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Posted
On 5/4/2025 at 9:48 AM, Kattmandu said:

I started a new playthrough using the default Nord player character that Skyrim generates upon a new game (I didn't load a RaceMenu preset).  I haven't experienced a CTD yet although I haven't logged an insane amount of hours on this playthrough either.  I'm also using the latest DynDOLOD DLL NG test file with timestamp 2025-04-11-05-41.  The gate at Fahlbtharz Grand Hall seems to be doubled.  When I click on the lever, one set of gates open and the other remains shut.  Also, the lever seems to be doubled.  After clicking on it, one lever moves up while the other stays down.  The current DynDOLOD DLL NG available on Nexus doesn't appear to have this issue.  The DLL NG test file with timestamp 2025-04-06-06-15 is okay as well.  The doubled gate and lever bug seems to have been introduced in the test file with timestamp 2025-04-06-10-17.

Can I use the test file from 2025-04-06-06-15 since it doesn't have the double gate and lever geometry?  Or have CTDs been addressed in later test files?

Posted (edited)
5 hours ago, sheson said:

Use the last test version from this post https://mega.nz/file/0MYzjBYA#J_0-482cmXSeHh8a5dnlEdLFsU3xxEZKc3ov-WuSD2A

If there is a problem with that test version, then report it properly. Other test versions are not functional.

Just had a random CTD...

crash-2025-06-06-20-01-01.log

DynDOLOD.log

skse64.log

Papyrus.0.log

 

And another random CTD...

crash-2025-06-06-20-31-42.log

DynDOLOD.log

skse64.log

Papyrus.0.log

 

Edited by Kattmandu
Posted
12 hours ago, Kattmandu said:

Both crash reference the same Steadfast Dwarven Sphere. The second crash especially, seems to indicate a problem with animations and/or skeleton again. Since I see FNIS in the list of plugins, that might be the next step to test, like regenerating it or test without it.

What is interesting that both times the DynDOLOD.log indicates the DynDOLOD.DLL did not do anything for more than 10 seconds anymore, it completed all tasks for the current cell/location. Same for the papyrus log but even longer times. Are these death related crashes?

Posted (edited)
7 hours ago, sheson said:

Both crash reference the same Steadfast Dwarven Sphere. The second crash especially, seems to indicate a problem with animations and/or skeleton again. Since I see FNIS in the list of plugins, that might be the next step to test, like regenerating it or test without it.

What is interesting that both times the DynDOLOD.log indicates the DynDOLOD.DLL did not do anything for more than 10 seconds anymore, it completed all tasks for the current cell/location. Same for the papyrus log but even longer times. Are these death related crashes?

No, they were not death related crashes.  I had loaded up my most recent save and the Steadfast Dwarven Sphere follower rolled up in front of me ready for action and then the game crashed.  Doesn't happen every time though.

I use Nemesis Unlimited Behavior Engine per the STEP guide.  When run, it outputs the FNIS.esp plugin.  Maybe I should try Pandora Behaviour Engine Plus instead.  It looks like the Pandora behavior engine is currently being tested by the STEP admins and maybe it will eventually replace Nemesis in the guide.

Actually, I previously added a note to the Nemesis Output mod in MO2.  Can't seem to find any reference to this note in the STEP guide though.  Not sure where I copied it from.

"The plugin, FNIS.esp, is only for compatibility with mods that are dependent on FNIS. Step isn't using the XP32 Maximum Skeleton plugin so there is no need for it.  Nemesis has a check that determines if it needs to create the FNIS.esp and it is not necessary since Step is hiding the XP32 Maximum Skeleton plugin."

So, apparently, the FNIS.esp plugin is leftover from a previous Nemesis output generation when I had the XPMSE plugin enabled.  I'll just disable the FNIS.esp plugin and see if I still get CTDs.  I also had the Gender Specific Animations box ticked in Nemesis which is not part of the STEP instructions.  I'll untick that box and regenerate Nemesis output.  I bet one of these two things is the reason for the animation related CTDs.

Edited by Kattmandu
Posted
7 hours ago, Kattmandu said:

No, they were not death related crashes.  I had loaded up my most recent save and the Steadfast Dwarven Sphere follower rolled up in front of me ready for action and then the game crashed.  Doesn't happen every time though.

I use Nemesis Unlimited Behavior Engine per the STEP guide.  When run, it outputs the FNIS.esp plugin.  Maybe I should try Pandora Behaviour Engine Plus instead.  It looks like the Pandora behavior engine is currently being tested by the STEP admins and maybe it will eventually replace Nemesis in the guide.

Actually, I previously added a note to the Nemesis Output mod in MO2.  Can't seem to find any reference to this note in the STEP guide though.  Not sure where I copied it from.

"The plugin, FNIS.esp, is only for compatibility with mods that are dependent on FNIS. Step isn't using the XP32 Maximum Skeleton plugin so there is no need for it.  Nemesis has a check that determines if it needs to create the FNIS.esp and it is not necessary since Step is hiding the XP32 Maximum Skeleton plugin."

So, apparently, the FNIS.esp plugin is leftover from a previous Nemesis output generation when I had the XPMSE plugin enabled.  I'll just disable the FNIS.esp plugin and see if I still get CTDs.  I also had the Gender Specific Animations box ticked in Nemesis which is not part of the STEP instructions.  I'll untick that box and regenerate Nemesis output.  I bet one of these two things is the reason for the animation related CTDs.

FNIS.esp is just an empty, 'dummy' plugin, so disabling it will change nothing. I also doubt that any of the Nemesis options you ticked would cause any issues unless you have installed anim mods that are not in the guide. None of the anim mods we are using now require skeleton 'rig' mapping. Nemesis is only included for those that want to expand the animations on their own (and because we historically had a couple of mods that needed rigging support).

You should check your mod list for animation mods not in the Step guide and disable them (then maybe rerun Nemesis), and you may want to reinstall XP32 skeleton using only the 'basic' option. If you use the Step Patches, then XPMSE.esp is redundant and can be disabled. Neither it nor FNIS.esp play a role in your crashes.

If you are using added anim mods, then you also must run Nemesis with the proper options for the mods you installed. The Step guide instructions for Nemesis are just the barebones that may not work correctly if you've added anim mods.

Posted
5 minutes ago, z929669 said:

FNIS.esp is just an empty, 'dummy' plugin, so disabling it will change nothing. I also doubt that any of the Nemesis options you ticked would cause any issues unless you have installed anim mods that are not in the guide. None of the anim mods we are using now require skeleton 'rig' mapping. Nemesis is only included for those that want to expand the animations on their own (and because we historically had a couple of mods that needed rigging support).

You should check your mod list for animation mods not in the Step guide and disable them (then maybe rerun Nemesis), and you may want to reinstall XP32 skeleton using only the 'basic' option. If you use the Step Patches, then XPMSE.esp is redundant and can be disabled. Neither it nor FNIS.esp play a role in your crashes.

If you are using added anim mods, then you also must run Nemesis with the proper options for the mods you installed. The Step guide instructions for Nemesis are just the barebones that may not work correctly if you've added anim mods.

Interesting.  I guess I'm back to square one then.  I don't have any animation mods installed that are not part of the STEP guide.

Posted
33 minutes ago, Kattmandu said:

Interesting.  I guess I'm back to square one then.  I don't have any animation mods installed that are not part of the STEP guide.

Are you running any mods not in the Step 2.3 build, in particular, mods impacting NPCs or adding NPCs and/or followers? If so, disable those mods during your continued testing, which should probably be done on a new character/game with a rebuilt LOD patch so any records from those are not used in DynDOLOD.esm/p and Occlusion.esp. Such mods should not conflict with the LOD patch plugins in theory, but many mods are out of scope and touch object or landscape records for whatever reason.

Posted (edited)
1 hour ago, z929669 said:

Are you running any mods not in the Step 2.3 build, in particular, mods impacting NPCs or adding NPCs and/or followers? If so, disable those mods during your continued testing, which should probably be done on a new character/game with a rebuilt LOD patch so any records from those are not used in DynDOLOD.esm/p and Occlusion.esp. Such mods should not conflict with the LOD patch plugins in theory, but many mods are out of scope and touch object or landscape records for whatever reason.

The only extra mods I'm using that are not included in the STEP guide are for ultra widescreen compatibility and MCM settings loader mods.  Nothing extra relating to NPCs or followers.  My current playthrough is using the default Nord character (I made no changes to the character).  I created this character specifically for the purpose of this testing.  I'm currently regenerating all my grass cache, xLODGen, TexGen, and DynDOLOD output but from what you are saying, it sounds like I should keep testing with my current output.  I will keep both sets of output.

I tried using Pandora instead of Nemesis and it still crashed so I guess I'll go back to Nemesis for the testing.

Edited by Kattmandu
  • Thanks 1
Posted (edited)
6 hours ago, sheson said:

So what is it you did at the time? Again there is 10 seconds have past since DynDOLOD.DLL did anything.
It seems to be related to a papyrus script function (probably GetTargetActor) and magic effects on or used by "Teldryn Sero".

Continue testing with DynDOLOD.DLL being hidden/removed.

Same as the last two CTDs, load up most recent save and walk around a bit and then CTD.  Upon loading the save, my character is at Fahlbtharz Grand Hall.  I run down the hill past the Abandoned Lodge into the grassy field and that's where the CTD happens.  I noticed that my followers can't go past the lodge for some reason.  They go back up the hill towards Fahlbtharz Grand Hall and then eventually respawn into the landscape down at the bottom of the grassy field I'm standing in.  For some reason, they can't pass through the area between the side of Abandoned Lodge (with the bear traps, satchel, and barrels) and the rocky cliff next to it.

Regarding magic effects, I wonder if there could be a bug in a script that touches Teldryn Sero causing the CTDs?  He's always been my follower.  I currently have both Teldryn Sero and Steadfast Dwarven Sphere following me.  Maybe it has something to do with FIZZLE or Enemy (R)Evolution of Skyrim or ODIN spells for Spell Casters or Vokrii Perks For NPCs 50?

So hide only the DLL file?  Keep everything in the DynDOLOD DLL NG scripts folder?

Edited by Kattmandu
Posted
58 minutes ago, Kattmandu said:

Same as the last two CTDs, load up most recent save and walk around a bit and then CTD.  Upon loading the save, my character is at Fahlbtharz Grand Hall.  I run down the hill past the Abandoned Lodge into the grassy field and that's where the CTD happens.  I noticed that my followers can't go past the lodge for some reason.  They go back up the hill towards Fahlbtharz Grand Hall and then eventually respawn into the landscape down at the bottom of the grassy field I'm standing in.

I wonder if it could be a bug in a script that touches Teldryn Sero causing the CTDs?  He's always been my follower.  I currently have both Teldryn Sero and Steadfast Dwarven Sphere following me.  Maybe it has something to do with FIZZLE or Enemy (R)Evolution of Skyrim or ODIN spells for Spell Casters or Vokrii Perks For NPCs 50?

So hide only the DLL file?  Keep everything in the DynDOLOD DLL NG scripts folder?

Papyrus scripts issues should typically result in messages to the papyrus log and not in CTD under normal circumstances. I would first look at other DLL mods that have a hand in changing followers, magic, effects and plugins/scripts second. Of course there have been exceptions in the past.

Just hide the DLL, leave everything else.

Posted
1 hour ago, Kattmandu said:

Same as the last two CTDs, load up most recent save and walk around a bit and then CTD.  Upon loading the save, my character is at Fahlbtharz Grand Hall.  I run down the hill past the Abandoned Lodge into the grassy field and that's where the CTD happens.  I noticed that my followers can't go past the lodge for some reason.  They go back up the hill towards Fahlbtharz Grand Hall and then eventually respawn into the landscape down at the bottom of the grassy field I'm standing in.  For some reason, they can't pass through the area between the side of Abandoned Lodge (with the bear traps, satchel, and barrels) and the rocky cliff next to it.

Regarding magic effects, I wonder if there could be a bug in a script that touches Teldryn Sero causing the CTDs?  He's always been my follower.  I currently have both Teldryn Sero and Steadfast Dwarven Sphere following me.  Maybe it has something to do with FIZZLE or Enemy (R)Evolution of Skyrim or ODIN spells for Spell Casters or Vokrii Perks For NPCs 50?

So hide only the DLL file?  Keep everything in the DynDOLOD DLL NG scripts folder?

In the MO Data tab, you can expand the SKSE\Plugins folder with ` .dll ` in the filter to see all the enabled DLLs. Right click to disable/hide, and repeat the play sequence you describe that seems to be reproducible. I would disable first half, test, then second half, test, and so on.

After you hide a file, be sure to click 'refresh' at the top of the data tab to see some other mod doesn't also provide the same-named DLL. They should be unique, but it's a possibility that I haven't investigated.

There may also be DLLs directly under SKSE\ (Pandora).

Posted (edited)
1 hour ago, sheson said:

Papyrus scripts issues should typically result in messages to the papyrus log and not in CTD under normal circumstances. I would first look at other DLL mods that have a hand in changing followers, magic, effects and plugins/scripts second. Of course there have been exceptions in the past.

Just hide the DLL, leave everything else.

CTD with DynDOLOD.DLL hidden.  Just roaming around.  Followers had not spawned yet.  I noticed that my followers don't spawn in behind me immediately after loading a save with DynDOLOD.dll hidden.  They do immediately spawn in behind me with DynDOLOD.DLL unhidden.

crash-2025-06-08-14-15-29.log

DynDOLOD.log

skse64.log

Papyrus.0.log

Edited by Kattmandu

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