sheson Posted February 5, 2023 Author Posted February 5, 2023 35 minutes ago, Tyveras said: Hi, I've been encountering an odd error for a while now while using DynDOLOD 3, and I was hoping to get some advice. I play the game for a few hours, get to level 5-10 and eventually the game will crash and no longer load. Crashlogger stating that its cause of 'pathing' issues. What causes the crash seems to change every time. I've attached the latest log, I hope thats useful. https://pastebin.com/embed/meEX88mj crash-2023-02-05-12-16-59.log 35.28 kB · 1 download Moved to the DynDOLOD 3 Alpha thread. Read the first post which log and debug log to upload when making posts. What basic troubleshooting have you done that makes you believe that this CTD / pathing (navmesh) has anything to with DynDOLOD?
Rozen Posted February 5, 2023 Posted February 5, 2023 5 hours ago, sheson said: That's just the bugreport.txt, it was enough for a next test version. Upload bugreport.txt and debug log for this test version https://mega.nz/file/JR4Q0bwL#E1p3R0TyPtsa2qH_BYVUQlfsqiI8BzYqshG6GojyFTc grabbing that and going to test now, I will send the debug log too if it makes it.
Tyveras Posted February 5, 2023 Posted February 5, 2023 Sorry about that. I've run several games with and without DynDOLOD to see if this error continues. Games without DynDOLOD don't seem to have this error. That said, it could simply be due to the various mods I have not playing nicely with each other. I'm not that experienced with troubleshooting Skyrim issues. I have searched and asked around to see if anyone else has experienced this pathing issue, but no one seems to have. I will run DynDOLOD again, and save the report, and go over it more closely this time.
Rozen Posted February 5, 2023 Posted February 5, 2023 Got a bug report log and the debug log> https://ufile.io/f/7059l
sheson Posted February 5, 2023 Author Posted February 5, 2023 44 minutes ago, Tyveras said: Sorry about that. I've run several games with and without DynDOLOD to see if this error continues. Games without DynDOLOD don't seem to have this error. That said, it could simply be due to the various mods I have not playing nicely with each other. I'm not that experienced with troubleshooting Skyrim issues. I have searched and asked around to see if anyone else has experienced this pathing issue, but no one seems to have. I will run DynDOLOD again, and save the report, and go over it more closely this time. The internet is full of crash logs with navmesh pathing CTD. https://www.google.com/search?q=crash+"BSPathBuilder" Use the xEdit error check. Do not randomly flag any plugin as master. The DynDOLOD plugins do not touch/overwrite/change any navmeshes. Rerunning DynDOLOD will change nothing about navmeshes.
sheson Posted February 5, 2023 Author Posted February 5, 2023 2 hours ago, bruhcubed said: Hey there Sheson, I just want to preface this this by saying that I've been using DynDOLOD for years now and never came across any issues, and I've always managed to somehow figure out how to resolve my own issues through your excellent guides. So I just wanted to make a bit of an appreciation post really thanking you for your excellent mod as this is my first time here. It's probably one of the only reasons why I bother to continue playing Skyrim. Recently, I have become a bit more adept at modding Skyrim, so I wanted to challenge myself in doing something that I have always wanted to do, which is Seasonal Landscapes - Unfrozen with city mods, tree mods, and grass mods all operating in 1.6.640. I have used Grass Cache Fixes and somehow managed to get tree mods and grass mods working perfectly with multiple grass caches for seasonal swaps (somehow!). However, the issue I have has nothing to do with what I thought would be the difficult part (the grass and tree mods). It actually comes in the form of the really blatant Object LODs and on a minor note, city mod swapping. For some reasons, objects between seasons simply will not have any LODs generated for them. In the default season, they are all present, but in the SUM season (as an example) they all disappear. I have even disabled SeasonsCopy to no avail. As for the city mods, in between seasons, while the object LOD is at least present the LOD will not be updated (ie snow in summertime). I really have tried troubleshooting in every way possible and scoured the internet for an issue similar to this but I cannot seem to fix it. So I require the assistance of a modder much wiser and greater than me. I've dropped practically all the files zipped here for your perusal: https://ufile.io/f/bkn26 Thanks for your time, and thanks again just for doing what you do. You're awesome. https://dyndolod.info/Generation-Instructions Wait for all processes including all spawned LODGen command prompt windows to complete successfully. Pay attention to all log messages. It should end with the log message 'DynDOLOD plugins generated successfully' and lines like 'LODGen generated object LOD for [WORLDSPACE] successfully' for each selected worldspace. Do not use the output if there were errors that stopped the process prematurely. The last error message window said "Error: OpenGL: Source framebuffer objects unsupported." You then clicked Exit. The output is not usable as explained in the documentation. See if changing MaxTextureSize=8192 in ..\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini lets the process run through. Also read https://dyndolod.info/Messages/Max-Tree-LOD-Billboard-Count-Of-256-On-Atlas-Exceeded
sheson Posted February 5, 2023 Author Posted February 5, 2023 3 hours ago, Rozen said: Got a bug report log and the debug log> https://ufile.io/f/7059l Let me know what happens with this test version https://mega.nz/file/ZABDXaRT#DfqjTPmgb_r0d4GkCwEw5dWYgd47VzVzQ9Pn2zLHeYU
Rozen Posted February 5, 2023 Posted February 5, 2023 1 hour ago, sheson said: Let me know what happens with this test version https://mega.nz/file/ZABDXaRT#DfqjTPmgb_r0d4GkCwEw5dWYgd47VzVzQ9Pn2zLHeYU Run 1: crashed and no logs besides the one in windows. Faulting application name: DynDOLODx64.exe, version: 3.0.0.112, time stamp: 0x63dfe565 Faulting module name: ntdll.dll, version: 10.0.22621.900, time stamp: 0xa97a9ed6 Exception code: 0xc0000374 Fault offset: 0x000000000010c249 Faulting process id: 0x0x3238 Faulting application start time: 0x0x1D9398ACD3C7CE3 Faulting application path: C:\DynDOLOD 3.00-68518-Alpha-111-1673607327\DynDOLOD\DynDOLODx64.exe Faulting module path: C:\WINDOWS\SYSTEM32\ntdll.dll Report Id: c650c480-37df-4000-9de6-c304a8bb562e Faulting package full name: Faulting package-relative application ID: Run 2: Got through, logs> https://ufile.io/f/e41vo Seems like it is getting better.
sheson Posted February 5, 2023 Author Posted February 5, 2023 36 minutes ago, Rozen said: Run 1: crashed and no logs besides the one in windows. Faulting application name: DynDOLODx64.exe, version: 3.0.0.112, time stamp: 0x63dfe565 Faulting module name: ntdll.dll, version: 10.0.22621.900, time stamp: 0xa97a9ed6 Exception code: 0xc0000374 Fault offset: 0x000000000010c249 Faulting process id: 0x0x3238 Faulting application start time: 0x0x1D9398ACD3C7CE3 Faulting application path: C:\DynDOLOD 3.00-68518-Alpha-111-1673607327\DynDOLOD\DynDOLODx64.exe Faulting module path: C:\WINDOWS\SYSTEM32\ntdll.dll Report Id: c650c480-37df-4000-9de6-c304a8bb562e Faulting package full name: Faulting package-relative application ID: Run 2: Got through, logs> https://ufile.io/f/e41vo Seems like it is getting better. At this point, I suggest to test with default BIOS settings, or maybe even some settings turned off or lower. Things like turning off PBO or use slower memory timings instead of XMP etc, siiar auto options the graphics card. I am not familiar with the platform you are using, so you would have to experiment/google a bit. In any case, the BIOS should hopefully offer different profiles, so you should save your current settings. If you encounter exceptions that produce a bugreport.txt, upload it and debug of course.
Rozen Posted February 5, 2023 Posted February 5, 2023 (edited) 55 minutes ago, sheson said: At this point, I suggest to test with default BIOS settings, or maybe even some settings turned off or lower. Things like turning off PBO or use slower memory timings instead of XMP etc, siiar auto options the graphics card. I am not familiar with the platform you are using, so you would have to experiment/google a bit. In any case, the BIOS should hopefully offer different profiles, so you should save your current settings. If you encounter exceptions that produce a bugreport.txt, upload it and debug of course. I rather not touch my bios setting sense I have only been in there a few times and the few times I was in my bios was to turn on safe boot and a setting I needed on to update to windows 11 and on my video card I am using the gaming profile that it has. I will keep testing when I can and report if I get a bug report log again. Edited February 5, 2023 by Rozen
lord_tusk Posted February 6, 2023 Posted February 6, 2023 Im having a weird issue that i couldn't find anything posted about before. In a few specific cells behind whiterun, mostly in 4,3, some tree lod billboards are oddly transparent and the sky line/ atmosphere line sorta "masks" out part of the tree lod; the "unmasked" portion glows really bright. I have them set as ultra tree lod but just using billboards. (i like the performance/consistency but also like them on map). The up close full models are completely normal, same tree references as all the other trees. I can't find the issue in any other areas so far. Issue also was persistent on new saves. Not sure if it has something to do with the occlusion.esp for this cell but my skyrim wouldn't load any saves or new save when i just disabled occlusion.esp. Disabling all of dyndolod output of course was a fix. Currently waiting on dyndolod to re run again now on the latest version (ran this back on 106) to see if this was recently fixed, but i wasn't really sure from the changelogs if it was. video of issue: https://drive.google.com/file/d/1SrSg8M3qFX8MdUrF024DD-4Rz1D_vMg6/view?usp=sharing My dyndolod sse log and debug log: https://ufile.io/f/smsi5 <3
sheson Posted February 6, 2023 Author Posted February 6, 2023 6 hours ago, lord_tusk said: Im having a weird issue that i couldn't find anything posted about before. In a few specific cells behind whiterun, mostly in 4,3, some tree lod billboards are oddly transparent and the sky line/ atmosphere line sorta "masks" out part of the tree lod; the "unmasked" portion glows really bright. I have them set as ultra tree lod but just using billboards. (i like the performance/consistency but also like them on map). The up close full models are completely normal, same tree references as all the other trees. I can't find the issue in any other areas so far. Issue also was persistent on new saves. Not sure if it has something to do with the occlusion.esp for this cell but my skyrim wouldn't load any saves or new save when i just disabled occlusion.esp. Disabling all of dyndolod output of course was a fix. Currently waiting on dyndolod to re run again now on the latest version (ran this back on 106) to see if this was recently fixed, but i wasn't really sure from the changelogs if it was. video of issue: https://drive.google.com/file/d/1SrSg8M3qFX8MdUrF024DD-4Rz1D_vMg6/view?usp=sharing My dyndolod sse log and debug log: https://ufile.io/f/smsi5 <3 Always use the latest alpha version. Do not waste time using older versions or reporting problems with older versions.
bruhcubed Posted February 6, 2023 Posted February 6, 2023 20 hours ago, sheson said: https://dyndolod.info/Generation-Instructions Wait for all processes including all spawned LODGen command prompt windows to complete successfully. Pay attention to all log messages. It should end with the log message 'DynDOLOD plugins generated successfully' and lines like 'LODGen generated object LOD for [WORLDSPACE] successfully' for each selected worldspace. Do not use the output if there were errors that stopped the process prematurely. The last error message window said "Error: OpenGL: Source framebuffer objects unsupported." You then clicked Exit. The output is not usable as explained in the documentation. See if changing MaxTextureSize=8192 in ..\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini lets the process run through. Also read https://dyndolod.info/Messages/Max-Tree-LOD-Billboard-Count-Of-256-On-Atlas-Exceeded Hello again Sheson, Your help was greatly appreciated! Trees are working now that I pushed it to be Ultra and it's not hitting that tree limit. Once again though, the main issue being that pesky OpenGL error keeps showing up. I reran DynDOLOD with the changes in the ini file as directed by you but the error still showed up. I can post the log again if you wish. If it is pertinent to the issue, I have a GTX 1060 3gb with the latest Nvidia drivers. It might be futile but is there any other options available to me to see if the process will run through? Thanks again for your time!
sheson Posted February 6, 2023 Author Posted February 6, 2023 1 hour ago, bruhcubed said: Hello again Sheson, Your help was greatly appreciated! Trees are working now that I pushed it to be Ultra and it's not hitting that tree limit. Once again though, the main issue being that pesky OpenGL error keeps showing up. I reran DynDOLOD with the changes in the ini file as directed by you but the error still showed up. I can post the log again if you wish. If it is pertinent to the issue, I have a GTX 1060 3gb with the latest Nvidia drivers. It might be futile but is there any other options available to me to see if the process will run through? Thanks again for your time! Watch VRAM usage while the tools are running. Add TextureCache=10 under [DynDOLOD] to ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini Post the log, debug log and bugreport.txt if it exists.
Damon Posted February 6, 2023 Posted February 6, 2023 (edited) Windmills are fully visible only from afar. Up close they look like this: Logs: https://paste.ee/p/CF14d Edited February 6, 2023 by Damon
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