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A CTD occurred during loading, and the crash log could not be analyzed to find the error.


Question

Posted

Help! When DynDOLOD.esp is enabled, a crash occurs during the loading of a new save file in the main menu.

I tried disabling the plugins mentioned in the logs, but I still got the exact same error.

Below is the original crash log: https://mclo.gs/b9oOV4v

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Posted
2 hours ago, ck1007197714 said:

Found the reason, Found 51034 temporary and 63822 persistent (114856 total) loaded references in [F9] DynDOLOD.esp.
Found 935164 temporary and 212937 persistent loaded references, for a grand total of 1148101 loaded references.

Should the upper limit be 1,048,576?

That seems like too many references are having dynamic LOD, something seems off.

As a random check, can you look up 0x00059D42 in xEdit to see if it is being overwritten by any other plugin? If not, just report that, otherwise name the plugin.

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Posted
21 hours ago, sheson said:

That seems like too many references are having dynamic LOD, something seems off.

As a random check, can you look up 0x00059D42 in xEdit to see if it is being overwritten by any other plugin? If not, just report that, otherwise name the plugin.

The last record overwritten by 0x00059D42 is Orc Exiles - The Cracked Tusk Keep.

21 hours ago, sheson said:

That seems like too many references are having dynamic LOD, something seems off.

As a random check, can you look up 0x00059D42 in xEdit to see if it is being overwritten by any other plugin? If not, just report that, otherwise name the plugin.

I installed this series of AIO mods, along with 4 other standalone mods.

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Posted
2 hours ago, ck1007197714 said:

The last record overwritten by 0x00059D42 is Orc Exiles - The Cracked Tusk Keep.

I installed this series of AIO mods, along with 4 other standalone mods.

It seems that mod (and probably others as well) are just setting the initially disabled flag for things they most likely meant to disable permanently.

Well, at least that explains the higher number of dynamic LOD references in that area than usual. The point is, it is not setting or rule accidently causing this.

Probably could save quite a few persistent dynamic LOD references (and less work generating and for the DLL in game) if those plugins would use the decade old UDR standards (z=-30000, enable parent opposite player) but fixing that would be more work than converting a couple large ESP plugins to ESM. So if thinks work fine now don't worry about it for now.

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