sheson Posted July 16 Author Posted July 16 7 hours ago, voron00 said: After travel, before cmd: https://ibb.co/SwPwt3HR After travel, after cmd: https://ibb.co/27XM6wjq After loading save: https://ibb.co/rKZt8WZv This looks like doing the disable/enable in console made it eventually unload the LOD for the large references in that cell. Do you recall how often you needed to do the disable/enable? If you like, try a second or third time to see if the number seems consistent. Check and report if this test version makes a difference https://mega.nz/file/FVgEULLa#EPHiZF40HLOIRah5ezMcTao5Z--jksQ0LRast4DZLBE
voron00 Posted July 16 Posted July 16 5 hours ago, sheson said: Do you recall how often you needed to do the disable/enable? Only once, after typing enable and closing console it appears with correct lod. 5 hours ago, sheson said: Check and report if this test version makes a difference https://mega.nz/file/FVgEULLa#EPHiZF40HLOIRah5ezMcTao5Z--jksQ0LRast4DZLBE This version made no difference, unfortunately.
sheson Posted July 16 Author Posted July 16 50 minutes ago, voron00 said: Only once, after typing enable and closing console it appears with correct lod. This version made no difference, unfortunately. Edit ..\SKSE\plugins\DynDOLOD_Data\DynDOLOD_NG_Worlds.txt in notepad and change debug=true and also add another line under it with debuglevel=5. Do the minimal steps required to reproduce the issue. For example load the game to a location, fast travel to problematic the location, check that the issue happend and close the game to keep the logs as short as possible. Also upload the corresponding papyrus log.
voron00 Posted July 16 Posted July 16 19 minutes ago, sheson said: Edit ..\SKSE\plugins\DynDOLOD_Data\DynDOLOD_NG_Worlds.txt in notepad and change debug=true and also add another line under it with debuglevel=5. Do the minimal steps required to reproduce the issue. For example load the game to a location, fast travel to problematic the location, check that the issue happend and close the game to keep the logs as short as possible. Also upload the corresponding papyrus log. Papyrus log: https://pastebin.com/Txik3gj2 Dyndolod log: https://pastebin.com/DFZkmQ97
sheson Posted July 16 Author Posted July 16 26 minutes ago, voron00 said: Papyrus log: https://pastebin.com/Txik3gj2 Dyndolod log: https://pastebin.com/DFZkmQ97 Report which mod the SHESON_DynDOLOD_MCM.pex script comes from. It should be from DynDOLOD DLL NG and Scripts. Is the game struggling with FPS or is it maybe unlocked? Upload the DynDOLOD.esm and DynDOLOD.esp.
Kronnus Posted July 16 Posted July 16 7 hours ago, sheson said: Repeat the test with this version https://mega.nz/file/AIo0gbBb#ifaHKbxlXv4EXd-usPsU7oxewujZIMVSDmu5pdd0E8I and report results. Hi, I've redone the tests, and everything looks fine now. Here’s how I installed the latest files in MO2: DynDOLOD Resources SE - Alpha-57 DynDOLOD DLL NG - Alpha-36 Then I installed your test files, overwriting the PDB and DLL from Alpha-36. I reloaded my same save that had the DynDOLOD output and checked the three previously broken handcarts. Everything looked fine. I also ran a second test with a fresh save without the DynDOLOD output, and the physics worked fine in that case as well.
voron00 Posted July 16 Posted July 16 35 minutes ago, sheson said: Report which mod the SHESON_DynDOLOD_MCM.pex script comes from. It should be from DynDOLOD DLL NG and Scripts. Is the game struggling with FPS or is it maybe unlocked? Upload the DynDOLOD.esm and DynDOLOD.esp. Scripts are from latest dll yes, i pack them into bsa file with all other lod resources like meshes and textures, which are loaded right before dyndolod esm and esp, using them unpacked makes no difference though. The game is fps unlocked yes via sse display tweaks dll. https://mega.nz/file/nc9ClCgA#xqAjEUUYSvUc4uW2VEQYROic9W-WJ0VtcHkjj0O3JO4 Im installing vanilla game and try to test there..
voron00 Posted July 16 Posted July 16 (edited) 2 hours ago, voron00 said: Scripts are from latest dll yes, i pack them into bsa file with all other lod resources like meshes and textures, which are loaded right before dyndolod esm and esp, using them unpacked makes no difference though. The game is fps unlocked yes via sse display tweaks dll. https://mega.nz/file/nc9ClCgA#xqAjEUUYSvUc4uW2VEQYROic9W-WJ0VtcHkjj0O3JO4 Im installing vanilla game and try to test there.. I was able to track this down to NGIO-NG.dll and SSEDisplayTweaks.dll. Removing these two made the issue go away. Keeping either one of them and the issue is there. Edited July 16 by voron00
voron00 Posted July 17 Posted July 17 20 hours ago, voron00 said: I was able to track this down to NGIO-NG.dll and SSEDisplayTweaks.dll. Removing these two made the issue go away. Keeping either one of them and the issue is there. Sorry, i just noticed that this is only true for the test version (3.0.37.3), for the public version 36 it doesnt work. Also enabling grass cache for NGIO-NG helped with that plugin, but SSEDisplayTweaks is still a problem.
sheson Posted July 17 Author Posted July 17 On 7/16/2025 at 5:17 PM, Kronnus said: Hi, I've redone the tests, and everything looks fine now. Here’s how I installed the latest files in MO2: DynDOLOD Resources SE - Alpha-57 DynDOLOD DLL NG - Alpha-36 Then I installed your test files, overwriting the PDB and DLL from Alpha-36. I reloaded my same save that had the DynDOLOD output and checked the three previously broken handcarts. Everything looked fine. I also ran a second test with a fresh save without the DynDOLOD output, and the physics worked fine in that case as well. That is great. Thanks for letting us know. That test version should be fully functional so you can continue to use it until a new version is released. 1
sheson Posted July 17 Author Posted July 17 On 7/16/2025 at 5:35 PM, voron00 said: Scripts are from latest dll yes, i pack them into bsa file with all other lod resources like meshes and textures, which are loaded right before dyndolod esm and esp, using them unpacked makes no difference though. The game is fps unlocked yes via sse display tweaks dll. https://mega.nz/file/nc9ClCgA#xqAjEUUYSvUc4uW2VEQYROic9W-WJ0VtcHkjj0O3JO4 Im installing vanilla game and try to test there.. There script errors reported in the papyrus log that are a separate issue. When you pack the DynDOLOD DLL NG scripts in to the BSA you will have to make sure to delete/hide the scripts that are installed with DynDOLOD Resource SE, so they do not take precedence. On 7/17/2025 at 4:22 PM, voron00 said: Sorry, i just noticed that this is only true for the test version (3.0.37.3), for the public version 36 it doesnt work. Also enabling grass cache for NGIO-NG helped with that plugin, but SSEDisplayTweaks is still a problem. This might be some kind of timing problem. Report results with this test version https://mega.nz/file/BZQXFYLK#oyX8MiYTyiKoHyz0f_8Q68CqjCWRTR3a0XCfnrSCMlY Upload new DynDOLOD.log with the debug settings still enabled if issue persists. 1
voron00 Posted July 17 Posted July 17 32 minutes ago, sheson said: There script errors reported in the papyrus log that are a separate issue. When you pack the DynDOLOD DLL NG scripts in to the BSA you will have to make sure to delete/hide the scripts that are installed with DynDOLOD Resource SE, so they do not take precedence. Yeah, i think it was a save problem, i dont get these errors any more after starting new game. 33 minutes ago, sheson said: This might be some kind of timing problem. Report results with this test version https://mega.nz/file/RMwTSLIB#JWfj8VaOva-mkBOWNL2ND92xekia76-yYJWNx39p5eI Upload new DynDOLOD.log with the debug settings still enabled if issue persists. Looking good so far, tested in multiple locations, no more large reference bug and windmill bug seems to be gone too. 1
Kronnus Posted July 17 Posted July 17 2 hours ago, sheson said: That is great. Thanks for letting us know. That test version should be fully functional so you can continue to use it until a new version is released. Let the Holy Cow be praised! Thank you, Sheson! 1
Ravenholm Posted August 8 Posted August 8 (edited) How do I solve these? The first error message was "DynDOLOD.DLL and SKSE versions do not match" and the second was "DynDOLOD can not find master data in DynDOLOD_Tamriel". https://imgbox.com/AAK7RCBY https://imgbox.com/x0uf45Hy Edited August 8 by Ravenholm Misspelling
sheson Posted August 9 Author Posted August 9 8 hours ago, Ravenholm said: How do I solve these? The first error message was "DynDOLOD.DLL and SKSE versions do not match" and the second was "DynDOLOD can not find master data in DynDOLOD_Tamriel". https://imgbox.com/AAK7RCBY https://imgbox.com/x0uf45Hy Moved to the DynDOLOD DLL thread. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which explains which DynDOLOD log and debug log, DynDOLOD DLL log and papyrus log to upload. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to take screenshots in the game and not pictures of your monitor. The first message means there is probably an issue with the SKSE or the DynDOLOD DLL installation. If they are the correct version for the game runtime version and each other, then there might be a problem with their papyrus scripts. The logs would help to find the actual cause. The second message is due to the first. See https://dyndolod.info/Downloads and https://dyndolod.info/Installation-Instructions
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