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Posted
32 minutes ago, Kattmandu said:

CTD when manually loading a save.

crash-2025-05-04-18-12-35.log --> https://limewire.com/d/8lGVw#8zLWZZAQVQ

DynDOLOD.log --> https://limewire.com/d/qhcOB#1ic0hSTMXq (sorry, didn't have debug enabled)

skse64.log --> https://limewire.com/d/BFa7Y#0AR7ZY7kz6

Papyrus.0.log --> https://limewire.com/d/nJKtT#RtXVm3Oijb

You did generate new LOD for this load order right? IN that case upload the new DynDOLOD log and debug log as well.

The crash log indicates NGIO-NG.DLL. But just for now lets assume its fine unless the same crash is reported again.

Lets try this first based on where we were last: Hide all SHESON_DynDOLOD_ObjectEnabler.pex from both DynDOLOD DLL and DynDOLOD Resources SE in the load order, so the script is not available at all.

Posted (edited)
1 hour ago, sheson said:

You did generate new LOD for this load order right? IN that case upload the new DynDOLOD log and debug log as well.

The crash log indicates NGIO-NG.DLL. But just for now lets assume its fine unless the same crash is reported again.

Lets try this first based on where we were last: Hide all SHESON_DynDOLOD_ObjectEnabler.pex from both DynDOLOD DLL and DynDOLOD Resources SE in the load order, so the script is not available at all.

I did not generate new LOD.  Load order hasn't changed.  I have the same load order that I've been using to start new playthroughs for the past month.  I re-enabled all mods back to the standard STEP guide before starting this new playthrough (under a new MO2 profile) since I was testing if there was an issue with using RaceMenu presets.  I did however update NGIO and generate new grass cache since the mod was just updated to v1.4.0 from v1.3.3.  Do you want me to regenerate xLODGen, TexGen, and DynDOLOD output?

 

Edited by Kattmandu
Posted
51 minutes ago, Kattmandu said:

I did not generate new LOD.  Load order hasn't changed.  I have the same load order that I've been using to start new playthroughs for the past month.  I re-enabled all mods back to the standard STEP guide before starting this new playthrough (under a new MO2 profile) since I was testing if there was an issue with using RaceMenu presets.  I did however update NGIO and generate new grass cache since the mod was just updated to v1.4.0 from v1.3.3.  Do you want me to regenerate xLODGen, TexGen, and DynDOLOD output?

No. Continue with what you have. Just remove the script from all possible sources so it is really not in the load order. 

Posted
On 5/4/2025 at 4:40 PM, sheson said:

No. Continue with what you have. Just remove the script from all possible sources so it is really not in the load order. 

CTD with SHESON_DynDOLOD_ObjectEnabler.pex hidden from both DynDOLOD DLL and DynDOLOD Resources SE.

crash-2025-05-06-01-36-39.log --> https://limewire.com/d/PwdjV#zzLVSK1Plq

DynDOLOD.log --> https://limewire.com/d/G8Ds7#kCNBzQRMix

skse64.log --> https://limewire.com/d/CTKA5#xVTimK2nxm

Papyrus.0.log --> https://limewire.com/d/RPLbm#eb2YyVmkOq

Posted
5 hours ago, Kattmandu said:

CTD with SHESON_DynDOLOD_ObjectEnabler.pex hidden from both DynDOLOD DLL and DynDOLOD Resources SE.

crash-2025-05-06-01-36-39.log --> https://limewire.com/d/PwdjV#zzLVSK1Plq

DynDOLOD.log --> https://limewire.com/d/G8Ds7#kCNBzQRMix

skse64.log --> https://limewire.com/d/CTKA5#xVTimK2nxm

Papyrus.0.log --> https://limewire.com/d/RPLbm#eb2YyVmkOq

Lets remove the references that use that script to make sure and so they do not clutter up the logs.

Make a backup of DynDOLOD.esp.  Open it in xEdit and remove these references:
DynDOLOD.esp xx02061A
DynDOLOD.esp xx01F135
DynDOLOD.esp xx02050C
DynDOLOD.esp xx02045B
DynDOLOD.esp xx020459
DynDOLOD.esp xx020647
DynDOLOD.esp xx0208B3
DynDOLOD.esp xx0205DB

Replace xx with the load order of the DynDOLOD.esp. Enter the form IDs in to the field FormID top left, hit enter. Right click the found record in the left tree view, select remove.
Continue testing with that plugin for now.

Posted
16 hours ago, sheson said:

Lets remove the references that use that script to make sure and so they do not clutter up the logs.

Make a backup of DynDOLOD.esp.  Open it in xEdit and remove these references:
DynDOLOD.esp xx02061A
DynDOLOD.esp xx01F135
DynDOLOD.esp xx02050C
DynDOLOD.esp xx02045B
DynDOLOD.esp xx020459
DynDOLOD.esp xx020647
DynDOLOD.esp xx0208B3
DynDOLOD.esp xx0205DB

Replace xx with the load order of the DynDOLOD.esp. Enter the form IDs in to the field FormID top left, hit enter. Right click the found record in the left tree view, select remove.
Continue testing with that plugin for now.

Had a CTD occur while roaming around Solstheim.  Usually, my CTDs occur upon death or loading a save.

crash-2025-05-07-00-08-45.log --> https://limewire.com/d/EYzDr#a3NAO5TSZ6

DynDOLOD.log --> https://limewire.com/d/m2PML#r5kwtwDq9W

skse64.log --> https://limewire.com/d/hUp9L#sYdDv2oa6e

Papyrus.0.log --> https://limewire.com/d/UrHGV#VWaol1SPuK

Posted
4 hours ago, Kattmandu said:

Had a CTD occur while roaming around Solstheim.  Usually, my CTDs occur upon death or loading a save.

crash-2025-05-07-00-08-45.log --> https://limewire.com/d/EYzDr#a3NAO5TSZ6

DynDOLOD.log --> https://limewire.com/d/m2PML#r5kwtwDq9W

skse64.log --> https://limewire.com/d/hUp9L#sYdDv2oa6e

Papyrus.0.log --> https://limewire.com/d/UrHGV#VWaol1SPuK

Load the entire load order into xEdit and enter the form ID 28A and if it can find that record post a screenshot of it.

If you can not find it, upload the save you have been loading.

Posted
10 hours ago, Kattmandu said:

No results were shown when typing "28A" in the FormID field and pressing return so here is my latest save file...

Autosave1_3E547E62_0_48616E73_DLC2SolstheimWorld_001319_20250507000603_13_1

That save seems to contain data from DynDOLOD output that wasn't made for DynDOLOD DLL NG?

Didn't you start a new game with the output made for DynDOLOD DLL NG?

The current DynDOLOD.esp does not contain a form ID xx00F9FA (replace xx with the load ID of the DynDOLOD.esp) for example, correct?

Posted (edited)
4 hours ago, sheson said:

That save seems to contain data from DynDOLOD output that wasn't made for DynDOLOD DLL NG?

Didn't you start a new game with the output made for DynDOLOD DLL NG?

The current DynDOLOD.esp does not contain a form ID xx00F9FA (replace xx with the load ID of the DynDOLOD.esp) for example, correct?

I started the new playthrough using the current released version of DynDOLOD DLL NG available on NexusMods and the same DynDOLOD output that I have been using.  Afterwards, I switched to using the latest test version DLL. But then you suggested I go back to using the current released version, which I did.  Do you want me to regenerate DynDOLOD output?

The mod index of DynDOLOD.esp, according to MO2, is 6E.  When I search for 6E00F9FA in the FormID field, no results are found.  I am using the recently edited version of DynDOLOD.esp where the 8 references were removed.

If you need me to, I can regenerate all LOD output and start a new game again.

Edited by Kattmandu
Posted
1 hour ago, Kattmandu said:

I started the new playthrough using the current released version of DynDOLOD DLL NG available on NexusMods and the same DynDOLOD output that I have been using.  Afterwards, I switched to using the latest test version DLL. But then you suggested I go back to using the current released version, which I did.  Do you want me to regenerate DynDOLOD output?

The mod index of DynDOLOD.esp, according to MO2, is 6E.  When I search for 6E00F9FA in the FormID field, no results are found.  I am using the recently edited version of DynDOLOD.esp where the 8 references were removed.

If you need me to, I can regenerate all LOD output and start a new game again.

The save (also) contains data from a different LOD generation that was not made with/for DynDOLOD DLL NG.

Clean the save as explained here:
https://dyndolod.info/Help/Clean-Save

In this case the "old" and "new" output is the one you generated with/for DynDOLOD DLL NG and for which you uploaded the logs. Also do step 8. with the Resaver.

Posted (edited)
5 hours ago, sheson said:

The save (also) contains data from a different LOD generation that was not made with/for DynDOLOD DLL NG.

Clean the save as explained here:
https://dyndolod.info/Help/Clean-Save

In this case the "old" and "new" output is the one you generated with/for DynDOLOD DLL NG and for which you uploaded the logs. Also do step 8. with the Resaver.

I only have one DynDOLOD output.  I did copy DynDOLOD.esp and removed 8 references from it.  I have that in a separate mod in MO2 which overwrites the ESP from the DynDOLOD output.  Should I continue using this edited version of DynDOLOD.esp where the 8 references were removed?  Or are you wanting me to generate new DynDOLOD output?

 

FYI... ReSaver message before cleaning:

Potential problems were identified


Unattached instances

There are 12 script instances that are not attached to anything in-game. This is usually caused by uninstalling mods, or by updating mods that are not safe to update.

Undefined elements

There are 2 elements whose definition is missing. This is usually caused by updating or uninstalling mods.

Missing parents

There are 1 scripts with missing parents. This is usually caused by updating a mod to a new version that has major script changes.

No parents

There are 1 scripts with no parent script. This is usually caused by updating a mod to a new version that has major script changes.
Edited by Kattmandu
Posted
30 minutes ago, Kattmandu said:

I only have one DynDOLOD output.  I did copy DynDOLOD.esp and removed 8 references from it.  I have that in a separate mod in MO2 which overwrites the ESP from the DynDOLOD output.  Should I continue using this edited version of DynDOLOD.esp where the 8 references were removed?  Or are you wanting me to generate new DynDOLOD output?

The save must have seen different DynDOLOD plugins. Resaver reported lots of form ID like x00F9FA that used by script that is only used used/included with DynDOLOD Resources or just DynDOLOD DLL and only generated if DynDOLOD DLL NG is not installed.

Those get removed by the game when doing a clean save.

Keep using the current DynDOLOD output with the modified DynDOLOD.esp

Posted (edited)
7 hours ago, sheson said:

The save must have seen different DynDOLOD plugins. Resaver reported lots of form ID like x00F9FA that used by script that is only used used/included with DynDOLOD Resources or just DynDOLOD DLL and only generated if DynDOLOD DLL NG is not installed.

Those get removed by the game when doing a clean save.

Keep using the current DynDOLOD output with the modified DynDOLOD.esp

CTD after death.

crash-2025-05-09-01-31-08.log

DynDOLOD.log

skse64.log

Papyrus.0.log

Save126_3E547E62_0_48616E73_ccASVSSE001Interior02_001340_20250509013015_13_1.7z

Edited by Kattmandu

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