sheson Posted September 20, 2022 Author Posted September 20, 2022 39 minutes ago, Jayombi said: I have SMIM but never include it in the generation. I noticed I had not included the Unofficial Skyrim Special Edition Patch so this time around I ticked it, and the result is a correct windmill.. https://dyndolod.info/Generation-Instructions#2-Generate-The-LOD-Mod-with-DynDOLOD Finalize the load order as explained in the prerequisites above. Make sure all mods, plugins and patches (that affect exterior cells and worldspaces and base records used by references in exterior cells) are enabled and their overwrite order is sorted. Ignore wrong 3rd party advice to temporarily disable plugins, mods, meshes or textures. Such advice is categorically wrong or outdated. In case of issues, solve the cause or use appropriate rules or settings for desired results.
Abbot Posted September 20, 2022 Posted September 20, 2022 (edited) Hello, Please help me. I'm desperate. This problem keep presenting itself and I don't have the slightest cue on how to solve it. While playing, I regularly CTD in exteriors in the Tamriel worldspace and NetScriptFramework ALWAYS gives me this error: https://pastebin.com/NVduwQie In "possible relevant objects", only the first two lines stay always the same, while in "Probable callstack" I always get "BSExtraDataList::GetExtraDataWithoutLocking_107480+A6" as the first line... What does it mean? If we solve this, my game should be perfectly stable since this is the only kind of CTD that I get!! Edited September 20, 2022 by Abbot
sheson Posted September 20, 2022 Author Posted September 20, 2022 2 hours ago, Abbot said: Hello, Please help me. I'm desperate. This problem keep presenting itself and I don't have the slightest cue on how to solve it. While playing, I regularly CTD in exteriors in the Tamriel worldspace and NetScriptFramework ALWAYS gives me this error: https://pastebin.com/NVduwQie In "possible relevant objects", only the first two lines stay always the same, while in "Probable callstack" I always get "BSExtraDataList::GetExtraDataWithoutLocking_107480+A6" as the first line... What does it mean? If we solve this, my game should be perfectly stable since this is the only kind of CTD that I get!! Read the first of the DynDOLOD 3 Alpha thread which log and debug log to upload when making posts. Upload the entire crash log. The crash is of since that ACTI base record does not have a model, while BSExtraDataList seems to be a block in a NIF. Double check the crash does not happen when DynDOLOD output is not active. See https://dyndolod.info/FAQ which explains to check ..\DynDOLOD\docs\DynDOLOD-README.txt. Enable the debug option in DynDOLOD_Worlds.json or DynDOLOD_Worlds.txt as explained and upload the papyrus as well. It seems the DynDOLOD.esp is being overwritten by other plugins, which seems odd. LOD and the DynDOOLOD plugins and then Occlusion should be the last things to generate and then overwrite everything.
dkjcyxc Posted September 21, 2022 Posted September 21, 2022 Sorry but how can I change the path that TexGen uses? It kept using my former Skyrim game path, which didn't exist any more. I want to let it use my current Skyrim game path, but I don't know how I can do it. Thanks for your help!
sheson Posted September 21, 2022 Author Posted September 21, 2022 5 hours ago, dkjcyxc said: Sorry but how can I change the path that TexGen uses? It kept using my former Skyrim game path, which didn't exist any more. I want to let it use my current Skyrim game path, but I don't know how I can do it. Thanks for your help! Do not post screens of text, post the text instead, though asking the question is already sufficient in this case. See https://dyndolod.info/Installation-Instructions Use the game launcher to set the current location of the game in the Windows Registry. See Windows Registry Key for more. See https://dyndolod.info/Messages/Windows-Registry-Key for more detailed explanations.
myztikrice Posted September 21, 2022 Posted September 21, 2022 (edited) On 9/19/2022 at 9:40 PM, sheson said: Yes Sorry you're not psychic, I should just ask what I want to ask They're still being linked in the Large Reference Bugs Workaround page https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds Why are they archived if users are still supposed to use them? Edited September 21, 2022 by myztikrice
sheson Posted September 21, 2022 Author Posted September 21, 2022 51 minutes ago, myztikrice said: Sorry you're not psychic, I should just ask what I want to ask They're still being linked in the Large Reference Bugs Workaround page https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds Why are they archived if users are still supposed to use them? Not listing the archives prevents users not RTFM from downloading scripts that won't work for their load order. Users that RTFM and thus hopefully know what they are doing can click the links and download them.
Dimom Posted September 21, 2022 Posted September 21, 2022 (edited) Greetings! Installed the latest version (98) and made settings according to the Manual HD / QHD. In the output, for Level LOD32, the meshes are huge (650MB). For ULTRA trees - LOD32 = Level2. Can you tell me why this is happening to me? DynDOLOD_SSE.ini Edited September 21, 2022 by Dimom
sheson Posted September 21, 2022 Author Posted September 21, 2022 1 hour ago, Dimom said: Greetings! Installed the latest version (98) and made settings according to the Manual HD / QHD. In the output, for Level LOD32, the meshes are huge (650MB). For ULTRA trees - LOD32 = Level2. Can you tell me why this is happening to me? DynDOLOD_SSE.ini 20.52 kB · 0 downloads Read the first post which log and debug log to upload when making posts. Since setting to use 3D tree LOD models for object LOD Level 32 obviously means the LOD meshes will have more files and larger file size than using no object LOD Level 32 or billboards in them, I am not what you are really asking. What is happening is what you instruct the LOD generation to do. Also, typically there is only one level 3D tree LOD model available, so Level0|1|2|3 all means the same LOD model is used. If you have problems or questions with instructions from a third party guide, you should ask its authors.
CorneliusC Posted September 21, 2022 Posted September 21, 2022 Hi. Can i use Alpha 98 with my current STEP setup, all still in game version 1.6.353? (I think i have A 97 installed now) Thank you ...
Abbot Posted September 21, 2022 Posted September 21, 2022 (edited) 19 hours ago, sheson said: Read the first of the DynDOLOD 3 Alpha thread which log and debug log to upload when making posts. Upload the entire crash log. The crash is of since that ACTI base record does not have a model, while BSExtraDataList seems to be a block in a NIF. Double check the crash does not happen when DynDOLOD output is not active. See https://dyndolod.info/FAQ which explains to check ..\DynDOLOD\docs\DynDOLOD-README.txt. Enable the debug option in DynDOLOD_Worlds.json or DynDOLOD_Worlds.txt as explained and upload the papyrus as well. It seems the DynDOLOD.esp is being overwritten by other plugins, which seems odd. LOD and the DynDOOLOD plugins and then Occlusion should be the last things to generate and then overwrite everything. So ever since I have enabled the debug option of DynDOLOD, I have A LOT of trouble in reproducing that particular CTD. I CTD for other things now, but they seem to vary wildly. DynDOLOD is no longer mentioned. I even stress-tested the game (tgm, tcl, player.setav speedmult 3000) and still nada. Does that even make the slightest amount of sense? I can't provide the logs mentioned in the first thread because this is actually a modfied Wabbajack modlist that I'm playing... I confess that DynDOLOD IS being overwritten by other plugins, but only in regards to a handful (less than a dozen) records and one of those plugins came pre-packaged with the Wabbajack modlist... Can't provide the original entire crash log because I deleted it right after posting that portion of the log that I put in Pastebin (believing that it was the only useful portion)... EDIT OK, I just had a bit of luck: https://pastebin.com/Fwi2nAfe I'll try to look for the DynDOLOD log EDTIT 2: Well, DynDOLOD didn't produce any new log... And as for Papyrus, I had it deactivated this run because I grew tired of trying to MAKE my game CTD and I got the CTD in this second Pastebin while playing *normally* (but with DynDOLOD's debug option set to true)... Is there anything that can be gleaned from this second Pastebin? Edited September 21, 2022 by Abbot
sheson Posted September 21, 2022 Author Posted September 21, 2022 1 hour ago, CorneliusC said: Hi. Can i use Alpha 98 with my current STEP setup, all still in game version 1.6.353? (I think i have A 97 installed now) Thank you ... https://dyndolod.info Regardless of which runtime version is used for Skyrim Special Edition, if the Skyrim Anniversary Edition or Anniversary DLC is installed, the game mode is always SSE. https://dyndolod.info/Mods/Skyrim-Special-Edition-Skyrim-Anniversary-Edition#Runtime-Versions Regardless of which runtime version is used for Skyrim Special Edition, if the Skyrim Anniversary Edition or Anniversary DLC is installed, the game mode is always SSE. If you have questions about a third party guide you need ask its authors.
sheson Posted September 21, 2022 Author Posted September 21, 2022 1 hour ago, Abbot said: So ever since I have enabled the debug option of DynDOLOD, I have A LOT of trouble in reproducing that particular CTD. I CTD for other things now, but they seem to vary wildly. DynDOLOD is no longer mentioned. I even stress-tested the game (tgm, tcl, player.setav speedmult 3000) and still nada. Does that even make the slightest amount of sense? I can't provide the logs mentioned in the first thread because this is actually a modfied Wabbajack modlist that I'm playing... I confess that DynDOLOD IS being overwritten by other plugins, but only in regards to a handful (less than a dozen) records and one of those plugins came pre-packaged with the Wabbajack modlist... Can't provide the original entire crash log because I deleted it right after posting that portion of the log that I put in Pastebin (believing that it was the only useful portion)... EDIT OK, I just had a bit of luck: https://pastebin.com/Fwi2nAfe I'll try to look for the DynDOLOD log EDTIT 2: Well, DynDOLOD didn't produce any new log... And as for Papyrus, I had it deactivated this run because I grew tired of trying to MAKE my game CTD and I got the CTD in this second Pastebin while playing *normally* (but with DynDOLOD's debug option set to true)... Is there anything that can be gleaned from this second Pastebin? Enabling the papyrus log should not cause CTD. This might indicate a larger issue. if you have issue with a mod list you probably should refer to its author for support. If you have not generated DynDOLOD properly for the current load order, then any troubleshooting here is pretty pointless. It saves the log and debug log when the program is closed. If any records in the DynDOLOD/Occlusion plugin or any of the output files are being overwritten, then something is not right or done correctly/as intended. Regarding that crash log, you can see from first entry of the possible relevant objects and the probable callstack that the CTD seems worldspace and quest related. My first reaction would be to check SVMiscMCMMerged.esp for errors, in particular the mentioned record and test the game without it.
Abbot Posted September 21, 2022 Posted September 21, 2022 (edited) 50 minutes ago, sheson said: Enabling the papyrus log should not cause CTD. This might indicate a larger issue. if you have issue with a mod list you probably should refer to its author for support. If you have not generated DynDOLOD properly for the current load order, then any troubleshooting here is pretty pointless. It saves the log and debug log when the program is closed. If any records in the DynDOLOD/Occlusion plugin or any of the output files are being overwritten, then something is not right or done correctly/as intended. Regarding that crash log, you can see from first entry of the possible relevant objects and the probable callstack that the CTD seems worldspace and quest related. My first reaction would be to check SVMiscMCMMerged.esp for errors, in particular the mentioned record and test the game without it. The issue with SvMiscMCMMerged appears only on loading a save (and that's where I get it this time too), but as you can see the log immediately mentions DynDOLOD as well (and it happened the other times as well). I just got another CTD that mentions DynDOLOD first: https://pastebin.com/SU8E3MTm This is *exactly* the type of error I was talking about. Edited September 21, 2022 by Abbot
sheson Posted September 21, 2022 Author Posted September 21, 2022 1 hour ago, Abbot said: The issue with SvMiscMCMMerged appears only on loading a save (and that's where I get it this time too), but as you can see the log immediately mentions DynDOLOD as well (and it happened the other times as well). I just got another CTD that mentions DynDOLOD first: https://pastebin.com/SU8E3MTm This is *exactly* the type of error I was talking about. That looks similar to the first crash log, so refer to what I said in this post: https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-98/?do=findComment&comment=264175. No log and no debug log of the DynDOLOD generation for the current load order. No information if CTD stop with DynDOLOD output is not active. No papyrus logs with debug enabled. DynDOLOD plugin is still being overwritten by other plugins. Together with the quest crash, it seems there might be different causes of CTD and reportedly something more severe happening when enabling papyrus logging. Do all those issues stop when deactivating the DynDOLOD output?
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