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Posted
  On 11/14/2024 at 11:32 PM, mooit said:

Hi sheson,

Here's my lastest TexGen Log.

https://www.mediafire.com/file/vgc0yddbl71yqun/TexGen_SSE_log.txt/file

I've been using the TexGen_2.2.0_QHD settings listed on the SSE StepWiki, here's a screen shot of TexGen with the last settings I've used.

2AzGbIV.jpg

I was either not paying attention in the past, or I forgot. I thought before whatever you used for iMinGrassSize, was the same number you used in DynDOLOD. The last run of DynDOLOD, I was using for the INI iMinGrassSize=60 and DynDOLOD at 45%.

I understand not reaching 60FPS, isn't good...

In 8 years of modding Skyrim, balancing mods and settings, to push SSE to it's limit, to achieve the highest levels of realism, certainly has been a challenge.

THANKS for all your time sheson, it's greatly appreciated!

Keep up the amazing work, you make Skyrim a better place, and I'm grateful for what you do!

 

Expand  

No TexGen debug log was provided.

Use a compressions format that has an alpha channel like BC3 or BC7 for Diffuse Alpha. With BC1 the alpha channel is converted to transparency with the default threshold and the color information has a bit less of information and it will be black in the transparent parts. I suggest to keep the defaults and read the hover hints of the drop downs.

Using BC7 Max instead of BC7 Quick will take a considerable longer time without any discernable visual benefit.

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Posted (edited)
  On 11/15/2024 at 6:54 AM, sheson said:

No TexGen debug log was provided.

Use a compressions format that has an alpha channel like BC3 or BC7 for Diffuse Alpha. With BC1 the alpha channel is converted to transparency with the default threshold and the color information has a bit less of information and it will be black in the transparent parts. I suggest to keep the defaults and read the hover hints of the drop downs.

Using BC7 Max instead of BC7 Quick will take a considerable longer time without any discernable visual benefit.

Expand  

 

Oops my bad, wrong Log file, here's the Debug.

https://www.mediafire.com/file/mrr3artw53ihdvt/TexGen_SSE_Debug_log.txt/file

Ok on Alpha Channel...

BC7 Max was only 1-2 minutes longer to generate for me with TexGen.

I'm going to give Veydogolt Trees - LITE a go this time around...

THANKS sheson

Edited by mooit
Posted

Didn't read all the thread but I can confirm the following bug:

Dyndolod Dll NG 32 and 33 cause issues with the thieves guild jobs.

If you get a "number job" from Delvin, the quest marker appear in the map and the ledger can be activated.

But if you save your game and load the save, the quest marker disappear from the map and the ledger is not activable.

Dyndolod Dll NG 32 and 33 particularly cause issues with Thieves Can Be Choosers mod.

 

 

Building Dyndolod with PapyrusUtils cause no issues in the other side. That what I was doing for years, until recently when I converted to Dyndolod Dll NG.

 

Tested thoroughly by reinstalling Skyrim from scratch and testing the mods one by one.

Posted
  On 11/22/2024 at 9:15 AM, gamingsrc said:

Didn't read all the thread but I can confirm the following bug:

Dyndolod Dll NG 32 and 33 cause issues with the thieves guild jobs.

If you get a "number job" from Delvin, the quest marker appear in the map and the ledger can be activated.

But if you save your game and load the save, the quest marker disappear from the map and the ledger is not activable.

Dyndolod Dll NG 32 and 33 particularly cause issues with Thieves Can Be Choosers mod.

Building Dyndolod with PapyrusUtils cause no issues in the other side. That what I was doing for years, until recently when I converted to Dyndolod Dll NG.

Tested thoroughly by reinstalling Skyrim from scratch and testing the mods one by one.

Expand  

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts.
Also upload SKSE\plugins\DynDOLOD_Data\DynDOLOD_NG_Tamriel.txt

The Thieves Can Be Choosers.esp only contains Dialog Topic and Quest records which are not affected or accessed by the DynDOLOD patcher or the DynDOLOD DLLs or Scripts, so it is not clear why/how that mod would be related to such an issue.

Does that mean DynDOLOD DLL and Scripts 31 does not cause issues? Does that mean generating LOD with DynDOLOD DLL NG for the same load order that now seemingly has no issue with a LOD patch that was generated without it then has the issue again? Does that mean the issue can be reproduced with the vanilla game and only Thieves Can Be Choosers.esp installed and then generated the LOD patch?
Then doing the thieves guild quest line to get the jobs? Does that mean this issue does not happen when getting the same radiant quests with random locations without the mod being enabled?

Enable the papyrus logging and the DynOLOD DLL NG debug logging as explained in https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds#Testing but also add a new line debuglevel=5 under the debug=true in DynDOLOD_NG_Worlds.txt 
If there are any problems with the DynDOLOD DLL NG and Scripts in the game, check c:\Users\[USERNAME]\Documents\My Games\[Skyrim Special Edition|Skyrim VR]\SKSE\DynDOLOD.log for hints. If there are no obvious error message, edit ..Data\SKSE\Plugins\DynDOLOD_Data\DynDOLOD_NG_Worlds.txt and set debug=true. Upload this log with the other logs when making a post to the official DynDOLOD support forum.

Start game, get a quest, save and reload, then upload the papyrus and DynDOLOD.log

Posted

I will follow your suggestions sheson.

But I would mention that Skyrim system could be a very sensible thing.

I remember some years ago that I was getting some serious bugs of quest developing of Dawnguard Questline.

After tedious investigation I found that a change of diversification of Vampire Fledging was causing it.

Things that apparently had nothing to with each other.

 

Add to this, how many users play the thieves guild jobs (TG and DB are two expertise factions I play exclusively since 2011) and aware of the source of the bug and report it. I wasted 10 days to investigate this.

 

Posted
  On 11/22/2024 at 6:28 PM, gamingsrc said:

I will follow your suggestions sheson.

But I would mention that Skyrim system could be a very sensible thing.

I remember some years ago that I was getting some serious bugs of quest developing of Dawnguard Questline.

After tedious investigation I found that a change of diversification of Vampire Fledging was causing it.

Things that apparently had nothing to with each other.

Add to this, how many users play the thieves guild jobs (TG and DB are two expertise factions I play exclusively since 2011) and aware of the source of the bug and report it. I wasted 10 days to investigate this.

Expand  

Are you going to follow up providing the logs, answer the troubleshooting questions and do actual proper troubleshooting that verify the assumption that there is some interaction between the mod Thieves Guild Jobs and DynDOLOD DLL NG and Scripts?

I tested vanilla + the mod + DynDOLOD DLL and Scripts (31, 32 and 33), got a job, saved and reloaded and the quest marker is still there. Realistically, such an issue would not be limited to a single quest mod that by al account is not really doing anything out of the ordinary and that has no direct interaction/intersection with the LOD patch. I would such an issue with map markers to affect any/everything.

The 10 days are only wasted, if you stop the troubleshooting at that point, not verifying your assumption to find the actual cause of the issue no matter its source.

  • 3 months later...
Posted (edited)

Hello!

I've installed JK's Skyrim and JK's Outskirts for most of the cities and towns in Skyrim Special Edition, and I wanted to ensure that the LOD was generated correctly. To do this, I regenerated the LOD using DynDOLOD, and visually, everything looks great.

However, when I enable the DynDOLOD DLL (DynDOLOD DLL SE at Skyrim Special Edition Nexus - Mods and Community), my game crashes at the loading screen. Without the DLL, the game loads fine, and all the LODs appear as expected.

I checked the crash log, and this is the relevant part:

Skyrim SSE v1.5.97
CrashLoggerSSE v1-12-1-0 (Dec 22, 2023)

Unhandled exception "EXCEPTION_ACCESS_VIOLATION" at 0x7FF916637793 DynDOLOD.DLL+0027793 cmp byte ptr [rax+rdi*1], 0x00 | E:\project\DynDOLOD.DLL.NG\src\Helpers.cpp:381 ?GetVersionString@DynDOLOD@@YA?AV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@IV23@@Z)

Here’s a link to the full crash log:
Crash Log

I'm not sure what’s causing the issue or if I should be checking something else. Since the game works without the DLL but crashes with it, I’m struggling to understand what’s going wrong.

Any help would be greatly appreciated!

Thanks in advance!

Godrix.

Edited by Godrix
  • 2 weeks later...
Posted
  On 3/6/2025 at 10:58 PM, Godrix said:

Hello!

I've installed JK's Skyrim and JK's Outskirts for most of the cities and towns in Skyrim Special Edition, and I wanted to ensure that the LOD was generated correctly. To do this, I regenerated the LOD using DynDOLOD, and visually, everything looks great.

However, when I enable the DynDOLOD DLL (DynDOLOD DLL SE at Skyrim Special Edition Nexus - Mods and Community), my game crashes at the loading screen. Without the DLL, the game loads fine, and all the LODs appear as expected.

I checked the crash log, and this is the relevant part:

Skyrim SSE v1.5.97
CrashLoggerSSE v1-12-1-0 (Dec 22, 2023)

Unhandled exception "EXCEPTION_ACCESS_VIOLATION" at 0x7FF916637793 DynDOLOD.DLL+0027793 cmp byte ptr [rax+rdi*1], 0x00 | E:\project\DynDOLOD.DLL.NG\src\Helpers.cpp:381 ?GetVersionString@DynDOLOD@@YA?AV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@IV23@@Z)

Here’s a link to the full crash log:
Crash Log

I'm not sure what’s causing the issue or if I should be checking something else. Since the game works without the DLL but crashes with it, I’m struggling to understand what’s going wrong.

Any help would be greatly appreciated!

Thanks in advance!

Godrix.

Expand  

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts.
Also upload the DynDOLOD.log from the SKSE l folder.

Something seems to be wrong or broken with the DynDOLOD.esm.
Was LOD generated from scratch for the current load order?

Posted (edited)

Is this the correct forum to discuss DynDOLOD DLL NG?  It would seem I'm getting CTDs when using the NG scripts and DLL but not when using the SE scripts and DLL.  I follow the STEP guide when generating the LOD.  https://stepmodifications.org/wiki/SkyrimSE:2.3#LOD_Setup

 

Here is my Crash Logger crash log when using NG...

crash-2025-03-26-01-22-49.logFetching info...

 

My NG TexGen log and DynDOLOD log were overwritten when I generated the LOD files using the SE scripts and DLL so I can't include those at this moment.

 

Edited by Kattmandu
Posted
  On 3/27/2025 at 12:07 AM, Kattmandu said:

Is this the correct forum to discuss DynDOLOD DLL NG?  It would seem I'm getting CTDs when using the NG scripts and DLL but not when using the SE scripts and DLL.  I follow the STEP guide when generating the LOD.  https://stepmodifications.org/wiki/SkyrimSE:2.3#LOD_Setup

 

Here is my Crash Logger crash log when using NG...

crash-2025-03-26-01-22-49.log 117.01 kB · 0 downloads

 

My NG TexGen log and DynDOLOD log were overwritten when I generated the LOD files using the SE scripts and DLL so I can't include those at this moment.

 

Expand  

You can save your 'good' TexGen and DynDOLOD output by moving them into a different path. Then delete (or move/archive) all content under DynDOLOD\Logs, and regenerate TexGen and DynDOLOD NG output. Then see if you get a new crashlog to go with that.

The logs are important for troubleshooting.

Posted
  On 3/27/2025 at 1:58 AM, z929669 said:

You can save your 'good' TexGen and DynDOLOD output by moving them into a different path. Then delete (or move/archive) all content under DynDOLOD\Logs, and regenerate TexGen and DynDOLOD NG output. Then see if you get a new crashlog to go with that.

The logs are important for troubleshooting.

Expand  

 

I re-generated the LOD files using the NG scripts and DLL.

TexGen_SSE_log.txtFetching info...

DynDOLOD_SSE_log.txtFetching info...

Posted
  On 3/27/2025 at 4:09 AM, Kattmandu said:

 

I re-generated the LOD files using the NG scripts and DLL.

TexGen_SSE_log.txt 179.13 kB · 0 downloads

DynDOLOD_SSE_log.txt 1.01 MB · 0 downloads

Expand  

Also upload the DynDOLOD debug log, the DynDOLOD.log from the SKSE64 folder, and the papyrus log and new crash log from a crash that happened with this new output. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs

There is nothing in the crash log that points to anything related to the DynDOLOD plugins directly, so there might be a bit of troubleshooting involved.

Explain the steps required to reproduce the crash. Verify there are no crashes without any DynDOLOD output. Based on that we decide what to do next.

Posted (edited)
  On 3/27/2025 at 6:56 AM, sheson said:

Also upload the DynDOLOD debug log, the DynDOLOD.log from the SKSE64 folder, and the papyrus log and new crash log from a crash that happened with this new output. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs

There is nothing in the crash log that points to anything related to the DynDOLOD plugins directly, so there might be a bit of troubleshooting involved.

Explain the steps required to reproduce the crash. Verify there are no crashes without any DynDOLOD output. Based on that we decide what to do next.

Expand  

Here is the Debug log.  Is there a preferred text sharing site to use when files are too large to upload here?

https://limewire.com/d/CX6DF#f8r6ew7zAa (link expires in 7 days)

 

Since I have been using the SE scripts and DLL as well, I'm not sure if this DynDOLOD log was generated under the SE or NG scripts.

DynDOLOD.log

Edited by Kattmandu
Posted
  On 3/27/2025 at 11:34 AM, Kattmandu said:

Here is the Debug log.  Is there a preferred text sharing site to use when files are too large to upload here?

https://limewire.com/d/CX6DF#f8r6ew7zAa (link expires in 7 days)

 

Since I have been using the SE scripts and DLL as well, I'm not sure if this DynDOLOD log was generated under the SE or NG scripts.

DynDOLOD.log

Expand  

The preferred file and text sharing service are explained in the already linked explanations https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs and my signature. Any service that does not require a login is OK, though.

The DynDOLOD.log reports as being from DynDOLOD Plugin 2.45.0, which is not the DynDOLOD DLL NG version.

Explain the steps required to reproduce the crash. Verify there are no crashes without any DynDOLOD output. 

Reproduce the crash with the output that was generated for the uploaded DynDOLOD log and debug log.
Upload the new crash log, the DynDOLOD.log and papyrus scripts for that crash.

Posted (edited)
  On 3/27/2025 at 11:58 AM, sheson said:

The preferred file and text sharing service are explained in the already linked explanations https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs and my signature. Any service that does not require a login is OK, though.

The DynDOLOD.log reports as being from DynDOLOD Plugin 2.45.0, which is not the DynDOLOD DLL NG version.

Explain the steps required to reproduce the crash. Verify there are no crashes without any DynDOLOD output. 

Reproduce the crash with the output that was generated for the uploaded DynDOLOD log and debug log.
Upload the new crash log, the DynDOLOD.log and papyrus scripts for that crash.

Expand  

Okay, I'll just start a new playthrough with the latest LOD files I generated using NG scripts and DLL.

The CTDs usually occur when my character dies and the game auto loads the last save.  However, on a new playthrough, it might not happen for 5-10 hours.  Once I get that first CTD though, they happen more often.  Sometimes the crashes occur when spells are being cast.  I recall on a previous playthrough that a lightning cast was often causing CTDs.  I have verified that CTDs did not occur on a playthrough until I generated LOD files.  But once I switched to SE instead of NG, the CTDs stopped occurring.

Here are some logs from that new playthrough (no crashes yet)

DynDOLOD.log

PapyrusUtilDev.logFetching info...

Edited by Kattmandu

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