z929669 Posted June 9 Posted June 9 55 minutes ago, Kattmandu said: Disabled DynDOLOD Output. CTD like the others. Disabled DynDOLOD DLL NG and DynDOLOD Resources SE 3. CTD like the others. Disabled Nemesis Behavior Engine and Ice Skating Fixed for Real CTD but took much longer. I was in a fight. So it either happened when I died or I was close to dying. crash-2025-06-09-20-55-07 skse64.log Papyrus.0.log I think at this point, you will want to keep DynDOLOD Output disabled. In fact, I recommend that you disable everything except mods under 02-Extenders, 03-Resources, 04-Foundation (including the DynDOLOD mods), and 06-Models & Textures. You will want to keep SkyUI, the two SkyUI fix mods, and MIC enabled under 16-Interface though. Also keep enabled ASLAL under 14-Gameplay-Quests. Remove ENB resources/files as well, since you will have disabled everything under 21-Post Processing and you don't need it's binaries contributing a potential random source of error in your continued testing. Then enable the Step Patches and any mods that are masters to those (but keep Step Patch - Post Processing disabled). Then sort with LOOT. You will probably want to try to repeat your reproducible CTD using a new character/game, given your current save will have too many missing dependencies. My guess is you will not get a CTD with this configuration, but that remains to be seen. If you cannot get the game to crash doing the actions that typically cause you to CTD, create a save in an interior. Then you can begin enabling mods by Step ModGroup, beginning with 05-Animation and Physics (and then 07-Sounds and Music, etc.), and sorting with LOOT each time you add Step ModGroups. Use this last save as a starting point each time you enable a new Step ModGroup for continued testing. When you do CTD in the typical fashion, we'll know what ModGroup is giving you issues. Based upon your reports and sheson's input up to this point, I'm betting it's related to followers and related navmeshes, but let's see what bubbles up to the surface using this approach.
Kattmandu Posted June 9 Posted June 9 38 minutes ago, z929669 said: I think at this point, you will want to keep DynDOLOD Output disabled. In fact, I recommend that you disable everything except mods under 02-Extenders, 03-Resources, 04-Foundation (including the DynDOLOD mods), and 06-Models & Textures. You will want to keep SkyUI, the two SkyUI fix mods, and MIC enabled under 16-Interface though. Also keep enabled ASLAL under 14-Gameplay-Quests. Remove ENB resources/files as well, since you will have disabled everything under 21-Post Processing and you don't need it's binaries contributing a potential random source of error in your continued testing. Then enable the Step Patches and any mods that are masters to those (but keep Step Patch - Post Processing disabled). Then sort with LOOT. You will probably want to try to repeat your reproducible CTD using a new character/game, given your current save will have too many missing dependencies. My guess is you will not get a CTD with this configuration, but that remains to be seen. If you cannot get the game to crash doing the actions that typically cause you to CTD, create a save in an interior. Then you can begin enabling mods by Step ModGroup, beginning with 05-Animation and Physics (and then 07-Sounds and Music, etc.), and sorting with LOOT each time you add Step ModGroups. Use this last save as a starting point each time you enable a new Step ModGroup for continued testing. When you do CTD in the typical fashion, we'll know what ModGroup is giving you issues. Based upon your reports and sheson's input up to this point, I'm betting it's related to followers and related navmeshes, but let's see what bubbles up to the surface using this approach. Okay, after doing all the above I got a CTD while roaming the landscape. crash-2025-06-09-23-08-13.log skse64.log Papyrus.0.log
z929669 Posted June 10 Posted June 10 42 minutes ago, Kattmandu said: Okay, after doing all the above I got a CTD while roaming the landscape. crash-2025-06-09-23-08-13.log skse64.log Papyrus.0.log So I assume you began a new game and picked up Teldryn Sero as a follower? Then you wandered around Solstheim? I assume Nemesis Output is also disabled and you are not using Pandora? Try disabling the Step Patches and their masters, but leave everything else enabled. Repeat your test again on a new game, since you are removing a lot of plugins instead of adding them.
Kattmandu Posted June 10 Posted June 10 5 minutes ago, z929669 said: So I assume you began a new game and picked up Teldryn Sero as a follower? Then you wandered around Solstheim? I assume Nemesis Output is also disabled and you are not using Pandora? Try disabling the Step Patches and their masters, but leave everything else enabled. Repeat your test again on a new game, since you are removing a lot of plugins instead of adding them. No, starting a new game and waiting for a CTD can take an entire day. It never happens right away. It always takes quite a while after starting a new game before the first CTD happens. I really have no desire to start a new game for the sole purpose of testing. I'm actually getting pretty exhausted. If I start another new game, I'd rather just play without mods.
z929669 Posted June 10 Posted June 10 1 hour ago, Kattmandu said: No, starting a new game and waiting for a CTD can take an entire day. It never happens right away. It always takes quite a while after starting a new game before the first CTD happens. I really have no desire to start a new game for the sole purpose of testing. I'm actually getting pretty exhausted. If I start another new game, I'd rather just play without mods. No worries. I will assume that it's something that eventually gets baked into your save. I think it's fair to say that your recent CTDs are probably not caused by DynDOLOD. I think you assisted sheson in working out at least one issue, so thanks for all the testing you've done.
sheson Posted June 10 Author Posted June 10 8 hours ago, Kattmandu said: Disabled DynDOLOD Output. CTD like the others. Disabled DynDOLOD DLL NG and DynDOLOD Resources SE 3. CTD like the others. Disabled Nemesis Behavior Engine and Ice Skating Fixed for Real CTD but took much longer. I was in a fight. So it either happened when I died or I was close to dying. crash-2025-06-09-20-55-07 skse64.log Papyrus.0.log The crashlog seems to show a navmesh/pathing related crash. The second crash is the usual one related to effects/NPCs. Since those crashes happen without any DynDOLOD files active I am not really able to help much further.
Kattmandu Posted June 10 Posted June 10 4 hours ago, sheson said: The crashlog seems to show a navmesh/pathing related crash. The second crash is the usual one related to effects/NPCs. Since those crashes happen without any DynDOLOD files active I am not really able to help much further. Thanks for deciphering all my crash logs over the past few months. I really have no clue how to read them. Heck, I don't even know what a navmesh is. I suppose these latest CTDs may be an issue baked into the saves like z929669 suggested.
Kattmandu Posted June 10 Posted June 10 20 hours ago, z929669 said: No worries. I will assume that it's something that eventually gets baked into your save. I think it's fair to say that your recent CTDs are probably not caused by DynDOLOD. I think you assisted sheson in working out at least one issue, so thanks for all the testing you've done. FYI...I disabled every mod one group at a time until all I had left were the following and still had a CTD on my current save. I think my save is toast. Cleaned Vanilla Masters Cleaned Creation Club Masters Address Library for SKSE Plugins AE Crash Logger SSE AE PDB support SKSE64 2.2.6 SSE Display Tweaks SSE Engine Fixes Unofficial Skyrim Special Edition Patch Alternate Start - Live Another Life 1
luoxuangou Posted June 13 Posted June 13 After updating the DLL files, do I need to rerun the program to generate Dyndolod?
luoxuangou Posted June 13 Posted June 13 OMG, after updating the DLL, the water on my game's world map actually stopped flickering. Now everything is absolutely perfect.
sheson Posted June 13 Author Posted June 13 42 minutes ago, luoxuangou said: After updating the DLL files, do I need to rerun the program to generate Dyndolod? Since no such instructions exist, the answer to the question is no. For Skyrim SE/AE 1.5.x/1.6.x and Skyrim VR 1.4.15. DynDOLOD 3 Alpha-129+ Really read this Large Reference Bugs Workarounds https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds#Requirements DynDOLOD plugins need to be generated with DynDOLOD 3 Alpha-129 or newer. If you have existing output generated by DynDOLOD 3 Alpha-129 or newer it can still be used.
Kronnus Posted July 14 Posted July 14 Hi Sheson! I'm having a physics-related issue when using the latest DynDOLOD DLL versions with Skyrim VR. Since updating to Alpha-34, I’ve noticed physics glitches, especially with handcarts. Some carts appear distorted, with their wheels detached or misplaced, or they move in slow motion when I try to interact with them using HIGGS. In some cases, I can’t grab them at all. Same issue in Alpha-35 and Alpha-36 together with the latest resources. Rolling back to DLL Alpha-33 completely resolves the issue—handcart physics behave normally again. It seems this mostly affects handcarts added by mods. For example, the vanilla handcart in Riverwood behaves correctly with the newer DLLs, but carts added by Ivy Riverwood Overhaul or similar mods are affected. This issue happens regardless of whether I’ve generated a DynDOLOD output or not. Just having the DLL active in my modlist is enough to trigger the problem. I’ve tested multiple times with clean generations and consistent results. With my older DynDOLOD output and previous DLL versions, everything works fine. Do you have any idea what might be causing this or any suggestions I could try to fix it?
sheson Posted July 14 Author Posted July 14 6 hours ago, Kronnus said: Hi Sheson! I'm having a physics-related issue when using the latest DynDOLOD DLL versions with Skyrim VR. Since updating to Alpha-34, I’ve noticed physics glitches, especially with handcarts. Some carts appear distorted, with their wheels detached or misplaced, or they move in slow motion when I try to interact with them using HIGGS. In some cases, I can’t grab them at all. Same issue in Alpha-35 and Alpha-36 together with the latest resources. Rolling back to DLL Alpha-33 completely resolves the issue—handcart physics behave normally again. It seems this mostly affects handcarts added by mods. For example, the vanilla handcart in Riverwood behaves correctly with the newer DLLs, but carts added by Ivy Riverwood Overhaul or similar mods are affected. This issue happens regardless of whether I’ve generated a DynDOLOD output or not. Just having the DLL active in my modlist is enough to trigger the problem. I’ve tested multiple times with clean generations and consistent results. With my older DynDOLOD output and previous DLL versions, everything works fine. Do you have any idea what might be causing this or any suggestions I could try to fix it? Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log for the last LOD generation for the currrent load order to upload. Even if the output is not required, it will contain some information about the load order. Upload the DynDOLOD.log from DynDOLOD.DLL both with and without DynDOLOD output as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs. Make a useful screenshot of an affected full model with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game Screenshots. Provide links to the mods. What about Alpha-34? If possible do a binary search or a minimal test setup with only the mods that are required for the issue to happen. That also means do everything without DynDOLOD output and without DynDOLOD Resources. Also remove the scripts from DynDOLOD DLL NG and Scripts, so it is just the dll and pdb.
voron00 Posted July 15 Posted July 15 Hello, is this normal that large reference bug workaround stop working after a fast travel to another location? Or am i missing something. In papyrus log i see this: [07/15/2025 - 05:28:07AM] error: Unable to call GetSize - no native object bound to the script object, or object is of incorrect type stack: [ (39001902)].FormList.GetSize() - "<native>" Line ? [ (39001903)].SHESON_DynDOLOD_ObjectEnabler.OnCellDetach() - "SHESON_DynDOLOD_ObjectEnabler.psc" Line 20 Full papyrus log: https://pastebin.com/dBD2m4aR If i quck save where i just traveled to and then quick load, it starts working again. Sometimes it can lead to certain objects just disappear.. like this: https://ibb.co/nsfZdppM After quick save and load it's back: https://ibb.co/0pZP8C7g I'm using the latest .dll, I can provide other logs if needed, here are dyndolod.log just in case: DynDOLOD NG plugin version: 3.0.36.0 | SKSE version: 2.2.6.0 | Game version: 1-6-1170-0 Trampoline initialized. DynDOLOD Patch installed. DynDOLOD save/load handler installed. DynDOLOD Papyrus functions installed. Reading file Data/SKSE/Plugins/DynDOLOD_Data/DynDOLOD_NG_Worlds.txt DynDOLOD Player Pos Events installed. DynDOLOD Cell Events installed. DynDOLOD Player Cell Events installed. DynDOLOD Player Death Events installed. DynDOLOD Menu Events installed. DynDOLOD Player Pos Events uninstalled. Reading file Data/SKSE/Plugins/DynDOLOD_Data/DynDOLOD_NG_Tamriel.txt Reading file Data/SKSE/Plugins/DynDOLOD_Data/DynDOLOD_NG_Tamriel.txt
sheson Posted July 15 Author Posted July 15 1 hour ago, voron00 said: Hello, is this normal that large reference bug workaround stop working after a fast travel to another location? Or am i missing something. In papyrus log i see this: [07/15/2025 - 05:28:07AM] error: Unable to call GetSize - no native object bound to the script object, or object is of incorrect type stack: [ (39001902)].FormList.GetSize() - "<native>" Line ? [ (39001903)].SHESON_DynDOLOD_ObjectEnabler.OnCellDetach() - "SHESON_DynDOLOD_ObjectEnabler.psc" Line 20 Full papyrus log: https://pastebin.com/dBD2m4aR If i quck save where i just traveled to and then quick load, it starts working again. Sometimes it can lead to certain objects just disappear.. like this: https://ibb.co/nsfZdppM After quick save and load it's back: https://ibb.co/0pZP8C7g I'm using the latest .dll, I can provide other logs if needed, here are dyndolod.log just in case: DynDOLOD NG plugin version: 3.0.36.0 | SKSE version: 2.2.6.0 | Game version: 1-6-1170-0 Trampoline initialized. DynDOLOD Patch installed. DynDOLOD save/load handler installed. DynDOLOD Papyrus functions installed. Reading file Data/SKSE/Plugins/DynDOLOD_Data/DynDOLOD_NG_Worlds.txt DynDOLOD Player Pos Events installed. DynDOLOD Cell Events installed. DynDOLOD Player Cell Events installed. DynDOLOD Player Death Events installed. DynDOLOD Menu Events installed. DynDOLOD Player Pos Events uninstalled. Reading file Data/SKSE/Plugins/DynDOLOD_Data/DynDOLOD_NG_Tamriel.txt Reading file Data/SKSE/Plugins/DynDOLOD_Data/DynDOLOD_NG_Tamriel.txt Also upload the DynDOLOD log and debug log as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs. The ObjectEnabler script is used by the terrain underside references. The error indicates some kind of problem with the script properties of the reference or the form list in DynDOLOD.esp The papyrus logs show that some of the scripts from DynDOLOD DLL NG and Scripts might be overwritten or missing. The windmill building not showing might be a separate issue. What are the steps required to reproduce the problem? For example, you are starting the game, loading an existing save that already has DynDOLOD activated, then fast travel to the windmill?
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