mabezard Posted September 9, 2025 Posted September 9, 2025 first time posting here. On SkyrimVR I tried updating DyndLOD DLL NG to version alpha-37 today, but it causes an immediate CTD after the Bethesda logo, before the game loads. Reverting to Alpha-36 all works fine. DynDOLOD.log says almost nothing. No other logs produced. DynDOLOD NG plugin version: 3.0.37.0 | SKSE version: 2.0.12.0 | Game version: 1-4-15-1 Trampoline initialized. DynDOLOD Patch installed.
sheson Posted September 9, 2025 Author Posted September 9, 2025 2 hours ago, mabezard said: first time posting here. On SkyrimVR I tried updating DyndLOD DLL NG to version alpha-37 today, but it causes an immediate CTD after the Bethesda logo, before the game loads. Reverting to Alpha-36 all works fine. DynDOLOD.log says almost nothing. No other logs produced. DynDOLOD NG plugin version: 3.0.37.0 | SKSE version: 2.0.12.0 | Game version: 1-4-15-1 Trampoline initialized. DynDOLOD Patch installed. This should be fixed in Alpha-38. Upload new DynDOLOD.log and crash log if there still is an issue.
DarkShengLong Posted September 11, 2025 Posted September 11, 2025 (edited) Hello, saw various reports but just to confirm been experimenting all day and latest dll Alpha-37 resets fSkyCellRefFadeDistance to 0 everytime you fast travel affecting dynamic lods (Water wheels, Windmill fans, Moded statue of azura, etc). Going back to Alpha-36 everything works fine again. This is on Skyrim 1.6.1170 Steam, SKSE 2.2.6. Also Skyrimprefs.ini is read-only and the value set is =60.000 Edited September 11, 2025 by DarkShengLong
sheson Posted September 11, 2025 Author Posted September 11, 2025 1 hour ago, DarkShengLong said: Hello, saw various reports but just to confirm been experimenting all day and latest dll Alpha-37 resets fSkyCellRefFadeDistance to 0 everytime you fast travel affecting dynamic lods (Water wheels, Windmill fans, Moded statue of azura, etc). Going back to Alpha-36 everything works fine again. This is on Skyrim 1.6.1170 Steam, SKSE 2.2.6. Also Skyrimprefs.ini is read-only and the value set is =60.000 Your post is the first report about this problem with Alpha-37. The latest version is Alpha-38. Always use the latest version. Replace DynDOLOD.DLL with this test version https://mega.nz/file/FQxjzSiT#UqrCBiG2blKgel0xlsBnnpsXa2thII6FymVp2_PSBJE and start the game with the existing output and repeat the fast travel steps required to cause the issue. If the issue persists with the test version, edit ..\SKSE\plugins\DynDOLOD_Data\DynDOLOD_NG_Worlds.txt in the DynDOLOD output and change debug=true and add a line underneath it: debuglevel=1 Then start the game, do the minimum steps required to reproduce the problem and upload the new DynDOLOD.log from DynDOLOD.DLL. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs 1
DarkShengLong Posted September 11, 2025 Posted September 11, 2025 Hey Sheson, I knew about Alpha-38 but since the changelog between 37 and 38 only mentioned a fix related to Skyrim VR I assumed no other changes and stayed with 37. And yes the new dll you linked is working correctly no more reset on fast travel. Thanks.
sheson Posted September 11, 2025 Author Posted September 11, 2025 1 hour ago, DarkShengLong said: Hey Sheson, I knew about Alpha-38 but since the changelog between 37 and 38 only mentioned a fix related to Skyrim VR I assumed no other changes and stayed with 37. And yes the new dll you linked is working correctly no more reset on fast travel. Thanks. Thanks for letting us know it works OK .
mabezard Posted September 13, 2025 Posted September 13, 2025 hey sorry, busy life. just confirming alpha 38 fixed the VR ctd issue.
sheson Posted September 13, 2025 Author Posted September 13, 2025 7 hours ago, mabezard said: hey sorry, busy life. just confirming alpha 38 fixed the VR ctd issue. Thanks for letting us know!
GiraPomba Posted September 21, 2025 Posted September 21, 2025 (edited) On 9/11/2025 at 5:46 AM, sheson said: Your post is the first report about this problem with Alpha-37. The latest version is Alpha-38. Always use the latest version. Replace DynDOLOD.DLL with this test version https://mega.nz/file/FQxjzSiT#UqrCBiG2blKgel0xlsBnnpsXa2thII6FymVp2_PSBJE and start the game with the existing output and repeat the fast travel steps required to cause the issue. If the issue persists with the test version, edit ..\SKSE\plugins\DynDOLOD_Data\DynDOLOD_NG_Worlds.txt in the DynDOLOD output and change debug=true and add a line underneath it: debuglevel=1 Then start the game, do the minimum steps required to reproduce the problem and upload the new DynDOLOD.log from DynDOLOD.DLL. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs Hi there, I'm not sure if it's the same issue (couldn't download the DLL from that link to test), but it seems that with version 38 of Dyndolod NG, some structures are not loading when traveling by foot. Most notably Hendraheim and Myrwatch (and probably others). With version 38: https://imgur.com/jcmO8ow With version 36 (working as expected): https://imgur.com/pnPQcSU The structures load fine by fast traveling tho. Edited September 21, 2025 by GiraPomba
sheson Posted September 21, 2025 Author Posted September 21, 2025 6 hours ago, GiraPomba said: Hi there, I'm not sure if it's the same issue (couldn't download the DLL from that link to test), but it seems that with version 38 of Dyndolod NG, some structures are not loading when traveling by foot. Most notably Hendraheim and Myrwatch (and probably others). With version 38: https://imgur.com/jcmO8ow With version 36 (working as expected): https://imgur.com/pnPQcSU The structures load fine by fast traveling tho. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-the-Latest-Versions Always use the latest version of DynDOLOD Standalone, DynDOLOD Resources and DynDOLOD DLL NG and Scripts. Bugs and other problems may already be fixed or addressed. The latest version version of DynDOLOD DLL NG and Scripts is Alpha-39. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log, debug log, papyrus log and log from the DynDOLOD DLL to upload. I assume the second screenshot was made without DynDOLOD output active and not after fast travel. Make the screenshot again with DynDOLOD active and after fast travel. Explain the steps required after starting the game to reproduce the problem, like are you loading an existing save and from where are you walking. Test with a new game / coc from main menu.
GiraPomba Posted September 21, 2025 Posted September 21, 2025 (edited) 5 hours ago, sheson said: https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-the-Latest-Versions Always use the latest version of DynDOLOD Standalone, DynDOLOD Resources and DynDOLOD DLL NG and Scripts. Bugs and other problems may already be fixed or addressed. The latest version version of DynDOLOD DLL NG and Scripts is Alpha-39. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log, debug log, papyrus log and log from the DynDOLOD DLL to upload. I assume the second screenshot was made without DynDOLOD output active and not after fast travel. Make the screenshot again with DynDOLOD active and after fast travel. Explain the steps required after starting the game to reproduce the problem, like are you loading an existing save and from where are you walking. Test with a new game / coc from main menu. I was playing with the latest version. First screenshot was made with latest version of Dyndolod NG (38). Second screenshot was made with version 36(without the bug). Both with the same output active. To reproduce, travel from Rorikstead(can load a save from there or start a new game and COC RoriksteadExterior01) to Hendraheim by foot. The bug doesn't happen by fast traveling or COC with console there directly. I can attach the Dyndolod.dll log but it didn't have much information. I don't have the other logs because I don't I don't have Dyndolod Standalone enabled on this modlist. Edited September 21, 2025 by GiraPomba
sheson Posted September 21, 2025 Author Posted September 21, 2025 50 minutes ago, GiraPomba said: I was playing with the latest version. First screenshot was made with latest version of Dyndolod NG (38). Second screenshot was made with version 36(without the bug). Both with the same output active. To reproduce, travel from Rorikstead(can load a save from there or start a new game and COC RoriksteadExterior01) to Hendraheim by foot. The bug doesn't happen by fast traveling or COC with console there directly. I can attach the Dyndolod.dll log but it didn't have much information. I don't have the other logs because I don't I don't have Dyndolod Standalone enabled on this modlist. Requested log files were not provided. It's unclear what "output" was supoosedly active with DynDOLOD DLL NG and Scripts Alpha-36 or Alpha-38. As already explained the latest DynDOLOD DLL NG and Scripts is Alpha-39, which means Alpha-38 is not the latest version. Be that as that may. DynDOLOD DLL NG and Scripts is a requirement by DynDOLOD Standalone to be active when generating the LOD patch output for the current load order and that LOD patch output active in the game as well. It us not suppoaed to be used by utself. If there is no DynDOLOD LOD patch output active in the game, also deactivate everything else, DynDOLOD Resources, DynDOLOD DLL NG and Scripts, TexGen output etc. See https://dyndolod.info/Downloads, https://dyndolod.info/Installation-Instructions, https://dyndolod.info/Generation-Instructions
GiraPomba Posted September 21, 2025 Posted September 21, 2025 1 hour ago, sheson said: Requested log files were not provided. It's unclear what "output" was supoosedly active with DynDOLOD DLL NG and Scripts Alpha-36 or Alpha-38. As already explained the latest DynDOLOD DLL NG and Scripts is Alpha-39, which means Alpha-38 is not the latest version. Be that as that may. DynDOLOD DLL NG and Scripts is a requirement by DynDOLOD Standalone to be active when generating the LOD patch output for the current load order and that LOD patch output active in the game as well. It us not suppoaed to be used by utself. If there is no DynDOLOD LOD patch output active in the game, also deactivate everything else, DynDOLOD Resources, DynDOLOD DLL NG and Scripts, TexGen output etc. See https://dyndolod.info/Downloads, https://dyndolod.info/Installation-Instructions, https://dyndolod.info/Generation-Instructions Here are the logs, Papyrus.0.log and DynDOLOD.log from Alpha-39(I said 38 before, but it was acually 38, my bad). Like I said, there are no other logs because I'm not using DynDOLOD Standalone tool. Afaik it's only necessary when doing LODs, not when playing the game. DynDOLOD was ran with DynDOLOD Standalone, DynDOLOD Resources and DynDOLOD DLL NG and Scripts and all the mods in the list (following the proper procedures), the output was made with Alpha-36, only thing that was updated was DynDOLOD DLL NG and Engine Fixes to the latest version. So the bug started happening with Alpha 37 and above (LOD wasn't redone after that). Here's a video showcasing it: If there's anything I can do to help, let me know. Otherwise I'll keep playing with Alpha-36 which works fine for me. Papyrus.0.log DynDOLOD.log
sheson Posted September 21, 2025 Author Posted September 21, 2025 1 hour ago, GiraPomba said: Here are the logs, Papyrus.0.log and DynDOLOD.log from Alpha-39(I said 38 before, but it was acually 38, my bad). Like I said, there are no other logs because I'm not using DynDOLOD Standalone tool. Afaik it's only necessary when doing LODs, not when playing the game. DynDOLOD was ran with DynDOLOD Standalone, DynDOLOD Resources and DynDOLOD DLL NG and Scripts and all the mods in the list (following the proper procedures), the output was made with Alpha-36, only thing that was updated was DynDOLOD DLL NG and Engine Fixes to the latest version. So the bug started happening with Alpha 37 and above (LOD wasn't redone after that). If there's anything I can do to help, let me know. Otherwise I'll keep playing with Alpha-36 which works fine for me. Papyrus.0.log 525.89 kB · 0 downloads DynDOLOD.log 1.49 kB · 0 downloads Upload the DynDOLOD log and debug log from the LOD patch output generation that you claimed was active for both screenshots as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game Screenshots Do not waste time making videos of things that can be explained in a couple sentences or to provide information that a screenshot provides more easily as explained below. Nobody has time to watch minutes of shaky videos with bad lighting just to find the couple frames that have the required information. What is the video showing that you haven't already shown in the screenshots or explained in text? If the 2nd screenshot with more informative console was made with a DynDOLOD LOD patch active, it is very likely that the LOD patch is out of date and was made for a different load order as the reference should be typically last modified by a DynDOLOD plugin - regardless of which DynDOLOD DLL NG and Scripts are used. The DynDOLOD.log from DynDOLOD DLL NG and Scripts also indicates the used LOD patch output was made for a different load order. Generate a new LOD patch from scratch for the current load order.
GiraPomba Posted September 21, 2025 Posted September 21, 2025 15 minutes ago, sheson said: Upload the DynDOLOD log and debug log from the LOD patch output generation that you claimed was active for both screenshots as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game Screenshots Do not waste time making videos of things that can be explained in a couple sentences or to provide information that a screenshot provides more easily as explained below. Nobody has time to watch minutes of shaky videos with bad lighting just to find the couple frames that have the required information. What is the video showing that you haven't already shown in the screenshots or explained in text? If the 2nd screenshot with more informative console was made with a DynDOLOD LOD patch active, it is very likely that the LOD patch is out of date and was made for a different load order as the reference should be typically last modified by a DynDOLOD plugin - regardless of which DynDOLOD DLL NG and Scripts are used. The DynDOLOD.log from DynDOLOD DLL NG and Scripts also indicates the used LOD patch output was made for a different load order. Generate a new LOD patch from scratch for the current load order. Again, I don't have the debug logs, like I said I'm playing with pre generated outputs included in a modlist, Dyndolod Standalone tool is not included, neither are its logs. The LOD was made following the correct procedures and the load order is exactly the same in both tests, the only thing different is the version of Dyndolod NG DLL. Hendraheim comes with its own LODs apparently, so they were probably skipped during LOD generation. So it's not a "Output" generation thing, it's a DLL thing.Alpha 36 works fine, Alpha 39 has this issue. I'm just trying to report this issue. I'll stick with Alpha 36, which works fine for me and the modlist, have a good day.
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