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Posted
3 hours ago, sheson said:

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?

I've uploaded logs dyndolod logs here, the debug log is over 100 mb :/ https://drive.google.com/drive/folders/1PG86lb3rCl0aYH0N3lNTq4-0bVVNJHjv

And i've recorded a video of this problem but basicly:
Load a save from main menu in location - working fine.
Fast travel outside of the location and back - it breaks.
If save and reload - working again. 

As for the windmill bug, it could be something else maybe, i'm not able to constantly reproduce it yet, happens randomly after couple of fast travels here and there.
Thanks for your time.

Posted
2 hours ago, voron00 said:

I've uploaded logs dyndolod logs here, the debug log is over 100 mb :/ https://drive.google.com/drive/folders/1PG86lb3rCl0aYH0N3lNTq4-0bVVNJHjv

And i've recorded a video of this problem but basicly:
Load a save from main menu in location - working fine.
Fast travel outside of the location and back - it breaks.
If save and reload - working again. 

As for the windmill bug, it could be something else maybe, i'm not able to constantly reproduce it yet, happens randomly after couple of fast travels here and there.
Thanks for your time.

Remove/disable fixLOD.esp as it should not be needed when using dynamic LOD.

Upload a useful screenshot of the windmil full model with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

Lets try to verify if what the video shows is related to large references by temporaliy disabling the large ref system. Set  [General] uLargeRefLODGridSize=5 in SkyrimPrefs.ini, then repeat the fast travel routine to see if whatever flickers still happens.

In either case, when it flickers, use tlc in console to fly closer and make a screenshot of that. Test if you can click it and get a form ID, again wirh more formative console, or type tll to toggle LOD off to see if whatever it is goes away.

 

  • Thanks 1
Posted (edited)
3 hours ago, sheson said:

Remove/disable fixLOD.esp as it should not be needed when using dynamic LOD.

I removed it but it made no difference.
 

3 hours ago, sheson said:

Lets try to verify if what the video shows is related to large references by temporaliy disabling the large ref system. Set  [General] uLargeRefLODGridSize=5 in SkyrimPrefs.ini, then repeat the fast travel routine to see if whatever flickers still happens.

With uLargeRefLODGridSize=5 there is no flickering after fast travel yes.

It's like the workaround system is being lazy and not reactivating itself after fast travel has been used.
And it happens after traveling to every location in where large references are, not just here in windhelm, this place is just the most noticable i could find.

A few more screenshots with demonstarion:

After using fast travel ugrid=11: https://ibb.co/d0msgQMf
After saving and loading in this location ugrid=11: https://ibb.co/j9RsdKHP
After using fast travel ugrid=5: https://ibb.co/N23kXzCP

 

Edited by voron00
Posted
On 7/14/2025 at 2:36 AM, sheson said:

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.

I ran some new tests and gathered additional evidence. I did my best to take clear screenshots, getting accurate console info in VR is a nightmare.

The results are consistent: the issue occurs regardless of whether DynDOLOD output is generated or not. The only way I found to fix it is to roll back to DynDOLOD DLL Alpha-33.

I tested Alpha 34, 35, and 36 in a new game, both with and without overwriting the Resources mod’s script folder. In all cases, the issue persisted.

Here are the relevant logs:

After checking various handcarts in-game, I noticed a clear pattern: the physics only break for handcarts that are modified or added by mods. Vanilla handcarts behave normally.

I’ve documented a few examples with screenshots and a video:

Hopefully, this helps narrow down the issue. Let me know if there’s anything else I can test or provide. I’ve already tried disabling nearly all of my mods, but the problem persisted, pointing toward the recent versions of the DynDOLOD DLL as the likely cause.

Posted
3 hours ago, voron00 said:

I removed it but it made no difference.
 

With uLargeRefLODGridSize=5 there is no flickering after fast travel yes.

It's like the workaround system is being lazy and not reactivating itself after fast travel has been used.
And it happens after traveling to every location in where large references are, not just here in windhelm, this place is just the most noticable i could find.

A few more screenshots with demonstarion:

After using fast travel ugrid=11: https://ibb.co/d0msgQMf
After saving and loading in this location ugrid=11: https://ibb.co/j9RsdKHP
After using fast travel ugrid=5: https://ibb.co/N23kXzCP

 

Replace DynDOLOD.DLL and PDB with this test version, then start game and repeat your steps.

Report if this changes anything or not. If it does run around a bit and do some additional fast travel etc. to make sure everything is fine.

Posted
3 hours ago, Kronnus said:

I ran some new tests and gathered additional evidence. I did my best to take clear screenshots, getting accurate console info in VR is a nightmare.

The results are consistent: the issue occurs regardless of whether DynDOLOD output is generated or not. The only way I found to fix it is to roll back to DynDOLOD DLL Alpha-33.

I tested Alpha 34, 35, and 36 in a new game, both with and without overwriting the Resources mod’s script folder. In all cases, the issue persisted.

Here are the relevant logs:

After checking various handcarts in-game, I noticed a clear pattern: the physics only break for handcarts that are modified or added by mods. Vanilla handcarts behave normally.

I’ve documented a few examples with screenshots and a video:

Hopefully, this helps narrow down the issue. Let me know if there’s anything else I can test or provide. I’ve already tried disabling nearly all of my mods, but the problem persisted, pointing toward the recent versions of the DynDOLOD DLL as the likely cause.

Report if this versions makes a difference or not https://mega.nz/file/MMoVBALb#hh9JAE9NwZWN9AvdH2GikQnsnqxPeI5JOLRkAjFtcuk

  • Thanks 2
Posted (edited)
31 minutes ago, sheson said:

Report if this versions makes a difference or not https://mega.nz/file/MMoVBALb#hh9JAE9NwZWN9AvdH2GikQnsnqxPeI5JOLRkAjFtcuk

In this version, it's still not working after fast travel, and it's also not working even after loading a save now. ye the workaround system doesnt seem to work at all in this version.

DynDOLOD NG plugin version: 3.0.37.1 | 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
Reading file Data/SKSE/Plugins/DynDOLOD_Data/DynDOLOD_NG_Tamriel.txt
Object 000C8E59 Skyrim.esm Skyrim.esm Skyrim.esm
Reading file Data/SKSE/Plugins/DynDOLOD_Data/DynDOLOD_NG_Tamriel.txt


 

Edited by voron00
Posted
26 minutes ago, voron00 said:

In this version, it's still not working after fast travel, and it's also not working even after loading a save now. ye the workaround system doesnt seem to work at all in this version.

DynDOLOD NG plugin version: 3.0.37.1 | 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
Reading file Data/SKSE/Plugins/DynDOLOD_Data/DynDOLOD_NG_Tamriel.txt
Object 000C8E59 Skyrim.esm Skyrim.esm Skyrim.esm
Reading file Data/SKSE/Plugins/DynDOLOD_Data/DynDOLOD_NG_Tamriel.txt

Oh no, I didn't actually paste a link in that post... You were supposed to get this other test version https://mega.nz/file/dNZXza4B#5-dSniz7v1Z-8DmbFpNkzovvv4Wrg7Lu9WMIJYEfRzI - it should report as 3.0.37.0. Sorry about that.

Let us know if that one makes a difference...

Posted
8 minutes ago, sheson said:

Let us know if that one makes a difference...

Unfortunately, no difference compared to version 36, working after loading a save, not working after fast travel.

DynDOLOD NG plugin version: 3.0.37.0 | 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
Reading file Data/SKSE/Plugins/DynDOLOD_Data/DynDOLOD_NG_Tamriel.txt


 

Posted
1 hour ago, voron00 said:

Unfortunately, no difference compared to version 36, working after loading a save, not working after fast travel.

DynDOLOD NG plugin version: 3.0.37.0 | 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
Reading file Data/SKSE/Plugins/DynDOLOD_Data/DynDOLOD_NG_Tamriel.txt

After you fast traveled, open console and type prid 0004F112 to select the one if the rocks to the right of the last boat.
Type disable (which will hide it) and the enable again. Close console for it to appear again. Repeat this a couple times to see of the large reference LOD for that cell eventually unloads. Maybe also try with prid 0009A53D which is the one huge Windhelm wall piece.

Report results.

Posted
2 hours ago, sheson said:

Report if this versions makes a difference or not https://mega.nz/file/MMoVBALb#hh9JAE9NwZWN9AvdH2GikQnsnqxPeI5JOLRkAjFtcuk

Hi! Your test file completely solved the issue on my end. Everything is working perfectly now, based on my tests.

Test scenario I used:

Using MO2, I installed your test file by overwriting the PDB and DLL files from DynDOLOD DLL Alpha-36, while keeping the original Scripts folder and overwriting the DynDOLOD Resources as usual.

Then, I loaded my save that had DynDOLOD output and tested the same three broken handcarts I mentioned earlier (the same save shown in the screenshots from my previous post). All of them were working correctly, with no physics issues at all.

To confirm, I also disabled the DynDOLOD output in MO2 but kept the DLL and Resources enabled. I created a fresh save and repeated the same tests with the same handcarts. The physics still worked perfectly in this case as well.

Posted
15 minutes ago, Kronnus said:

Hi! Your test file completely solved the issue on my end. Everything is working perfectly now, based on my tests.

Test scenario I used:

Using MO2, I installed your test file by overwriting the PDB and DLL files from DynDOLOD DLL Alpha-36, while keeping the original Scripts folder and overwriting the DynDOLOD Resources as usual.

Then, I loaded my save that had DynDOLOD output and tested the same three broken handcarts I mentioned earlier (the same save shown in the screenshots from my previous post). All of them were working correctly, with no physics issues at all.

To confirm, I also disabled the DynDOLOD output in MO2 but kept the DLL and Resources enabled. I created a fresh save and repeated the same tests with the same handcarts. The physics still worked perfectly in this case as well.

Note that the test DLL is not fully functional in regards to large reference bugs workarounds as I just disabled something as a troubleshooting step.

Repeat with this test version https://mega.nz/file/dNZXza4B#5-dSniz7v1Z-8DmbFpNkzovvv4Wrg7Lu9WMIJYEfRzI and report results.

Posted
8 minutes ago, sheson said:

Note that the test DLL is not fully functional in regards to large reference bugs workarounds as I just disabled something as a troubleshooting step.

Repeat with this test version https://mega.nz/file/dNZXza4B#5-dSniz7v1Z-8DmbFpNkzovvv4Wrg7Lu9WMIJYEfRzI and report results.

Completely understood. I loaded my save with the DynDOLOD output and repeated the tests. Unfortunately, the issue is back with the new files.

Posted (edited)
2 hours ago, sheson said:

After you fast traveled, open console and type prid 0004F112 to select the one if the rocks to the right of the last boat.
Type disable (which will hide it) and the enable again. Close console for it to appear again. Repeat this a couple times to see of the large reference LOD for that cell eventually unloads. Maybe also try with prid 0009A53D which is the one huge Windhelm wall piece.

Report results.

After travel, before cmd: https://ibb.co/SwPwt3HR
After travel, after cmd:    https://ibb.co/27XM6wjq
 

After loading save:          https://ibb.co/rKZt8WZv

Edited by voron00

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