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Posted (edited)
10 hours ago, sheson said:

Based on the reports so far, the crash seems immediate within minutes/less than hour and frequent in exteriors. Should only take a couple hours in a couple days to know if the test version of the DynDOLOD DLL NG helps or not. Report results either way.
根据目前的报告,车祸似乎在几分钟/不到一小时内立即发生,并且在外部频繁发生。几天内只需要几个小时就可以知道 DynDOLOD DLL NG 的测试版本是否有帮助。无论哪种方式,都报告结果。

"Hello Sheson, I'd like to report that I experienced a CTD less than an hour into playing. While there are no longer any error reports specifically mentioning DLLs, it still appears to be related to the DynDOLOD.esm file (as per Deepseek's analysis)."

https://limewire.com/d/15UlL#xLwdIUbACl(Log)

Edited by ZhuYB
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Posted
1 hour ago, HeartFlow said:

Hi Sheson, so I played for 4 hours yesterday without any ctd, until it eventually crashed, but not the same crash log as this one, it's another kind of crash involving BSWaterShaderProperty that I've been experiencing a lot recently. So I think your new DLL does help with the DynDOLOD.DLL crash. I might play more today and report back if any new ctd happens. Thanks very much for the updated DLL!

A bit off topic, but I've been struggling with the BSWaterShaderProperty crash lately, and haven't found anything that could be the cause. I included the crash log below, you could take a look if you are interested. I'd much appreciate your insight. 
https://limewire.com/d/XPk8x#4bJh1W4Soq

This looks a crash related to water in the active cells., though it is not entire clear if it is cell water (when it is created without issue it has formIDs starting with 0xFF) or water in a reference (we would expect ref/base form IDs but you never know). There is a slight chance it might have to do with dynamic candles and maybe their reflections.

Replace ConsoleUtil with this NG version https://www.nexusmods.com/skyrimspecialedition/mods/76649

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Posted
1 hour ago, ZhuYB said:

"Hello Sheson, I'd like to report that I experienced a CTD less than an hour into playing. While there are no longer any error reports specifically mentioning DLLs, it still appears to be related to the DynDOLOD.esm file (as per Deepseek's analysis)."

https://limewire.com/d/15UlL#xLwdIUbACl(Log)

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug to also upload.

The crash be because of high main memory usage. Try to reduce it.

Since po3_LightPlacer.dll is mentioned, make sure to use is most recent version or repeat test without it.

If SkyPatcher.dll is not the latest version, update that as well or also test without it in case issue persists.

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Posted (edited)
4 hours ago, sheson said:

This looks a crash related to water in the active cells., though it is not entire clear if it is cell water (when it is created without issue it has formIDs starting with 0xFF) or water in a reference (we would expect ref/base form IDs but you never know). There is a slight chance it might have to do with dynamic candles and maybe their reflections.

Replace ConsoleUtil with this NG version https://www.nexusmods.com/skyrimspecialedition/mods/76649

EDIT:

Sorry Sheson...I just found that I made a big mistake because I didn't make a clean save before regenerating DynDOLOD, twice...That's probably the reason for all the crashes about BSWaterShaderProperty. I'm not sure if it's already late for me to clean my save, but I'll try anyway. Will report back if things are solved. Please just ignore everything below. Still, thank you very much for your active reply and kind help, and for this amazing tool. 

 

Original:

Thanks very much for your help!

About water, I'm using Water for ENB, and I'm suspecting `Water for ENB - Patch - FWMF for Fantasy Paper Maps.esp` because when I search for `SkyrimSE.exe+0525484`, which is the second line in the call stack, this plugin is mentioned right above it in the stack. However, this function call is very far away in the stack ([RSP+30558]) so I'm not entirely sure if it's the cause. It's also really weird for this call to be that far away, which means everything above it happens in this function call? Or most of them is from another thread? I'm not familiar with Skyrim's engine so just guessing here, because I saw some mentioning of `BSJobs::JobThread*`. Anyway, such a big crash log makes me really struggle to find the real cause, so thanks again for all your insights! 

About ConsoleUtil, I'm indeed not using ConsoleUtil NG because I switched to ConsoleUtil Extended a month ago. It's amazing how you have noticed that just from the crash log. I'll switch back and see how it works. 

I posted all my crash logs that crashed at this same address (SkyrimSE.exe+0523917) below in case you'd like to take a look at them. The most recent one is the one I shared before. This crash happens randomly when I'm in exterior, like Whiterun or Solitude outskirts. Some of them mentioned `Water for ENB - Patch - FWMF for Fantasy Paper Maps.esp` just like this one, but some others also mentioned other water records, for example "dyndolod\lod\water\water1024_dyndolod_lod.nif" and "dyndolod\lod\water\watertundrastreamtransition01_24b902ed_dyndolod_lod.nif", which could be related to DynDOLOD? Others even mentioned "Clutter\HorseTrough\HorseTrough01.nif" and "Clutter\LargeRainBarrelWater01.nif", which are meshes containing water. It's so random that I'm also guessing there are problems with Community Shaders interacting with these water records, but in that case CommunityShaders.dll should be mentioned? Anyway, just posting some of my understanding of the crash logs, please correct me if I'm wrong. Thanks again for your help. 

https://limewire.com/d/OQSVn#S52VyrAPkg

Edited by HeartFlow
State my mistake
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Posted

Okay...After I cleaned my save and re-initialized my DynDOLOD output, I got the previous DynDOLOD.dll crash again outside Markarth, after playing for 10 minutes. I'm using the new DLL you provided. Here's the crash log. I didn't re-generate DynDOLOD so the DynDOLOD debug logs are still the same as the ones I provided before. 

https://pastebin.com/5yMrru74

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Posted
5 hours ago, HeartFlow said:

EDIT:

Sorry Sheson...I just found that I made a big mistake because I didn't make a clean save before regenerating DynDOLOD, twice...That's probably the reason for all the crashes about BSWaterShaderProperty. I'm not sure if it's already late for me to clean my save, but I'll try anyway. Will report back if things are solved. Please just ignore everything below. Still, thank you very much for your active reply and kind help, and for this amazing tool. 

 

Original:

Thanks very much for your help!

About water, I'm using Water for ENB, and I'm suspecting `Water for ENB - Patch - FWMF for Fantasy Paper Maps.esp` because when I search for `SkyrimSE.exe+0525484`, which is the second line in the call stack, this plugin is mentioned right above it in the stack. However, this function call is very far away in the stack ([RSP+30558]) so I'm not entirely sure if it's the cause. It's also really weird for this call to be that far away, which means everything above it happens in this function call? Or most of them is from another thread? I'm not familiar with Skyrim's engine so just guessing here, because I saw some mentioning of `BSJobs::JobThread*`. Anyway, such a big crash log makes me really struggle to find the real cause, so thanks again for all your insights! 

About ConsoleUtil, I'm indeed not using ConsoleUtil NG because I switched to ConsoleUtil Extended a month ago. It's amazing how you have noticed that just from the crash log. I'll switch back and see how it works. 

I posted all my crash logs that crashed at this same address (SkyrimSE.exe+0523917) below in case you'd like to take a look at them. The most recent one is the one I shared before. This crash happens randomly when I'm in exterior, like Whiterun or Solitude outskirts. Some of them mentioned `Water for ENB - Patch - FWMF for Fantasy Paper Maps.esp` just like this one, but some others also mentioned other water records, for example "dyndolod\lod\water\water1024_dyndolod_lod.nif" and "dyndolod\lod\water\watertundrastreamtransition01_24b902ed_dyndolod_lod.nif", which could be related to DynDOLOD? Others even mentioned "Clutter\HorseTrough\HorseTrough01.nif" and "Clutter\LargeRainBarrelWater01.nif", which are meshes containing water. It's so random that I'm also guessing there are problems with Community Shaders interacting with these water records, but in that case CommunityShaders.dll should be mentioned? Anyway, just posting some of my understanding of the crash logs, please correct me if I'm wrong. Thanks again for your help. 

https://limewire.com/d/OQSVn#S52VyrAPkg

In the context of DynDOLOD it is never too late to clean the save.

It seems there is indeed something happening with references that happen to use the water shader. The NIFs in the meshes\DynDOLOD\ folder are  

Since the engine uses multithreading, the crash log might not always be that straight forward. I suggest to temporarily disable a DLL to see if it is required for a crash to happen. It is also possible that somethng modifies in-game data that only later causes a problem.

I suggest to temporarily remove a mod or DLL as a test to see if it is required for a problem to happen. in case of CS, maybe just disabling a specific effect if possible. I would naturally test everything that migth have remotely to do with water, including checking the water records in xEdit and also the used textures. It may have to do with reflections.

1 hour ago, HeartFlow said:

Okay...After I cleaned my save and re-initialized my DynDOLOD output, I got the previous DynDOLOD.dll crash again outside Markarth, after playing for 10 minutes. I'm using the new DLL you provided. Here's the crash log. I didn't re-generate DynDOLOD so the DynDOLOD debug logs are still the same as the ones I provided before. 

https://pastebin.com/5yMrru74

I shall ave a new test version in a couple hours that should address this one.

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Posted

I am running the Gate to Sovngarde collection for Skyrim, plus some few other mods to tailor the experience to my liking. One of those is SkyPatcher (and associated mods). I installed SkyPatcher's last version, which attempted to fix this issue, but the game still crashed after wandering a bit in the Reach region. 

I installed the test DLL but haven't roamed in exterior cells long enough to know if it worked. I had, however, a crash a couple of minutes after exiting Markarth, with references to DynDOLOD - don't know if 

Here it is, in case you want to have a look: https://pastebin.com/fTTBQDet

Thanks

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Posted
5 hours ago, HeartFlow said:

Okay...After I cleaned my save and re-initialized my DynDOLOD output, I got the previous DynDOLOD.dll crash again outside Markarth, after playing for 10 minutes. I'm using the new DLL you provided. Here's the crash log. I didn't re-generate DynDOLOD so the DynDOLOD debug logs are still the same as the ones I provided before. 

https://pastebin.com/5yMrru74

Test with this test version https://mega.nz/file/ZMgRxZKJ#Dy7WBTZVT0fT_OAIladjplOXfFUA9DtJtstGwsNQlxQ
Again, just replace both the *.DLL and the *.PDB and run the game.

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Posted
35 minutes ago, chrn3 said:

I am running the Gate to Sovngarde collection for Skyrim, plus some few other mods to tailor the experience to my liking. One of those is SkyPatcher (and associated mods). I installed SkyPatcher's last version, which attempted to fix this issue, but the game still crashed after wandering a bit in the Reach region. 

I installed the test DLL but haven't roamed in exterior cells long enough to know if it worked. I had, however, a crash a couple of minutes after exiting Markarth, with references to DynDOLOD - don't know if 

Here it is, in case you want to have a look: https://pastebin.com/fTTBQDet

Thanks

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug to load to also upload.

Use newer test version from this post https://stepmodifications.org/forum/topic/21092-crash/page/3/#findComment-287031

The crash log shows ContainerItemDistributor.dll being involved in the crash. Have you tested if temporality disabling it makes a difference? Have you tested temporarily disabling SkyPatcher.dll? Do that if problem persists. Report results either way.

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Posted
20 minutes ago, sheson said:

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug to load to also upload.

Use newer test version from this post https://stepmodifications.org/forum/topic/21092-crash/page/3/#findComment-287031

The crash log shows ContainerItemDistributor.dll being involved in the crash. Have you tested if temporality disabling it makes a difference? Have you tested temporarily disabling SkyPatcher.dll? Do that if problem persists. Report results either way.

Thanks. I will use the new test DLL and see if there are any new crashes. If it happens again, I will put the logs you requested here. 

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Posted
12 hours ago, sheson said:

In the context of DynDOLOD it is never too late to clean the save.

It seems there is indeed something happening with references that happen to use the water shader. The NIFs in the meshes\DynDOLOD\ folder are  

Since the engine uses multithreading, the crash log might not always be that straight forward. I suggest to temporarily disable a DLL to see if it is required for a crash to happen. It is also possible that somethng modifies in-game data that only later causes a problem.

I suggest to temporarily remove a mod or DLL as a test to see if it is required for a problem to happen. in case of CS, maybe just disabling a specific effect if possible. I would naturally test everything that migth have remotely to do with water, including checking the water records in xEdit and also the used textures. It may have to do with reflections.

I shall ave a new test version in a couple hours that should address this one.

Thanks! I hope the water crash won't happen again but if it does, I'll have to try disabling CS water shader and other water related mods one by one to search for the culprit. 

And also thanks for the new DLL test version! I'll test it today and report back. 

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Posted

Hey there. I'm also experiencing frequent crashes with Dyndolod. Even with the new DLL provided here.

Crashlog always mentions this:

Object Reference: 
        File: "DynDOLOD.esm"
        Flags: 0x00800009 kDestructible | kInitialized
        FormID: 0x2A000928
        FormType: Static (34)
        ParentCell: ---
            Flags: 0x0000200A 
            EditorID: "Wilderness"
            FormID: 0xFF0015AC
            FormType: Cell (60)
        File: "DynDOLOD.esm"
        Flags: 0x0000040B kDestructible | kAltered | kInitialized
        FormID: 0x2A028C0A
        FormType: Reference (61)

 

Here is my crashlog: https://pastebin.com/JZpbpP2f

And Dyndolod log: https://pastebin.com/MJgWfijd

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Posted

Hi, so I haven't got much time to play last week, maybe less than 10 hours, and I haven't got the DynDOLOD.dll crash anymore. But the crash from GiraPomba looks relevant. 

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Posted
On 7/2/2025 at 8:07 PM, GiraPomba said:

Hey there. I'm also experiencing frequent crashes with Dyndolod. Even with the new DLL provided here.

Crashlog always mentions this:

Object Reference: 
        File: "DynDOLOD.esm"
        Flags: 0x00800009 kDestructible | kInitialized
        FormID: 0x2A000928
        FormType: Static (34)
        ParentCell: ---
            Flags: 0x0000200A 
            EditorID: "Wilderness"
            FormID: 0xFF0015AC
            FormType: Cell (60)
        File: "DynDOLOD.esm"
        Flags: 0x0000040B kDestructible | kAltered | kInitialized
        FormID: 0x2A028C0A
        FormType: Reference (61)

 

Here is my crashlog: https://pastebin.com/JZpbpP2f

And Dyndolod log: https://pastebin.com/MJgWfijd

Install DynDOLOD DLL NG and Scripts Alpha-36 while keeping the existing DynDOLOD output.

Upload new crash log if issue persists. Also upload the DynDOLOD log and debug log as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs

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Posted
4 hours ago, sheson said:

Install DynDOLOD DLL NG and Scripts Alpha-36 while keeping the existing DynDOLOD output.

Upload new crash log if issue persists. Also upload the DynDOLOD log and debug log as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs

Hi, thanks. I'll try the new DLL. The only log generated it's the one from Dyndolod.dll. I assume the other logs are created when running the program, but I'm playing with pre generated outputs. I've checked Dyndolod folders in any case.

 

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