Jump to content

Recommended Posts

Posted
  On 1/1/2023 at 8:28 AM, sheson said:

Read the first post which log and debug log to upload when making posts.

The crash log tells us exactly and pretty straight forward what causes the crash: MESHES\DynDOLOD\NoHavok\mgmagicfirepillar01_nohavok.nif

That NIF is crated by DynDOLOD on demand from an original and just its collision flag unset. Upload that NIF and the original/winning mgmagicfirepillar01.nif (most likely in meshes/effects) from the current load order or let me know which mod contains it.

Expand  

As I said: "I even removed everything else under the DynDOLOD Output, leaving just DynDOLOD.esm and DynDOLOD.esp - still CTD."

Posted (edited)

I think i met a terrible BUG releated to the DynDOLOD DLL NG and Scripts 3.00.

Some quests will lose their Alias (Maybe) when you save the game, so when you read the save, you cannot continue the quest, the quest object will not display because the target Alias that the pointer point to is considered as not exsist.

I first noticed this BUG is when i'm doing DLC01 VQ07 touch the sky. After the game dispays: "Start: touch the sky" "Find the Auriel's bow" I save the game and quit. The next day i read the save and noticed the Object which should be display on the compass "Find the Auriel's bow" disappered. I ignore that and go to find Gelebor, but he do nothing after finish the dialogue with me, he should cast a spell to open the door but he don't. And here's a scence between him and serana, i noticed serana said what she should to say as usuall, but without pause--the dialouge should be said by Gelebor is skipped. Then i have to use console command to active the door, and i found here's no pointer to the five Shrines. So i have to read a previous save that before i start VQ07 touch the sky, and done that quest without exting game.

I have ever checked the payrus log of the game, i found a log that:

error: Action ref cannot be None
stack:
    [ (0200C177)].DLC1dunWaygateScript.Activate() - "<native>" Line ?
    [DLC1VQ07 (02002853)].DLC1_QF_DLC1VQ07_01002853.Fragment_40() - "DLC1_QF_DLC1VQ07_01002853.psc" Line 465

That's why i say "Some quests will lose their Alias". I think that's why the pionter disappeared and the quest cannot continue.The Alias lost.

Today when i play vigilant mod, i met same bug: the quest object pointer on compass and map disappeared when i read the save, i find the targetNPC but cannot continue the quest.He won't talk to me.

After hours of test, 3 or 4 times of regenrate LOD, i think it should be caused by the DynDOLOD DLL NG and Scripts 3.00. Maybe the dll in it caused this.

Uninstall DynDOLOD, this bug will not happend.

With the DynDOLOD DLL NG and Scripts 3.00 installed and Large Reference Bugs Workarounds enabled, I enter the game, after quest "Empty Cells" start, save the game , go to talk with gurad,the object "Talk with Steward" shows on compass and map. Read the save, the object "Talk with Steward" not shown. And when i talked to Steward, he will not give me the dialogue option.

I uninstall the DynDOLOD DLL NG and Scripts 3.00 and genrate LOD again, enter the game, after quest "Empty Cells" start, save the game. Go to talk with gurad,the object "Talk with Steward" shows on compass and map. Read the save, it still shows on the compass and map.Talk to Steward, he will give me dialogue option.

Sorry for no log here, the latest generation do not use DynDOLOD DLL NG and no bug in game, so i think the log is no value.

 

DynDOLOD Alpha-108, DynDOLOD Resources SE 3 Alpha-30, DynDOLOD DLL NG and Scripts 3.00.     

Edited by blueetenicolet
Posted
  On 1/1/2023 at 2:51 PM, blueetenicolet said:

I think i met a terrible BUG releated to the DynDOLOD DLL NG and Scripts 3.00.

Some quests will lose their Alias (Maybe) when you save the game, so when you read the save, you cannot continue the quest, the quest object will not display because the target Alias that the pointer point to is considered as not exsist.

I first noticed this BUG is when i'm doing DLC01 VQ07 touch the sky. After the game dispays: "Start: touch the sky" "Find the Auriel's bow" I save the game and quit. The next day i read the save and noticed the Object which should be display on the compass "Find the Auriel's bow" disappered. I ignore that and go to find Gelebor, but he do nothing after finish the dialogue with me, he should cast a spell to open the door but he don't. And here's a scence between him and serana, i noticed serana said what she should to say as usuall, but without pause--the dialouge should be said by Gelebor is skipped. Then i have to use console command to active the door, and i found here's no pointer to the five Shrines. So i have to read a previous save that before i start VQ07 touch the sky, and done that quest without exting game.

I have ever checked the payrus log of the game, i found a log that:

error: Action ref cannot be None
stack:
    [ (0200C177)].DLC1dunWaygateScript.Activate() - "<native>" Line ?
    [DLC1VQ07 (02002853)].DLC1_QF_DLC1VQ07_01002853.Fragment_40() - "DLC1_QF_DLC1VQ07_01002853.psc" Line 465

That's why i say "Some quests will lose their Alias". I think that's why the pionter disappeared and the quest cannot continue.The Alias lost.

Today when i play vigilant mod, i met same bug: the quest object pointer on compass and map disappeared when i read the save, i find the targetNPC but cannot continue the quest.He won't talk to me.

After hours of test, 3 or 4 times of regenrate LOD, i think it should be caused by the DynDOLOD DLL NG and Scripts 3.00. Maybe the dll in it caused this.

Uninstall DynDOLOD, this bug will not happend.

With the DynDOLOD DLL NG and Scripts 3.00 installed and Large Reference Bugs Workarounds enabled, I enter the game, after quest "Empty Cells" start, save the game , go to talk with gurad,the object "Talk with Steward" shows on compass and map. Read the save, the object "Talk with Steward" not shown. And when i talked to Steward, he will not give me the dialogue option.

I uninstall the DynDOLOD DLL NG and Scripts 3.00 and genrate LOD again, enter the game, after quest "Empty Cells" start, save the game. Go to talk with gurad,the object "Talk with Steward" shows on compass and map. Read the save, it still shows on the compass and map.Talk to Steward, he will give me dialogue option.

Sorry for no log here, the latest generation do not use DynDOLOD DLL NG and no bug in game, so i think the log is no value.

 

DynDOLOD Alpha-108, DynDOLOD Resources SE 3 Alpha-30, DynDOLOD DLL NG and Scripts 3.00.     

Expand  

Read the first post which log and debug log to upload when making posts.

How are the DynDOLOD scripts or DLL affecting the couple papyrus quoted log lines? Post the entire log.

These issues sound a bit like surpassing the plugin limits or the MaxStdIO setting not being raised high enough with SSE Engine Fixes.

Posted
  On 1/1/2023 at 2:26 PM, Anubis said:

As I said: "I even removed everything else under the DynDOLOD Output, leaving just DynDOLOD.esm and DynDOLOD.esp - still CTD."

Expand  

Really read everything what I wrote.

https://dyndolod.info/FAQ "ILS or CTD"
See ..DynDOLOD\Docs\DynDOLOD-README.txt for checking if a missing or invalid asset (meshes or textures) is the cause.

Posted
  On 1/1/2023 at 3:22 PM, sheson said:

Read the first post which log and debug log to upload when making posts.

How are the DynDOLOD scripts or DLL affecting the couple papyrus quoted log lines? Post the entire log.

These issues sound a bit like surpassing the plugin limits or the MaxStdIO setting not being raised high enough with SSE Engine Fixes.

Expand  

OK. I'll generate LOD with DynDOLOD DLL NG and Scripts 3.00, test again and save the log. And try increasing MaxStdIO to see what happend.

Posted
  On 1/1/2023 at 3:33 PM, blueetenicolet said:

OK. I'll generate LOD with DynDOLOD DLL NG and Scripts 3.00, test again and save the log. And try increasing MaxStdIO to see what happend.

Expand  

While those logs would be interesting as well I did not asked for that. Simply upload the logs form the last generation.

Posted
  On 1/1/2023 at 3:38 PM, sheson said:

I did not asked for that. Simply upload the logs form the last generation.

Expand  

Er... the last generation not use DynDOLOD DLL NG and Scripts 3.00, and have no problem.. So i think i should upload the log from generation that have bugs.

Posted
  On 1/1/2023 at 3:30 PM, sheson said:

Really read everything what I wrote.

https://dyndolod.info/FAQ "ILS or CTD"
See ..DynDOLOD\Docs\DynDOLOD-README.txt for checking if a missing or invalid asset (meshes or textures) is the cause.

Expand  

Ah, now I understand. If this mesh is either missing or faulty - either way it's CTD

I'm sorry, I really did read everything and many more, it's just a lot of info all at once and some things might slip out of mind while concentrating to some other parts of it.

Here are the meshes:

https://www83.zippyshare.com/v/C3OslIGe/file.html
https://www83.zippyshare.com/v/2M05RAf4/file.html
 

 

Posted
  On 1/1/2023 at 3:41 PM, blueetenicolet said:

Er... the last generation not use DynDOLOD DLL NG and Scripts 3.00, and have no problem.. So i think i should upload the log from generation that have bugs.

Expand  

The log and debug log contain lots of information about the game and load order. Rudimentary information you have yet to provide.

Whatever the issues in the game, the difference in the LOD generation is secondary.

Posted (edited)
  On 1/1/2023 at 4:04 PM, sheson said:

The log and debug log contain lots of information about the game and load order. Rudimentary information you have yet to provide.

Whatever the issues in the game, the difference in the LOD generation is secondary.

Expand  

Here: Mega Logs and a sample video

I tried increase MaxStdio from 2048 to 4096 but bug still happends.

 

Edit: On a cleaned save, I enable DynDOLOD_Output and DynDOLOD-DLL-NG Scripts.3.00-Alpha-1, but disable DynDOLOD.esm and esp, and occlusion.esp, this will not happened.

Edited by blueetenicolet
Posted
  On 1/1/2023 at 4:24 PM, blueetenicolet said:

Here: Mega Logs and a sample video

I tried increase MaxStdio from 2048 to 4096 but bug still happends.

 

Edit: On a cleaned save, I enable DynDOLOD_Output and DynDOLOD-DLL-NG Scripts.3.00-Alpha-1, but disable DynDOLOD.esm and esp, and occlusion.esp, this will not happened.

Expand  

Why is there LOD generated for zaomvigilantworld or any of the other Vigilant worldspaces. These worldspaces are supposed to be ignored by default for a reason. Did you change settings to make it available?

Can you replicate this is a vanilla game, quest, worldspace like Tamriel?

Did you ever use the older workarounds before with Alpha 107 and the PapyrusUtil/DynDOLOD DLL scripts?

Upload skse\plugins\DynDOLOD_Data\zAoMVigilantWorld_objects.txt from the DynDOLOD output. The no data for index errors in the DynDLOD.log should not happen, not sure if related or not.

Posted (edited)
  On 1/1/2023 at 5:31 PM, sheson said:

Why is there LOD generated for zaomvigilantworld or any of the other Vigilant worldspaces. These worldspaces are supposed to be ignored by default for a reason. Did you change settings to make it available?

Can you replicate this is a vanilla game, quest, worldspace like Tamriel?

Did you ever use the older workarounds before with Alpha 107 and the PapyrusUtil/DynDOLOD DLL scripts?

Upload skse\plugins\DynDOLOD_Data\zAoMVigilantWorld_objects.txt from the DynDOLOD output. The no data for index errors in the DynDLOD.log should not happen, not sure if related or not.

Expand  

Yes i changed the setting to generate LOD for all worlds.

This first happends in DLC1 VQ07, i saved game in interior, Ancestor Glade.  I've only found this twice so far, and some quests don't seem to be affected. You know it's hard to met the bug, only when you save the game, quit, and play again.

Yes i use workarounds since Alpha 98 experimental workarounds came out, every new version i will download and generate LOD again. I used DynDOLOD PapurysUtil SE - Scripts 3.00-Alpha-1 before, and changed to DynDOLOD-DLL-NG Scripts.3.00-Alpha-1 when Alpha 107.

Here's all content of zAoMVigilantWorld_objects.txt:

  Reveal hidden contents

 

I have to take a rest. I'll reply you tomorrow.

Edited by blueetenicolet
Posted
  On 1/1/2023 at 4:01 PM, Anubis said:

Ah, now I understand. If this mesh is either missing or faulty - either way it's CTD

I'm sorry, I really did read everything and many more, it's just a lot of info all at once and some things might slip out of mind while concentrating to some other parts of it.

Here are the meshes:

https://www83.zippyshare.com/v/C3OslIGe/file.html
https://www83.zippyshare.com/v/2M05RAf4/file.html

Expand  

Test if still CTDs with the attached NIF. If it does, upload that crash log.

mgmagicfirepillar01_nohavok.nifFetching info...

Posted

This worked! No more CTD.

I also checked the original mgmagicfirepillar01_nohavok.nif  in CK before and it crashed. But the mesh you uploaded does not crash the CK. Tried in game twice - fixed.

(I also checked all the other meshes in the NoHavok folder - they don't crash the CK. So the mgmagicfirepillar01_nohavok.nif was the only one that was faulty.)

As I understand, the CTD happened because when I went further away from the College Of Winterhold, the mgmagicfirepillar01.nif was replaced with lod file mgmagicfirepillar01_nohavok.nif that was faulty.

 

I see you re-enabled the havok flag. Is this all you did ?  

 

Posted
  On 1/1/2023 at 6:25 PM, Anubis said:

This worked! No more CTD.

I also checked the original mgmagicfirepillar01_nohavok.nif  in CK before and it crashed. But the mesh you uploaded does not crash the CK. Tried in game twice - fixed.

(I also checked all the other meshes in the NoHavok folder - they don't crash the CK. So the mgmagicfirepillar01_nohavok.nif was the only one that was faulty.)

As I understand, the CTD happened because when I went further away from the College Of Winterhold, the mgmagicfirepillar01.nif was replaced with lod file mgmagicfirepillar01_nohavok.nif that was faulty.

 

I see you re-enabled the havok flag. Is this all you did ?  

Expand  

That was just a renamed original NIF. The xEdit code DynDOLOD uses to open, change and save the NIF changes a couple more bytes I will have to investigate.

Test which attached NIF, which is just the flag changed without any other changes as it is supposed to be.

mgmagicfirepillar01_nohavok.nifFetching info...

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.