somewhere in the middle of Hjaalmarch's swamps for me. I would like for that to NOT be the case. I would like to keep seeing the fans until I can't see the windmill anymore. That's the whole purpose of using DynDOLOD, is it not?

I used the High preset and no errors were detected while generating DynDOLOD. I have ugridstoLoad at 5 and the corresponding Large Ref setting at 7. I have both a DynDOLOD.esm and a DynDOLOD.esp activated.

Gotta say, the STRANGEST thing of my passage from LE to SE is exactly the fact that DynDOLOD seems to constantly be performing LESS well than in LE. In LE, windmill fans and waterfalls were ALWAYS visible with the default presets. I have NEVER encountered this sort of problems in LE.

I don't get why we ought to have all of these "performance" concerns that oblige us to disable dynamic LODs in the distance in the modern 64bit Skyrim SE engine when we didn't have those concerns in LE and the LE game ran perfectly fine anyway, "old", "primitive" 32bit game that it was... smh

Edited by Abbot
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33 minutes ago, Abbot said:

Hello,

Using DynDOLOD DLL NG.

How do I extend the rendering distance of dynamic LODs? The rotating windmill fans of the Solitude windmill disappear (and re-appear) somewhere in the middle of Hjaalmarch's swamps for me. I would like for that to NOT be the case. I would like to keep seeing the fans until I can't see the windmill anymore. That's the whole purpose of using DynDOLOD, is it not?

I used the High preset and no errors were detected while generating DynDOLOD. I have ugridstoLoad at 5 and the corresponding Large Ref setting at 7. I have both a DynDOLOD.esm and a DynDOLOD.esp activated.

Gotta say, the STRANGEST thing of my passage from LE to SE is exactly the fact that DynDOLOD seems to constantly be performing LESS well than in LE. In LE, windmill fans and waterfalls were ALWAYS visible with the default presets. I have NEVER encountered this sort of problems in LE.

I don't get why we ought to have all of these "performance" concerns that oblige us to disable dynamic LODs in the distance in the modern 64bit Skyrim SE engine when we didn't have those concerns in LE and the LE game ran perfectly fine anyway, "old", "primitive" 32bit game that it was... smh

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.

https://dyndolod.info/Help/Dynamic-LOD
Dynamic LOD uses two distances, the so called NearGrid and FarGrid to control the visibility (enable state) of the dynamic LOD references. The size of the grids can be set on the advanced mode settings.

https://dyndolod.info/Help/Advanced-Mode#Dynamic-LOD
NearGridsToLoad sets the NearGrid cells diameter around the player.
FarGridsToLoad sets the FarGrid cells diameter around the player.

https://dyndolod.info/Help/Mod-Configuration-Menu-NG#Settings
Dynamic LOD
NearGrid sets the distance of dynamic LOD references assigned to the NearGrid.
FarGrid sets the distance of dynamic LOD references assigned to the FarGrid.

https://dyndolod.info/FAQ#Performance
DynDOLOD is a set of tools that generates a LOD mod based on the load order and the options/settings made by the user. The visual results and the performance impact are what the user chooses it to be. Based on the settings and user choices, the resource requirements and performance impact can be less, same or more than the LOD of the vanilla game while the visual result is always vastly superior.

The tools give you the control over things that are normally not possible, do not exist or hard to achieve. Sensible presets exist as a base. SE vanilla does not show the Solitude windmill fan beyond the uLargeRefLODGridSize. With DynDOLOD it either shows  up to the NearGrid or FarGrid distances depending on setup and settings.
Not everyone has the same powerful hardware. Once there are lots of mods, high res models, 4k and 8k textures, not well optimized 3rd party 3D tree LOD models and grass LODnot wasting unnecessary CPU/GPU cycles for showing full models on the other side of the map is becoming more important.

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42 minutes 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.

https://dyndolod.info/Help/Dynamic-LOD
Dynamic LOD uses two distances, the so called NearGrid and FarGrid to control the visibility (enable state) of the dynamic LOD references. The size of the grids can be set on the advanced mode settings.

https://dyndolod.info/Help/Advanced-Mode#Dynamic-LOD
NearGridsToLoad sets the NearGrid cells diameter around the player.
FarGridsToLoad sets the FarGrid cells diameter around the player.

https://dyndolod.info/Help/Mod-Configuration-Menu-NG#Settings
Dynamic LOD
NearGrid sets the distance of dynamic LOD references assigned to the NearGrid.
FarGrid sets the distance of dynamic LOD references assigned to the FarGrid.

https://dyndolod.info/FAQ#Performance
DynDOLOD is a set of tools that generates a LOD mod based on the load order and the options/settings made by the user. The visual results and the performance impact are what the user chooses it to be. Based on the settings and user choices, the resource requirements and performance impact can be less, same or more than the LOD of the vanilla game while the visual result is always vastly superior.

The tools give you the control over things that are normally not possible, do not exist or hard to achieve. Sensible presets exist as a base. SE vanilla does not show the Solitude windmill fan beyond the uLargeRefLODGridSize. With DynDOLOD it either shows  up to the NearGrid or FarGrid distances depending on setup and settings.
Not everyone has the same powerful hardware. Once there are lots of mods, high res models, 4k and 8k textures, not well optimized 3rd party 3D tree LOD models and grass LODnot wasting unnecessary CPU/GPU cycles for showing full models on the other side of the map is becoming more important.

Is there really NO generic answer to my question? I need to give the logs every time? the question is "how do I extend the rendering distance of dynamic lods while using DynDOLOD dll NG and scripts".

Ah, Ok, you gave me some other links. Thanks.

Edited by Abbot
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1 hour 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.

https://dyndolod.info/Help/Dynamic-LOD
Dynamic LOD uses two distances, the so called NearGrid and FarGrid to control the visibility (enable state) of the dynamic LOD references. The size of the grids can be set on the advanced mode settings.

https://dyndolod.info/Help/Advanced-Mode#Dynamic-LOD
NearGridsToLoad sets the NearGrid cells diameter around the player.
FarGridsToLoad sets the FarGrid cells diameter around the player.

https://dyndolod.info/Help/Mod-Configuration-Menu-NG#Settings
Dynamic LOD
NearGrid sets the distance of dynamic LOD references assigned to the NearGrid.
FarGrid sets the distance of dynamic LOD references assigned to the FarGrid.

https://dyndolod.info/FAQ#Performance
DynDOLOD is a set of tools that generates a LOD mod based on the load order and the options/settings made by the user. The visual results and the performance impact are what the user chooses it to be. Based on the settings and user choices, the resource requirements and performance impact can be less, same or more than the LOD of the vanilla game while the visual result is always vastly superior.

The tools give you the control over things that are normally not possible, do not exist or hard to achieve. Sensible presets exist as a base. SE vanilla does not show the Solitude windmill fan beyond the uLargeRefLODGridSize. With DynDOLOD it either shows  up to the NearGrid or FarGrid distances depending on setup and settings.
Not everyone has the same powerful hardware. Once there are lots of mods, high res models, 4k and 8k textures, not well optimized 3rd party 3D tree LOD models and grass LODnot wasting unnecessary CPU/GPU cycles for showing full models on the other side of the map is becoming more important.

So in the Settings submenu of the MCM I'm lacking the options to modify the FarGrid and the NearGrid that are shown here: https://dyndolod.info/Help/Mod-Configuration-Menu-NG#Settings . (I have all the other options like NeverFade, window glow...)

What did I miss (or am I missing)? Is there a way to change this without having to regenerate the DynDOLOD output?

I am using DynDOLOD Resoucres SE 3.00 Alpha 49 and the corresponding DynDOLOD version that I do not remember.

Edited by Abbot
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2 hours ago, Abbot said:

Is there really NO generic answer to my question? I need to give the logs every time? the question is "how do I extend the rendering distance of dynamic lods while using DynDOLOD dll NG and scripts".

Ah, Ok, you gave me some other links. Thanks.

Without logs I have no idea what you actually generated or using. So the answers may apply or not.

2 hours ago, Abbot said:

So in the Settings submenu of the MCM I'm lacking the options to modify the FarGrid and the NearGrid that are shown here: https://dyndolod.info/Help/Mod-Configuration-Menu-NG#Settings . (I have all the other options like NeverFade, window glow...)

What did I miss (or am I missing)? Is there a way to change this without having to regenerate the DynDOLOD output?

I am using DynDOLOD Resoucres SE 3.00 Alpha 49 and the corresponding DynDOLOD version that I do not remember.

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.

https://dyndolod.info
Always use the latest versions. Newer versions fix bugs, add new features, contain updated/new assets and configuration files to support the (sometimes still updated) vanilla game and for existing, new or updated mods. Using the latest version, providing feedback and reporting of all problems with requested logs to the official DynDOLOD support forum is a requirement to participate in the alpha test. Do not waste time using older versions or reporting problems with older versions.

https://dyndolod.info/Changelog
Version 3.00 Alpha 173
DynDOLOD DLL NG and Scripts - added DynDOLOD SkyUI MCM NG settings for NearGrid and FarGrid

DynDOLOD DLL NG
Changelogs
Version Alpha-31
added DynDOLOD SkyUI MCM NG settings for NearGrid and FarGrid

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16 hours ago, Abbot said:

Hello,

Using DynDOLOD DLL NG.

How do I extend the rendering distance of dynamic LODs? The rotating windmill fans of the Solitude windmill disappear (and re-appear) somewhere in the middle of Hjaalmarch's swamps for me. I would like for that to NOT be the case. I would like to keep seeing the fans until I can't see the windmill anymore. That's the whole purpose of using DynDOLOD, is it not?

I used the High preset and no errors were detected while generating DynDOLOD. I have ugridstoLoad at 5 and the corresponding Large Ref setting at 7. I have both a DynDOLOD.esm and a DynDOLOD.esp activated.

Gotta say, the STRANGEST thing of my passage from LE to SE is exactly the fact that DynDOLOD seems to constantly be performing LESS well than in LE. In LE, windmill fans and waterfalls were ALWAYS visible with the default presets. I have NEVER encountered this sort of problems in LE.

I don't get why we ought to have all of these "performance" concerns that oblige us to disable dynamic LODs in the distance in the modern 64bit Skyrim SE engine when we didn't have those concerns in LE and the LE game ran perfectly fine anyway, "old", "primitive" 32bit game that it was... smh

In addition to what sheson posted in response, I want to point out that the really blatant difference between LE and SE is the existence of the LRB - Large Reference Bug in SE that doesn't exist in LE (and the 'improved' snow shader is another, but that's beside the point). If you've been playing LE all this time, then I guess you haven't heard. This is the main reason why your LOD experience is different with SE. Blame Bethesda.

 

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Hi!

After running Dyndolod Alpha 180 all the lumbermill waterwheels and all the windmill fans are no longer visible. When Dyndolod Output is disabled they return. Unfortunaly, I lack the experience to solve this problem. Any help would be highly appreciated. Dyndolod files and console screenshots are available at the link:

https://drive.google.com/drive/folders/1YHmdbX5ULckN2bzaRatMgD8grd0cFeki?usp=sharing

Thanx in adavance for any clues.

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10 hours ago, Nzymia said:

Hi!

After running Dyndolod Alpha 180 all the lumbermill waterwheels and all the windmill fans are no longer visible. When Dyndolod Output is disabled they return. Unfortunaly, I lack the experience to solve this problem. Any help would be highly appreciated. Dyndolod files and console screenshots are available at the link:

https://drive.google.com/drive/folders/1YHmdbX5ULckN2bzaRatMgD8grd0cFeki?usp=sharing

Thanx in adavance for any clues.

Upload the papyrus log as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs
Upload the DynDOLOD.log from DynDOLOD DLL NG as explained in https://dyndolod.info/Help/DynDOLOD-DLL#Troubleshooting
Upload DynDOLOD_NG_Tamriel.txt and DynDOLOD_NG_Worlds.txt from the DynDOLOD ouput ..\SKSE\plugins\DynDOLOD_Data\ folder

Test with a new game, with coc riverwood from main menu console for example and report if problem still happens.
They are supposed to be replacements once dynamic LOD is active.

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On 9/1/2024 at 1:00 PM, sheson said:

Without logs I have no idea what you actually generated or using. So the answers may apply or not.

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.

https://dyndolod.info
Always use the latest versions. Newer versions fix bugs, add new features, contain updated/new assets and configuration files to support the (sometimes still updated) vanilla game and for existing, new or updated mods. Using the latest version, providing feedback and reporting of all problems with requested logs to the official DynDOLOD support forum is a requirement to participate in the alpha test. Do not waste time using older versions or reporting problems with older versions.

https://dyndolod.info/Changelog
Version 3.00 Alpha 173
DynDOLOD DLL NG and Scripts - added DynDOLOD SkyUI MCM NG settings for NearGrid and FarGrid

DynDOLOD DLL NG
Changelogs
Version Alpha-31
added DynDOLOD SkyUI MCM NG settings for NearGrid and FarGrid

Thank you Sheson for all the links, documentation, and for DynDOLOD (of course).

On 9/2/2024 at 2:32 AM, z929669 said:

In addition to what sheson posted in response, I want to point out that the really blatant difference between LE and SE is the existence of the LRB - Large Reference Bug in SE that doesn't exist in LE (and the 'improved' snow shader is another, but that's beside the point). If you've been playing LE all this time, then I guess you haven't heard. This is the main reason why your LOD experience is different with SE. Blame Bethesda.

 

yeah they really should stop developing their own games and disband (finally).

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On 9/2/2024 at 9:31 PM, sheson said:

Upload the papyrus log as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs
Upload the DynDOLOD.log from DynDOLOD DLL NG as explained in https://dyndolod.info/Help/DynDOLOD-DLL#Troubleshooting
Upload DynDOLOD_NG_Tamriel.txt and DynDOLOD_NG_Worlds.txt from the DynDOLOD ouput ..\SKSE\plugins\DynDOLOD_Data\ folder

Test with a new game, with coc riverwood from main menu console for example and report if problem still happens.
They are supposed to be replacements once dynamic LOD is active.

I have run Dyndolod again in an attempt to generate a papyrus0.log that you aksed for. That failed. However, in a new game things are much worse now. The waterwheel (and windmill) is fine but the entire lumbermill in Riverwood is now fading in and out depending on where I stand. I can walk right through it. Looks like an occlusion plane phenomenon. I have uploaded some files you asked for to this link:

https://drive.google.com/drive/folders/1YHmdbX5ULckN2bzaRatMgD8grd0cFeki?usp=sharing

 

However, I don't think there is a straightforward fix, so I give up. Please feel free to ignore this post. Just wanted to stop by and say thank you for your time and effort.

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1 hour ago, Nzymia said:

I have run Dyndolod again in an attempt to generate a papyrus0.log that you aksed for. That failed. However, in a new game things are much worse now. The waterwheel (and windmill) is fine but the entire lumbermill in Riverwood is now fading in and out depending on where I stand. I can walk right through it. Looks like an occlusion plane phenomenon. I have uploaded some files you asked for to this link:

https://drive.google.com/drive/folders/1YHmdbX5ULckN2bzaRatMgD8grd0cFeki?usp=sharing

However, I don't think there is a straightforward fix, so I give up. Please feel free to ignore this post. Just wanted to stop by and say thank you for your time and effort.

https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs
If there are suspected problems related to dynamic LOD or the DynDOLOD SkyUI MCM in the game, enable and upload the entire c:\Users\[USERNAME]\Documents\My Games\[Skyrim|Skyrim Special Edition|Skyrim VR]\Logs\Script\Papyrus.0.log. To enable papyrus logging add/edit these line in the Skyrim.ini...
DynDOLOD does not generate the papyrus log. The game creates it after doing the changes to the INI for the game as explained.
The papyrus log you uploaded seems to be from 2023. Create current one.

If the waterwheels replacements work in a new game but not when loading a save game, make sure to follow the clean save routine https://dyndolod.info/Help/Clean-Save
If the save never saw a DynDOLOD output before or your are sure it is a clean save (report which is the case), test if deactivating/activating DynDOLOD from its SkyUI MCM make the waterwheels appear. See https://dyndolod.info/Help/Mod-Configuration-Menu-NG

No  screenshots about the new problem have been provided. That indeed sounds like an occlusion plane problem. Maybe you are missing patch. https://dyndolod.info/FAQ#Full-models-disappearing-going-in-and-out-of-view
Verify the problem does not happen with DynDOLOD output disabled. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting.
DynDOLOD typically does not change or affect any occlusion planes. Only the Solitude Occlusion Planes patch from DynDOLOD Resources does that. However, that should not affect anything outside of the SolitudeWorldspace. DynDOLOD typically does not affect collision of full models.

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