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Dynamic Distant Objects LOD - pre 2.xx


sheson

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Dynamic Distant Objects LOD - DynDOLOD

 

Finally I can see my house from here

 

You know the price for my mods: blood, sweat and tears. Oh, and your first born.

If you want to help other authors of quality mods then donate to them directly.


For latest information and instructions see the DynDOLOD 2.18 UPDATE POST


What is this?

DynDOLOD is a set of tools based on TES5Edit and TES5LODGen to automatically create a Skyrim mod based on the load order which adds distant LOD for objects to Skyrim. By combining DynDOLOD with TES5LODGen users can create drastically enhanced traditional static LOD plus tree LOD and the new, optional dynamic distant object LOD in a few 'simple' steps.

DynDOLOD is meant for enthusiast modders who are familiar with using TES5Edit. Enthusiast modders have a general knowledge of computers, folders and files, especially Skyrims 'Data' folders and how to install mods safely with a manager or manually.

To fully expand the visual experience and use the additional features offered by TES5LODGen the DynDOLOD package comes with over 1000 new or updated LOD models for objects that were badly missing from the original game like the Skyhaven Temple or landscape features like roads, smaller rocks and dirt cliffs that simply make the distant landscape look much more natural and alive.


What does it do?

It makes Skyrim look like this

59721-1-1427159829.jpg59721-2-1427159829.jpg59721-1-1427289504.jpg59721-4-1427159830.jpg

59721-1-1427419467.jpg59721-2-1427419467.jpg59721-3-1427419468.jpg59721-4-1427419468.jpg

59721-1-1427465578.jpg59721-2-1427465579.jpg59721-3-1427465579.jpg59721-4-1427465579.jpg

59721-1-1427470182.jpg59721-2-1427470183.jpg59721-3-1427470183.jpg59721-4-1427470183.jpg

59721-1-1427470235.jpg59721-2-1427470235.jpg59721-3-1427470235.jpg59721-4-1427470236.jpg

 


Requirements

SKSE

PapyrusUtil 2.8 or higher

DynDOLOD Resources - Make sure to use DynDOLOD Resources version only with matching or higher DynDOLOD Standalone versions but never with older versions.

Vanilla Skyrim LOD Billboards from TES5LODGen or Indistinguishable Vanilla Tree Billboards. If using tree mods that do not include billboards, check TES5LODGen for ready-to-use tree LOD billboards for some tree mods. For STEP users all billboards are included in STEP Texture Compilation.


Download

Download standalone and resources from Nexus or use Mega links from the update post

There are quickstart instruction in the main folder. Also check the folder called 'docs' for additional information. See the update post for latest installation information and guides.

CC BY-NC-SA

=======================================================================

Updating DynDOLOD

=======================================================================

Read the update posts for each new version for version specific information and update instructions.

Also read the manual how to update an existing save game, watch the video or check DynDOLOD SkyUI MCM.

[spoiler=DynDOLOD-Changelog.txt]

=======================================================================

DynDOLOD - Dynamic Distant Objects LOD - Sheson

=======================================================================

Spoiler

 

2.18

DynDOLOD.exe - fixed sometimes not falling back to billboard when generating ultra trees

DynDOLOD.exe - add the worldspace Master as activate parent for Never Fade LOD/Full LOD objects

DynDOLOD.exe - set VWD on original base records used for dynamic LOD only as well

TexGen.exe - sync updates with DynDOLOD.exe

TexGen.exe - fixed generation of dlc01castlefortlod.dds

TexGen.exe - generation for impwood01lod.dds

Papyrus Scripts - activate worldspace Master in case the activate all function is called

DynDOLOD_Manual.html - updated compatibility information for several mods

DynDOLOD Resources - updated/added meshes/textures for better compatibility with mods

DynDOLOD Patches - added script patches for Caranthir Tower Reborn

 

2.17

DynDOLOD.exe - added an installation check

DynDOLOD.exe - do not report manual non-dynamic LOD references having no Grids when loading existing data

DynDOLOD.exe - added childworldfull file to be able to set parent world copy to full model

DynDOLOD.exe - fixed a case of not assigning enough memory for a thread list

DynDOLOD.exe - show message when building reference info to verify usage of missing models

DynDOLOD.exe - added fasterbase switch to DynDOLOD.ini

TexGen.exe - sync updates with DynDOLOD.exe

TexGen.exe - added more helpful messages for file not found errors

DynDOLOD_Manual.html - updated compatibility information for several mods

 

2.16

DynDOLOD.exe - removed extraenous files

DynDOLOD_Manual.html - updated compatibility information for several mods

DynDOLOD Resources - updated/added meshes for better compatibility with mods

 

2.15

DynDOLOD.exe - added logic for Enderal and seperate set of rule files

DynDOLOD.exe - create diffuse LOD texture atlas with explicit (1 bit) alpha

DynDOLOD.exe - fixed a case of siLODirt

DynDOLOD.exe - added flag to mesh rules to disable window glow LOD, not exposed to interface yet

DynDOLOD.exe - added debug= to DynDOLOD.ini

DynDOLOD.exe - added FakeLightsIntensity to DynDOLOD.ini to select different intensity of the glowing orb mesh for fake lights

LODGen.exe - fixed a case of using wrong offset for higher LOD levels if origin is not multiple of 4

LODGen.exe - fixed not being able to generate for specific cell if x/y equals -1

LODGen.exe - fixed sometimes not keeping vertex colors in higher LOD levels for passthru

LODGen.exe - trim spaces from texture strings

TexGen.exe - added logic for Enderal and seperate set of rule files

TexGen.exe - added alpha threshold to texture creation if explicit alpha type is used, threshold of 0 disables alpha

TexGen.exe - added a texture convertion with mipmap filter control

TexGen.exe - added check for earlier TexGen Output files in game data folder to avoid circular creation of newly added textures

DynDOLOD_Manual.html - updated compatibility information for several mods and Enderal

trees.ultra\DynDOLOD-Trees.html - txt converted to html

trees.ultra\DynDOLOD-Trees.html - added 3rd party hybrid tree information

DynDOLOD Resources - removed some glow maps that might interfere with other mods - these are created by TexGen now

DynDOLOD Resources - updated/added meshes/textures for better compatibility with mods and Enderal

Papyrus Scripts - made scripts backwards compatible with PapyrusUtil 2.8 - was just a convinience function

Papyrus Scripts - made deactivating from MCM work more consistent

DynDOLOD Patches - added improved terrain LOD meshes and textures for Enderal

 

2.14

DynDOLOD.exe - made worldspace discovery eligible for LOD more resilient against mod errors

DynDOLOD.exe - use fastercreate for large worldspaces only

DynDOLOD.exe - added an EditorID check for 'DynDOLOD_NOLOD' to skip references for LOD discovery ('_NOLOD' EditorID for base records already exists in vanilla)

DynDOLOD.exe - print strings filename if there is an error

TexGen.exe - sync updates with DynDOLOD.exe

DynDOLOD Resources - updated the EditorIDs of objects in WhiterunExterior and SolitudeExterior

 

2.13

DynDOLOD.exe - Added a couple filechecks before trying to read them in case things go awry

 

2.12

DynDOLOD.exe - use linksto instead of baserecord

DynDOLOD.exe - fixed an infinite loop while cleaning up worldspace

DynDOLOD.exe - added mini atlas data to texture atlas text file for LODGen.exe

DynDOLOD.exe - added UseDecalFlag switch to ini for setting same switch in LODGen.exe export file

DynDOLOD.exe - added simple check resource core files are installed

TexGen.exe - added generation for magestatuelod.dds, statueofauriellod, seruinsmarble01_4x4lod.dds, seruinswall01_1x2lod.dds

LODGen.exe - fixed not properly assigning null texture replacement

LODGen.exe - print nice error message if some hashing goes wrong

LODGen.exe - use of re-UV function (untiling) for miniatlas before applying world atlas for game mode TES5

LODGen.exe - keep decal shader flag from for game mode TES5

DynDOLOD_Manual.html - updated compatibility information for several mods

Papyrus Scripts - open/close dynamic LOD DOORs according to parent

DynDOLOD Resources - updated/added meshes/textures for better compatibility with mods

 

2.11

DynDOLOD.exe - try to catch an unknown case of non existing base record

TexGen.exe - added to also read files from ../skyrim/data/DynDOLOD/DynDOLOD_TES5_TexGen_[alpha|noalpha|copy]_modnameesp.txt so mod authors can supply custom LOD Texture generation for their mod

DynDOLOD_Mod_Authors.html - updated info about creating files for TexGen.exe

DynDOLOD-FAQ.txt - cleaned up for standalone version

DynDOLOD_Manual.html - updated compatibility information for a mod

 

2.10

DynDOLOD.exe - Release

DynDOLOD.exe - added feature to always use LOD assignments from base records for specified plugins

TexGen.exe - sync updates with DynDOLOD.exe

DynDOLOD_Manual.html - updated compatibility information for several mods

DynDOLOD Resources - updated/added meshes for better compatibility with mods

 

2.09 BETA

DynDOLOD.exe - fixed trying to clean dynamic LOD data

 

2.08 BETA

DynDOLOD.exe - skip loading - animation, - interface, - shaders, - sound, - voices .BSA

DynDOLOD.exe - get glow LOD from higher LOD level if lower level is not defined

DynDOLOD.exe - only set Has Distant LOD if LOD level 4 has static LOD

DynDOLOD.exe - apply patch rules regardless of mod ignore list

DynDOLOD.exe - disable and set other options accordingly if dynamic LOD is not generated

DynDOLOD.exe - added _dynamic/_static rule file functionality

Edit Scripts - fail properly when being started from xEdit.exe

TexGen.exe - sync updates with DynDOLOD.exe

DynDOLOD_Manual.html - updated with new step-by-step video

DynDOLOD_Manual.html - updated compatibility information for several mods

Papyrus Scripts - disable MCM if PapyrusUtil is not present

DynDOLOD Resources - updated SolitudeExterior for better compatibility with other mods

DynDOLOD Resources - updated HighHrothgarWindowGlow to carry forward ULSEEP

DynDOLOD Resources - updated/added meshes for better compatibility with mods

 

2.07 BETA

DynDOLOD.exe - export stage id -2 for dynamic creepy SovngardeStatue - high only

DynDOLOD.exe - optimized processing of merged form ids

TexGen.exe - added generation for stockadeplanks01.dds

DynDOLOD_Manual.html - updated compatibility information for several mods

DynDOLOD Resources - Papyrus Scripts - set current pos/angle from parent when enabling LOD object for stage id -2

DynDOLOD Resources - added SolitudeExterior, needed for extreme climbers

DynDOLOD Resources - updated/added LOD meshes/textures for better compatibility with mods

 

2.06 BETA

TexGen.exe - ensure trailing slash is added to selected output path

DynDOLOD.exe - fixed using some preset settings in wizard mode

 

2.05 BETA

DynDOLOD.exe - use merged map data also for lists using partial mod filename matches

DynDOLOD.exe - only ignore worldspaces if master mod is ignored

DynDOLOD.exe - always copy XEMI from highest override

TexGen.exe - sync updates with DynDOLOD.exe

 

2.04 BETA

DynDOLOD.exe - fixed a string to cardinal conversion

DynDOLOD.exe - fixed not loading mesh_replace list

DynDOLOD.exe - fixed typo caused by having fat fingers syndrome from too much pie

DynDOLOD.exe - use alternative version of setting up grids

DynDOLOD.exe - added switch to control which version of setting up grids is used

 

2.03 BETA

DynDOLOD.exe - fixed a variant to cardinal conversion

 

2.02 BETA

DynDOLOD.exe - fixed not finding all merged mod map files for the load order

DynDOLOD.exe - fixed trying to violate sorted stringlists

DynDOLOD.exe - removed a confirmation message

 

2.01 BETA

DynDOLOD.exe - fixed sometimes not finding a bunch of numbers

DynDOLOD.exe - fixed a case of uninitialized primitives

 

2.00 BETA

DynDOLOD.esp - removed default esp - it will be created if it doesn't exist

DynDOLOD.esp - new or updated esp will always be saved to output path together with generated meshes, json and texture files

DynDOLOD World.pas - DynDOLOD World.pas script is now started through DynDOLOD.exe - a modified version of xEdit

DynDOLOD.exe - updated logic and seperated functions for standalone version

DynDOLOD.exe - removed plug-in selection - load order is controlled by mod managers

DynDOLOD.exe - use own version of Skyrim.Hardcoded.keep.this.with.the.exe.and.otherwise.ignore.it.I.really.mean.it.dat

DynDOLOD.exe - use own settings files

DynDOLOD.exe - somewhat better error handling

DynDOLOD.exe - compile list of missing models for review once process completed

DynDOLOD.exe - some minor performance improvements

DynDOLOD.exe - cleaned up and unified log messages

DynDOLOD.exe - fixed a typo causing error when using IgnoreTrees=1

DynDOLOD.exe - made world bounds error message more descriptive

DynDOLOD.exe - made simple exe files time check to fail nicely if needed

DynDOLOD.exe - reworked create mod mode

DynDOLOD.exe - fixed using an unassigned list too early

DynDOLOD.exe - fixed not setting up manual base elements properly when updating

DynDOLOD.exe - skip parent/child worldspaces missing persistent cell for real this time

DynDOLOD TexGen.pas - DynDOLOD TexGen.pas script is now started through TexGen.exe - a modified version of xEdit

TexGen.exe - added an options window

TexGen.exe - added automatic saving/reading of options

TexGen.exe - added generation for icelakesurface.dds

TexGen.exe - added option window to select output path and texture size

TexGen.exe - do not stop if files are not found

LODGen.exe - now included in DynDOLOD standalone version

LODGen.exe - added logfile parameter so it can run more than one instance

Papyrus Scripts - fixed parent world dynamic LOD sometimes being disabled when leaving interiors

DynDOLOD_Manual.html - updated compatibility information for several mods

DynDOLOD_Manual.html - updated for standalone instructions

DynDOLOD_Manual.html - added new tutorial videos

DynDOLOD_TexGen.html - manual updated to reflect new options window

DynDOLOD_Mod_Authors.html - added

DynDOLOD Resources - LOD resources, papyrus scripts and optionals are now a seperate archive

DynDOLOD Resources - updated/added core LOD meshes and textures for better compatibility with mods

DynDOLOD Patches - patches are now a seperate archive

Meshes/Textures - updated/added LOD meshes and textures for better compatibility with mods

 

1.49

DynDOLOD Worlds.pas - fixed world bounds error

 

1.48

DynDOLOD Worlds.pas - work around world bounds not always being floats

DynDOLOD Worlds.pas - skip parent/child worldspaces with no valid world bounds or missing persistent cell

DynDOLOD Worlds.pas - report insane world bounds values

DynDOLOD Worlds.pas - updated a missing nif warning for neverfade references added by mod to just ignore instead of stopping generation

DynDOLOD Worlds.pas - fixed automatically checking 'Generate tree LOD' when vanilla tree LOD generation is disabled

DynDOLOD Worlds.pas - added missing brackets in try block checking form id rules

DynDOLOD Worlds.pas - fixed 'not a tree message' for now valid STAT LOD trees with Have Tree LOD flag set

DynDOLOD Worlds.pas - added a subliminal message to xEdit message log

DynDOLOD Worlds.pas - updated de-normalizing resource path to be less greedy

DynDOLOD Worlds.pas - added a simple xEdit.exe and LODGen.exe file time check

DynDOLOD Worlds.pas - read mapping data from Merge Plugins to apply rules for single plugins to merged plugins automatically

DynDOLOD TexGen.pas - added checks to force output directory

Papyrus Scripts - use fewer "strings"

DynDOLOD-rules - added/updated rules for better compatibility with mods

Meshes/Textures - updated/added LOD meshes and textures for better compatibility with mods

DynDOLOD_Manual.html - rename to xEdit - because there can be more than only one

DynDOLOD_Manual.html - updated compatibility information for several mods

DynDOLOD_Reference.html - updated to reflect current process and for clarity

 

1.47

DynDOLOD Worlds.pas - added a missing ResourceExists check before trying to open it

DynDOLOD Worlds.pas - added discovery of tree LOD billboard textures for static tree LOD and export data for LODGen.exe

DynDOLOD Worlds.pas - simplified generation of ultra tree LOD

DynDOLOD Worlds.pas - updated detection of min/max world bounds as rule of one does not apply for overwrite records

DynDOLOD Worlds.pas - added a ResourceExists check when using meshes for dynamic LOD

DynDOLOD Worlds.pas - added a CRC32 check for full model tree meshes to match correct static tree LOD mesh for "dumb" file replacer mods

DynDOLOD Worlds.pas - optimized rule matching

DynDOLOD Worlds.pas - add references that use dunCGOutsideClutterMarker marker as XESP as static LOD instead of dynamic LOD - it enables references after intro scene played

DynDOLOD Worlds.pas - updated automatic alternate texture detection and made use of 3D Names definition file to determine which is the dominant texture of the LOD model

DynDOLOD Worlds.pas - added AppName identfier to all ini/cache files to be able to separate between different games

DynDOLOD Worlds.pas - fixed a case of glow LOD mesh file name detection if _lod is part of full mesh name

DynDOLOD Worlds.pas - use smallest/greatest worldspace bounds from entire overwrite list

DynDOLOD Worlds.pas - added IsSwitch for childworlds for manual references

DynDOLOD Worlds.pas - updated some functions for future billboard use in static LOD

DynDOLOD Worlds.pas - always skip marker when processing worldspace

DynDOLOD Worlds.pas - trying to optimize possible position changes to detect existing child world copies

DynDOLOD Worlds.pas - use full model for child world to parent world copy if object is really really huge

DynDOLOD Worlds.pas - fixed not replacing textures when using cached base elements

DynDOLOD Worlds.pas - added a [LODGen Settings] section to rule files so (updated) mods shipping with their own rules can overwrite default settings

DynDOLOD Worlds.pas - addjust option windows for title bar height

DynDOLOD TexGen.pas - added generation for cavebasewall01lod.dds, caverock01lod.dds, glacierslabnoalpha.dds

DynDOLOD TexGen.pas - added AppName identifier to all ini/cache files to be able to separate between different games

DynDOLOD-rules - added/updated rules for better compatibility with mods

Papyrus Scripts - write a debug message to log in case files are out of sync

Papyrus Scripts - added information MCM page

Papyrus Scripts - enable/disable use of NetImmerse Override in MCM - disabled by default

Papyrus Scripts - optimized parts of MCM

Papyrus Scripts - updated activating/deactivating function to be more robust

Papyrus Scripts - added function option to activate all active FarGrid/NearGrid cells instead of only the ones that changed state - used in patches of third party scripts

Papyrus Scripts - print debug message for all instances when a model is enabled

Meshes/Textures - updated/added LOD meshes and textures for better compatibility with mods

DynDOLOD_Manual.html - updated compatibility information for several mods

 

1.46

DynDOLOD Worlds.pas - do not show worlds added by ignored mods

DynDOLOD Worlds.pas - added export of fMinSecondsForLoadFadeIn from DynDOLOD.ini to json to overwrite fade-in time after loading / fast travel

DynDOLOD Worlds.pas - added export of 3 emissive multipliers to be used on dynamic glow LOD to make it slightly brighter depending on distance, requires NetImmerse Override

DynDOLOD Worlds.pas - added export of 3D name of glow LOD meshes so emissive multiple can be set, requires NetImmerse Override

DynDOLOD Worlds.pas - added discovery of references using LIGH base elements which have no mesh that have neverfade flag set, use a pre defined fake glowing mesh for LOD

DynDOLOD Worlds.pas - added mesh masks to DynDOLOD.ini for full and LOD models to ignore for automatic matching

DynDOLOD Worlds.pas - added EditorID mask IgnoreBaseEDID= to DynDOLOD.ini to ignore base elements, was hardcoded before

DynDOLOD Worlds.pas - added a !NOT mod filename to reference mesh rules - rule will not be used if mod filename is found in load order

DynDOLOD Worlds.pas - only process references mesh rules when containing world is processed

DynDOLOD Worlds.pas - added simple detection of LOD models with 'passthru' in the filename - BSLightingShader/BSEffectShader is not modified by LODGen.exe, some non-LOD shader types/flags work in BTO, e.g. glow shader

DynDOLOD Worlds.pas - added eighth option 'ignore' to the mesh rules reference drop down and apply before tree LOD is generated

DynDOLOD Worlds.pas - remove VMAD from permanently disabled references so scripts do not execute on them

DynDOLOD Worlds.pas - fixed using LOD model for child world copies as intended

DynDOLOD Worlds.pas - added min radius settings in DynDOLOD.ini for fake lights discovery

DynDOLOD Worlds.pas - added creation and export to json data file of a uGridsToLoad sized cell list for fast travel quick switch of dynamic LOD

DynDOLOD Worlds.pas - added export of grid sizes to json for more effective dynamic LOD switching for fast travel

DynDOLOD Worlds.pas - added IgnoreWater switch for LODGen.exe if worldspace has 'No LOD water' flag set

DynDOLOD Worlds.pas - added advanced/expert setting for max atlas tile size

DynDOLOD Worlds.pas - updated advanced/expert options for Glow LOD

DynDOLOD TexGen.pas - updated dlc01soulcairnlod.dds, using 4th slot unused by vanilla

Papyrus Scripts - added slight startup delay before trying to access json data to give PapyrusUtil time to initialize

Papyrus Scripts - added workaround for game engine executing OnCellAttach twice on activators in persistent cell

Papyrus Scripts - optimized switching after loading and fast travel

Papyrus Scripts - reduced numbers of activating activaters after loading and fast travel

Papyrus Scripts - added true fade out for better blending of LOD windows

Papyrus Scripts - added setting emissive multiple when NetImmerse Override is present for LOD windows

Papyrus Scripts - added fade from black time setting

Papyrus Scripts - added check of esp version

DynDOLOD-rules - added/updated rules for better compatibility with mods

Meshes/Textures - updated/added LOD meshes and textures for better compatibility with mods

DynDOLOD_Manual.html - added new section called 'How to add rules for your own mod'

DynDOLOD_Manual.html - added new section called 'Glow LOD'

DynDOLOD_Manual.html - updated compatibility information for several mods

 

1:45

DynDOLOD Worlds.pas - added to also read rules files from ../skyrim/data/DynDOLOD/DynDOLOD_modnameesp.ini in case mod author wants to supply and maintain rules

DynDOLOD Worlds.pas - rules file for a mod can contain rule sections that only apply in case another mod is present, section header [skyrim 2ndmodfilenameesp], for simple compatibility patches

DynDOLOD Worlds.pas - also apply 'delete' and 'original' mesh rules before tree LOD is generated

DynDOLOD Worlds.pas - do not add textures from models with PassThru material to atlas

DynDOLOD Worlds.pas - explicitly set diffuse atlas texture to use alpha

DynDOLOD Worlds.pas - added switch for show on local map flag for LOD using emissive color - for water reflections after opening map once

Papyrus Scripts - optimized switching when leaving active worldspace

Meshes - updated LOD meshes for better compatibility with mods

DynDOLOD_Manual.html - updated compatibility information for several mods

 

1.44

DynDOLOD Worlds.pas - start LODGen.exe minimized when in advanced or expert mode, set MinimizeLODGenExe=1 in DynDOLOD.ini to start LODGen.exe minimized in wizard mode

DynDOLOD Worlds.pas - do not use lod_flat.nif for static or dynamic LOD added by mods as they typically use the default texture atlas name which is generated and overwritten and becomes incompatible, use lod_flat_2.nif with distinct atlas texture instead

DynDOLOD Worlds.pas - added eigth option 'enable' to the mesh rules reference drop down setting XESP enable parent to player for references that have no XESP - use for trees so they are not done by tree LOD

DynDOLOD Worlds.pas - added additional switches to objects json

DynDOLOD Worlds.pas - copy XEMI record from child world reference to parent world references for consistent window glow

DynDOLOD Worlds.pas - updated output of alternate texture replacement list, requires new LODGen.exe from xEdit 170815 or newer

Papyrus Scripts - added a switch to fade out

Papyrus Scripts - added a switch to turn off model in child world regardless of reference keep rule

DynDOLOD-rules - added/updated rules for better compatibility with mods

Meshes - updated LOD meshes for better compatibility with mods

DynDOLOD_Manual.html - updated compatibility information for several mods

 

1.43

DynDOLOD Worlds.pas - fixed mesh replacement not working

DynDOLOD Worlds.pas - allow full textures to be atlassed

DynDOLOD Worlds.pas - output an alternate texture replacement list for future releases

DynDOLOD-rules - added/updated rules for better compatibility with mods

Meshes - updated LOD meshes for better compatibility with mods

DynDOLOD_Manual.html - updated compatibility information for several mods

 

1.42

DynDOLOD Worlds.pas - added an extra switch to reference json data for LOD using emissive color for future releases

DynDOLOD Worlds.pas - added ability to add both near and far grid to a reference

DynDOLOD Worlds.pas - added an one time splash screen to point out helpful documents

DynDOLOD TexGen.pas - fixed creating smelter01lod.dds

Papyrus Scripts - updated to not reset disabled references

DynDOLOD-rules - added/updated rules for better compatibility with mods

DynDOLOD_Manual.html - updated compatibility information for several mods

Meshes - updated LOD meshes for better compatibility with mods

 

1.41

DynDOLOD Worlds.pas - fixed sometimes not carrying over all cell data when creating overwrite records

DynDOLOD Worlds.pas - fixed a rare exception updating cell data of overwrite records

DynDOLOD Worlds.pas - fixed an overzealous output path check

DynDOLOD-rules - added/updated rules for better compatibility with mods

DynDOLOD_Manual.html - added new compatibility section called 'Mods Requiring DynDOLOD'

DynDOLOD_Manual.html - updated compatibility information for several mods

 

1.40

DynDOLOD Worlds.pas - fixed getting default LODs from base elements

Meshes - updated LOD meshes for better compatibility with mods

DynDOLOD_Manual.html - updated compatibility information for several mods

 

1.39

DynDOLOD Worlds.pas - fixed a typo causing error in process line 780

DynDOLOD Worlds.pas - updated the helpful error message in case an overwrite record links to a non-existent form id to be even more helpful

DynDOLOD Worlds.pas - made a distinction between superseded mods that are replaced and other mods that should simply not be in the load order while generating LOD

DynDOLOD Worlds.pas - changed mod warning message to sound less dramatic

 

1.38

DynDOLOD Worlds.pas - unset persistent flag from disabled neverfades if deemed safe

DynDOLOD Worlds.pas - export a reset list of former neverfades with persistent flag to json file

DynDOLOD Worlds.pas - copy non persistent cell 'containing' existing persistent references that were changed, may create intentional ITMs

DynDOLOD Worlds.pas - only treat neverfades that are persistent as neverfades

DynDOLOD Worlds.pas - refined overwrite detection when updating

DynDOLOD Worlds.pas - fixed adding duplicate activator when updating

DynDOLOD Worlds.pas - fixed adding rules erroneously when updating without using cache

DynDOLOD Worlds.pas - added ability to define full models in mesh rules without a LOD mesh being present, unset VWD

DynDOLOD Worlds.pas - automatically add LIGH to list of base elements eligible for LOD when a reference rule uses it, only works for LIGH base elements with models

DynDOLOD Worlds.pas - cleaned up form id conversions

DynDOLOD Worlds.pas - cleaned up getting full model from base elements

DynDOLOD Worlds.pas - added a message for 'duplicate' tree form ids causing tree LOD in loaded cells, get newer TES5Edit if it triggers

DynDOLOD Worlds.pas - disallow meshes/textures/skse in output path so none of the tools gets confused

DynDOLOD Worlds.pas - added checking matching DynDOLOD.esp version

DynDOLOD Worlds.pas - set no switching delay for dynamic LOD fires when attaching cell

Papyrus Scripts - added resetting references from reset list when initializing and activating/deactivating from MCM

Papyrus Scripts - improved dynamic LOD switching times when detaching cells and after fast travel

DynDOLOD-rules - added/updated rules for better compatibility with mods

DynDOLOD_Manual.html - updated compatibility information for several mods

 

1.37

DynDOLOD Worlds.pas - fixed an exception for mod # > 128

 

1.36

DynDOLOD Worlds.pas - fixed pointer to integer conversions sometimes causing wrong ids

DynDOLOD Worlds.pas - optmized discovery of _far.nif

DynDOLOD Worlds.pas - assume disabled references with z = -300000 to be "Deleted" regardless of XESP

DynDOLOD Worlds.pas - updated a couple more cases to use a native TES5Edit function

Papyrus Scripts - fixed an error message

DynDOLOD-rules - added/updated rules for better compatibility with mods

Meshes - updated LOD meshes for better compatibility with mods

DynDOLOD_Manual.html - updated compatibility information for several mods

 

1.35

DynDOLOD Worlds.pas - fixed a list re-assigment causing exception

DynDOLOD Worlds.pas - added automatically using _far.nif if every other method failed

DynDOLOD Worlds.pas - added support for PassThru material for future releases

DynDOLOD Worlds.pas - some cosmetic updates to the forms

DynDOLOD Worlds.pas - removed a function to use native TES5Edit function instead

DynDOLOD TexGen.pas - added generation for dlc01soulcairndirt01lod.dds, dlc01soulcairndirt02lod.dds, dlc01soulcairndirt05lod.dds and dlc01soulcairnrock01lod.dds

Meshes/Textures - added new texture variants for better compatibility with DLC01

 

1.34

DynDOLOD Worlds.pas - added a helpful message about sResourceArchiveList in skyrim.ini in case Tamriel is not found

DynDOLOD Worlds.pas - added a bunch of numbers to 'sign' json files and the esp

DynDOLOD Worlds.pas - fixed not being able to set near grid to values

Papyrus Scripts - added a message if a bunch of numbers are different

DynDOLOD_Manual.html - updated compatibility information for several mods

 

1.33

DynDOLOD Worlds.pas - Create texture atlas _n.dds without alpha channel since it is not used

DynDOLOD Worlds.pas - added write/read 'next object id' into/from a file so using a default DynDOLOD.esp will not reuse formids from former generations - this does not change save game update procedure

DynDOLOD TexGen.pas - moved beehivelod.dds to DynDOLOD_TexGen_noalpha.txt

DynDOLOD_Manual.html - added information about STEP texture pack

DynDOLOD_Manual.html - updated compatibility information for several mods

DynDOLOD-rules - added/updated rules for better compatibility with mods

Meshes/Textures - updated LOD meshes for better compatibility with mods

 

1.32

DynDOLOD Worlds.pas - made MNAM - Distant LOD set/get compatible with newer TES5Edit version

DynDOLOD Worlds.pas - use sleep from newer TES5Edit version when available

DynDOLOD Worlds.pas - write a helpful error message in case an overwrite record links to a non-existent form id

DynDOLOD Worlds.pas - missing vanilla tree billboards message now stops the process

DynDOLOD Worlds.pas - added an early check LODGen.exe exists

DynDOLOD Worlds.pas - fixed pointer to integer conversions causing wrong from ids in wine

DynDOLOD TexGen.pas - fixed string to float conversions causing exception with certain region settings

DynDOLOD_Manual.html - updated compatibility information for several mods

DynDOLOD-rules - added/updated rules for better compatibility with mods

Meshes/Textures - updated LOD meshes/textures for better compatibility with mods

 

1.31

DynDOLOD Worlds.pas - made worldspace list for checkbox resilient versus overwrite records

DynDOLOD Worlds.pas - upgraded log message to a message dialog in case DynDOLOD.esp is not last in load order

DynDOLOD Worlds.pas - changed copied base element use the same signature as the source base element

DynDOLOD Worlds.pas - copy OBND data and flags when copying base elements for dynamic LOD

DynDOLOD Worlds.pas - added cache handling for LOD using emissive color for future releases

Papyrus Scripts - improve switching times of dynamic LOD for fast travel

DynDOLOD TexGen.pas - updated creation rules for dlc01soulcairnlod.dds

DynDOLOD_Manual.html - updated compatibility information for several mods

Meshes/Textures - updated LOD meshes/textures for better compatibility with mods

 

1.30

DynDOLOD TexGen.pas - added printing a line for each created LOD texture for better troubleshooting

DynDOLOD_TexGen.html - added a note for an alternative textures list file in case of crash

DynDOLOD Worlds.pas - fixed loading some rules twice sometimes

DynDOLOD Worlds.pas - fixed creating LOD for neverfades in child worlds that are copied to parent world

DynDOLOD Worlds.pas - fixed updating existing texture replacements on master record causing changes to other mods

DynDOLOD Worlds.pas - remember status of custom mod handling accross reruns without reloading default rules

DynDOLOD Worlds.pas - do not show child worlds in case they have erroneous *.lod file

DynDOLOD Worlds.pas - raised possible position changes to detect existing child world copies from 1/100 to 1/1000

DynDOLOD Worlds.pas - updated function to add manual base elements based on worldspace name

DynDOLOD_Manual.html - updated compatibility information for several mods

Meshes/Textures - updated LOD meshes/textures for better compatibility with mods

 

1.29

DynDOLOD Worlds.pas - updated link of require message for newer version

DynDOLOD Worlds.pas - wait longer before asking about LODGen.exe to not confuse users

DynDOLOD Worlds.pas - added waiting for LODGen.exe before showing complete message

DynDOLOD Worlds.pas - fixed adding master for injected elements

DynDOLOD Worlds.pas - added handling for LOD using emissive color for future releases

Papyrus Scripts - release an object reference when being done with it by assigning None

DynDOLOD_TexGen.html - added instructions and video for DynDOLOD TexGen.pas

DynDOLOD_QuickStart.html - updated links to new and shiny GitHub for TES5Edit

DynDOLOD_Manual.html - updated links to new and shiny GitHub for TES5Edit

DynDOLOD_Manual.html - updated compatibility information for several mods

Meshes/Textures - updated LOD meshes/textures for better compatibility with mods

 

1.28

DynDOLOD Worlds.pas - removed all ambiguity from the SKSE plugin json output folder so it always ends up next to meshes and textures

DynDOLOD Worlds.pas - added SW Cell coordinates to [world].json for new You Are Here MCM page

DynDOLOD Worlds.pas - updated a check for newer xEdit version so the nice error message shows again

DynDOLOD Worlds.pas - fixed output of textures_used.txt to actually use the used texture list for real this time

DynDOLOD Worlds.pas - added FlagTrees switch to DynDOLOD.ini to set Has Distant LOD flag on tree base elements

Papyrus Scripts - added last top left message to the SkyUI MCM page, hover above it to see the full message at the bottom in case it gets cut off

Papyrus Scripts - added a You Are Here SkyUI MCM page to show position, cell and LOD filenames for the current location

DynDOLOD TexGen.pas - added creation of cavebaseground02

DynDOLOD-rules - added/updated rules for better compatibility with mods

Meshes/Textures - updated LOD meshes/textures for better compatibility with mods

DynDOLOD_Manual.html - updated compatibility information for several mods

 

1.27

Papyrus Scripts - updated debug.trace notice for dynamic LOD objects to show the used mesh path and filename.

DynDOLOD-README.txt - added debug instructions

Meshes - ran all meshes through nifconvert to make triple sure they are valid

 

1.26

DynDOLOD Worlds.pas - changed method of setting base elements on town reference copies

DynDOLOD Worlds.pas - changed method of copying XEMI records on references

DynDOLOD Worlds.pas - disallow output path to be set to game folder, default to xEdit scripts folder if -o: is not set

DynDOLOD Worlds.pas - fixed output of textures_used.txt to actually use the used texture list

DynDOLOD Worlds.pas - fixed lookup of persistent CELL when adding neverfades

DynDOLOD-rules - added/updated rules for better compatibility with mods

DynDOLOD_Manual.html - updated compatibility information for several mods

 

1.25

DynDOLOD Worlds.pas - fixed a typo causing rare error

 

1.24

Papyrus Scripts - added debug.trace enable notice before enabling dynamic LOD objects

DynDOLOD Worlds.pas - added debug switch entry to DynDOLOD_Worlds.json, set to true and enable papyrus debugging in skyrim.ini for enable notices

DynDOLOD Worlds.pas - added seventh option 'copy' to the mesh rules reference drop down, for cases when 'original' is having the desired effect

DynDOLOD Worlds.pas - some visual options form adjustments

DynDOLOD-rules - added/updated rules for better compatibility with mods

DynDOLOD TexGen.pas - added creation of farmhouselod01

DynDOLOD_Manual.html - added new tutorial video

DynDOLOD_Manual.html - updated compatibility information for several mods

Meshes/textures - updated LOD meshes/textures for better compatibility with mods

Meshes/Textures - added the handful textures from High Resolution Texture Pack removing the need for its requirement

 

1.18

DynDOLOD Worlds.pas - add Generate static LOD checkbox to advanced window

DynDOLOD Worlds.pas - only update base element flags really needed for game engine

DynDOLOD Worlds.pas - optimized discovery of snowy versions of full models

 

1.17

Papyrus Scripts - changed activation caller to self to prevent loss of ethereal when moving across cell borders

 

1.16

DynDOLOD Worlds.pas - fixed a missing ) in functions.pas

DynDOLOD Worlds.pas - added output of TES5Edit\Edit Scripts\DynDOLOD\cache\DynDOLOD_[worldspace name]_textures_used.txt for debugging purposes

DynDOLOD-rules - added/updated rules for better compatibility with mods

DynDOLOD_Manual.html - updated compatibility information for several mods

 

1.14

DynDOLOD Worlds.pas - fixed not reading texture rule set in expert mode

DynDOLOD Worlds.pas - added automatically ignoring mods with BASHED PATCH as author

DynDOLOD Worlds.pas - updated LODGen export file parameters for upcoming future version

Papyrus Scripts - added an extra disable to dynamic LOD objects when leaving worldspace into an interior for faster release of resources

DynDOLOD-rules - added/updated rules for better compatibility with mods

Meshes/Textures - updated LOD meshes/textures for better compatibility with mods

DynDOLOD_Manual.html - updated compatibility information for several mods

 

1.11

DynDOLOD Worlds.pas - fixed sExpert error

DynDOLOD_Manual.html - updated download information for Skyrim Vanilla LOD Source Files 1.6

 

1.10

DynDOLOD TexGen.pas - added new pas script to generate some (mostly landscape) LOD textures from full textures based on load order - requires xEdit svn 1937 or higher

DynDOLOD Worlds.pas - fixed trying to use missing h variant and use l variant instead

DynDOLOD Worlds.pas - fixed a case of not detecting a valid master

DynDOLOD Worlds.pas - updated adding new base elements for other than STAT

DynDOLOD Worlds.pas - added a method for new references to point to newly added base elements

DynDOLOD-rules - added/updated rules for better compatibility with mods

DynDOLOD_Manual.html - updated compatibility information for several mods

 

1.04

DynDOLOD Worlds.pas - fixed sometimes not loading data from manual_ref_[worldspace name]

DynDOLOD Worlds.pas - automatically do not load data from manual_ref_[worldspace name] for certain mods

 

1.02

DynDOLOD Worlds.pas - delete LODGen_log.txt before processing several worlds - for a new LODGen.exe that appends to log

DynDOLOD Worlds.pas - updated atlas creation for xEdit svn 1935 and higher with automatic fall back to older versions

DynDOLOD Worlds.pas - fixed childworld ignore list sometimes not being loaded

DynDOLOD Worlds.pas - fixed not being able to update more than one worldspace at a time

DynDOLOD_Manual.html - updated compatibility information for several mods

DynDOLOD-rules - added/updated rules for better compatibility with mods

Meshes/Textures - updated LOD meshes/textures for better compatibility with mods

 

1.00

DynDOLOD Worlds.pas - fixed wrong command when reading cache files for real this time

DynDOLOD_Manual.html - updated compatibility information for several mods

DynDOLOD-rules - added/updated rules for better compatibility with mods

Meshes/Textures - updated LOD meshes/textures for better compatibility with mods

 

0.59.46

DynDOLOD Worlds.pas - fixed wrong command when reading cache files

 

0.59.45

DynDOLOD Worlds.pas - do not set VWD on base elements without object bounds

DynDOLOD_Manual.html - updated update instructions

Papyrus Scripts - updated error handling to be more precise

Papyrus Scripts - updated update instructions

 

0.59.31

DynDOLOD Worlds.pas - fixed not clearing child world data

DynDOLOD Worlds.pas - added completion message after everything is done

DynDOLOD Worlds.pas - added sixth option 'original' to the mesh rules reference drop down

DynDOLOD Worlds.pas - fixed doubling automatic SkyFalls rules under certain circumstances

DynDOLOD-rules - added/updated rules for better compatibility with mods

DynDOLOD_Manual.html - updated compatibility information for several mods

Meshes - updated a LOD mesh for better compatibility

 

0.59.30

DynDOLOD Worlds.pas - added a new mod_world_ignore list: all references added by a mod to a world in its list will be ignored

DynDOLOD_Manual.html - updated compatibility information for several mods

Meshes - updated a LOD mesh for better compatibility

 

0.59.02

DynDOLOD Worlds.pas - fixed waiting for LODGen.exe to finish if it was never started before

 

0.59.01

DynDOLOD.ini - added whgate and whdoorfrontgate to child world ignore list, because Bethesda really moves things around

 

0.59.00

DynDOLOD Worlds.pas - copy XEMI record when creating dynamic LOD base element

DynDOLOD-rules - updated and ordered rules to be more consistent

DynDOLOD_Manual.html - updated Performance section considerably with tips and tricks

DynDOLOD_Manual.html - updated compatibility information for several mods

Meshes - updated LOD meshes for better compatibility

 

0.58.00

DynDOLOD Worlds.pas - fixed an integer conversion for mod # > 128

DynDOLOD Worlds.pas - fixed adding missing master when copying XESP element

DynDOLOD Worlds.pas - made child world discovery more robust

DynDOLOD Worlds.pas - no more export file overwrite warning in wizard mode, simply generate new export file and start LODGen.exe

DynDOLOD Worlds.pas - do not throw known error for a handful ETAC trees

DynDOLOD Worlds.pas - added alternate textures replacements for base elements, requires xEdit svn 1923 or higher

DynDOLOD Worlds.pas - do not set VWD on base elements using meshes in effects\ or water\ since they most likely never will have static LOD

DynDOLOD_Manual.html - updated compatibility information for several mods

 

0.57.00

DynDOLOD Worlds.pas - added wizard mode, set Wizard=0 in DynDOLOD.ini to start in advanced mode

DynDOLOD Worlds.pas - added tree LOD generation, requires xEdit svn1921 or newer. If 'Generate tree LOD' is not checked it uses the cached tree LOD data if it exists. If no cached data exists either it will try to read BTT files from game location

DynDOLOD Worlds.pas - added support for custom mesh-rules files for specific mods, check Edit Scripts\DynDOLOD\rules\

DynDOLOD Worlds.pas - added output of TES5Edit\Edit Scripts\DynDOLOD\cache\DynDOLOD_[worldspace name]_mesh_count.txt with a count of how often a LOD mesh is used

DynDOLOD Worlds.pas - use TES5Edit -o argument for output path if available

DynDOLOD Worlds.pas - StorageUtilData path automatically uses output path, set StorageUtilDataSameAsOutput=0 to use data path, browsing only exposed in export mode

DynDOLOD Worlds.pas - updated advanced and expert options window

DynDOLOD Worlds.pas - added fith option 'delete' to the mesh rules reference drop down

DynDOLOD-rules - updated rules to adjust for the new rules logic

DynDOLOD-rules - added rules for several mods

DynDOLOD_Manual.html - removed no longer needed custom mesh rules information for mods that now have mesh rules files

DynDOLOD_Manual.html - added wizard mode videos, updated advanced mode videos, added a seperate video for splitting trees

DynDOLOD_Manual.html - added and updated compatibility information for several mods

Meshes/Textures - updated LOD meshes/textures for better compatibility with mods

 

0.56.00

DynDOLOD Worlds.pas - fixed trying to process child worlds with no dimensions

DynDOLOD Worlds.pas - fixed a mispelled command

DynDOLOD Worlds.pas - optimized generating atlas again from export file

DynDOLOD_Manual.html - upated formatting and some parts to hopefuly be clearer

Meshes/Textures - updated LOD meshes/textures for better compatibility with mods

 

0.55.00

DynDOLOD_Manual.html - added info about tree LOD billboards for download at https://www.nexusmods.com/skyrim/mods/62698/

DynDOLOD_Manual.html - updated Videos with tree LOD billboards download info

DynDOLOD_Manual.html - added more detailed uninstall information

DynDOLOD_Manual.html - added and updated compatibility information for several mods

Meshes/Textures - updated LOD meshes/textures for better compatibility with mods

DynDOLOD-rules - updated rules for new LOD meshes

 

0.54.00 internal release

DynDOLOD Worlds.pas - add a copy in parent world when disabling a neverfade in a child world

DynDOLOD Worlds.pas - fixed writing not all child worlds to DynDOLOD_Worlds.json

DynDOLOD Worlds.pas - fixed reading child world data from previous generation if parent world is not used for LOD

DynDOLOD Worlds.pas - create LODGen export folder if it doesn exist

DynDOLOD Worlds.pas - added button to rebuild atlas dds from cached data for advanced screen

DynDOLOD Worlds.pas - fixed LOD being created for elements disabled by mesh rules

 

0.53.00 test release

DynDOLOD Worlds.pas - fixed adding masters for parent worldspace and parent cell elements

DynDOLOD Worlds.pas - LODGen Output path only updates when clicking "Default" button

DynDOLOD Worlds.pas - added signature FURN (furniture) to the list of base element types eligible for LOD

DynDOLOD Worlds.pas - updated some commands to use native TES5Edit functions

DynDOLOD-rules - updated rules for FURN

 

0.52.00

DynDOLOD Worlds.pas - improved automatic atlas creation now part of TES5Edit

DynDOLOD_Manual.html - added and updated compatibility information for several mods

Meshes/Textures - updated LOD meshes/textures for better compatibility with mods

 

0.51.02

DynDOLOD Worlds.pas - improved automatic atlas creation

DynDOLOD Worlds.pas - fixed adding masters for certain other elements

DynDOLOD Worlds.pas - updated a few functions that are now integrated into TES5Edit

DynDOLOD Worlds.pas - removed legacy code and checks not needed anymore

Meshes/Textures - updated LOD meshes/textures for better compatibility with mods

0.51.01 DynDOLOD Worlds.pas - fixed error inserting meshes rules

 

0.51.00 DynDOLOD Worlds.pas - fixed adding masters for certain elements requiring their own masters

 

0.50.00

DynDOLOD-BETA-README.txt - updated for new LODGen.exe 0.6 and newly added functions to TES5Edit

DynDOLOD Worlds.pas - hide no longer needed LODGen options by default, set advanced=1 in DynDOLOD.ini to show changed output path behavior: instead of full path, meshes\terrain\[worldspace]\objects will be appended to it

DynDOLOD Worlds.pas - added support for using LOD meshes found in BSAs without the need to unpack. Load order applies. Loose files win.

DynDOLOD Worlds.pas - enabled ash material

DynDOLOD Worlds.pas - added override of STAT records and set VWD flag so their full models do not overlap LOD models outside loaded cells added BSA resource list to export file for LODGen.exe for LOD nifs and terrain btr files

DynDOLOD Worlds.pas - moved remaining functions from LODGen.pas to lib\lodgenalt.pas

DynDOLOD Worlds.pas - added cache for mesh files found in BSA and data folder

DynDOLOD Worlds.pas - added CreateAtlas() to create.pas

DynDOLOD Worlds.pas/Papyrus Scripts - Changed how masters are added - only masters of directly linked forms are added. No masters for forms "linked" by mod name and form id in the json files

DynDOLOD_Manual.html - updated manual for new TES5Edit Generate LOD options, especially LODGen for trees and splitting tree atlas

DynDOLOD_Manual.html - added and updated compatibility information for several mods

Meshes/Textures - changed mesh files to use single lod textures for automatic atlas creation

Meshes/Textures - added new and updated LOD meshes/textures for better compatibility with mods

 

0.45.22

DynDOLOD Worlds.pas - fixed json list sometimes being malformed in SaveFormlists3() in create.pas

DynDOLOD Worlds.pas - fixed erroneous child world object discovery when parent world is not used for LOD in DynDOLODProcessReference() in process.pas

 

0.45.21

Papyrus Scripts - moved all script properties from esp into json data files, this means less cruft and persistant data in save game

Papyrus Scripts - Added a SkyUI MCM menu with on/off toggle and helpful information for updating

DynDOLOD Worlds.pas - updated throughout to create additional json data files

DynDOLOD Worlds.pas - added a fourth option to the mesh rules reference drop down

DynDOLOD Worlds.pas - changed child world object copy regarding existing LOD for better mod compatibility and added objects to ignore lists to compensate for duplicates

DynDOLOD Worlds.pas - added mode to create a new mod with MNAM - Distant LOD overrides for STAT base elements to use with CK or original LODGen and DynDOLOD Modders Resource - only useful for modders...

DynDOLOD-rules - updated rules for changed child world copy

DynDOLOD_Manual.html - added and updated compatibility information for several mods

Meshes/Textures - added new and updated LOD meshes/textures for better compatibility with mods

 

0.44.20

DynDOLOD_Manual.html - added and updated compatibility information for several mods

Meshes/Textures - added new and updated LOD meshes/textures for better compatibility with mods

DynDOLOD-rules - updated rules for better compatibility with mods

DynDOLOD Worlds.pas - fixed reading of existing Grids in ReadMasterFile in preapare.pas

DynDOLOD Worlds.pas - fixed NearGrid being one cell off north/south in create.pas

DynDOLOD Worlds.pas - changed treatment of lod_lod throughout for better compatibility with mods

Papyrus Scripts - removed initialization autosave since it is not required anymore after changes in 0.43.13

Papyrus Scripts - fixed NearGrid sometimes switching off at a greater distance than required

Papyrus Scripts - made dynamic object switching more resilient against rapid repeated cell changes

 

0.43.19

DynDOLOD Worlds.pas - made sure existing neverfades with no rules are added to FarGrid by default in DynDOLODProcessReference() in process.pas

Meshes/Textures - added new and updated LOD meshes/textures for better compatibility with mods

DynDOLOD_Manual.html - added and updated compatibility information for several mods

 

0.43.18

Meshes - added new and updated LOD meshes for better compatibility with mods

DynDOLOD_Manual.html - added and updated compatibility information for several mods

DynDOLOD-rules - updated rules for better compatibility with mods

 

0.43.17

DynDOLOD Worlds.pas - moved getting world dimensions from ScanWorlds() in process.pas to DynDOLODPrepareWorld() in prepare.pas

DynDOLOD Worlds.pas - raised possible position changes to detect existing town copies from 1/10 to 1/100

Meshes/Textures - added new and updated LOD meshes for better compatibility with mods

DynDOLOD-rules - added rules for new meshes

DynDOLOD_Manual.html - added and updated compatibility information for several mods

 

0.43.16

DynDOLOD Worlds.pas - fixed number conversion for regions using different decimal seperator

DynDOLOD_Manual.html - added and updated compatibility information for several mods

 

0.43.15

DynDOLOD Worlds.pas - ignore references outside of world in DynDOLODProcessReference() in process.pas

DynDOLOD Worlds.pas - fixed to also add masters for override records throughout

DynDOLOD Worlds.pas - fixed reading existing data for manual dyanmic objects in ReadMasterFile() in prepare.pas

DynDOLOD Worlds.pas - fixed reference rules not carried over for town copies in AddTownREFR() in process.pas

Meshes - added new and updated LOD meshes for better compatibility with mods

 

0.43.14

DynDOLOD Worlds.pas - fixed reading existing data for current world/child worlds only in ReadMasterFile() in prepare.pas

DynDOLOD Worlds.pas - rewrote cell and formlist generation code to be slighlty less crazy and a bit faster in create.pas

DynDOLOD Worlds.pas - added ability to add manual entries to LODGen export file for better compatibility with mods

DynDOLOD-rules - updated for better compatibility with mods. Moved tree rule down in low and medium - because order really does matter

Meshes/Textures - added and updated a couple LOD meshes/textures for better compatibility with mods

Papyrus Scripts - fixed state switching of outside cells from within child worlds

DynDOLOD_Manual.html - added compatibility information for several mods

 

0.43.13

Papyrus Scripts - use IntList instead of FormList with PapyrusUtil to work around > 128 mod issue when using FormListHas function

DynDOLOD Worlds.pas - updated output to IntList json file in SaveFormlists() in create.pas

 

0.43.12

DynDOLOD_Manual.html - added compatibility information for several mods, moved images to img folder

DynDOLOD Worlds.pas - updated texture lookup for better compatibility with mods in LODTexture() in functions.pas

DynDOLOD.ini - added mountain to child world ignore list

Meshes/Textures - added lots of new texture variants for better compatibility with mods

Papyrus Scripts - replaced flip flopping states with distinct variables for better reliability in high stress situations

 

0.42.11

DynDOLOD_Manual.html - uploaded and added a second guide video for non-MO users, works for NMM too

DynDOLOD Worlds.pas - fixed a few integer/cardinal conversions to be more robust when there are ore than 128 mods loaded

DynDOLOD Worlds.pas - stop XESP chain lookup if linked to element is not a reference in AddDynDOLODREFERValues() in functions.pas

DynDOLOD Worlds.pas - fixed missing meshes message in DoBaseElement() in process.pas

Meshes\lod - add some texture variants for Falskaar and other mods

 

0.42.10

DynDOLOD_Manual.html - updated LODGen for trees section. Especially note the information about TES5Edit -o:"" output folder argument

DynDOLOD_Manual.html - updated SkyFalls and SkyMills specific info

DynDOLOD Worlds.pas - added signature CONT (container) to the list of base element types eligible for LOD

DynDOLOD Worlds.pas - load default preset if no preset.ini is found in LODGenPresetLoad() in optionsform.pas

DynDOLOD Worlds.pas - added a workaround for BaseRecord() oddities in DoDynDOLOD in create.pas

 

0.42.9

DynDOLOD_Manual.html - updated LODGen Skyrim Flora Overhaul specific info

 

0.42.8

DynDOLOD_Manual.html - updated LODGen for trees section and added Skyrim Flora Overhaul specific info

DynDOLOD_Manual.html - added note that landscape LOD needs to be unpacked once for each worldspace

DynDOLOD-rules-low.ini - updated farmhouse rule

DynDOLOD Worlds.pas - fixed neverfade handling for objects in child worlds/towns in DynDOLODProcessReference() in process.pas

DynDOLOD Worlds.pas - only add lines to export file for LODGen.exe when there is LOD in at least one level in DoBaseElement() in process.pas

DynDOLOD Worlds.pas - fix tree cache in TreeWorldspace() in treelodpatcheralt.pas

Meshes\DLC01\LOD\Castle - add some LODs for castle to level 8/16

 

0.42.7

DynDOLOD-BETA-README.txt - added information about LODGen.exe crashing with unpacked terrain meshes

DynDOLOD Worlds.pas - added logic to checkbox if landscape LOD is actually available for LODGen.exe in optionsform.pas

DynDOLOD Worlds.pas - added missing instance of AddMasterIfMissing() in DynDOLODPrepareWorld() in prepare.pas

 

0.42.6

DynDOLOD Worlds.pas - fixed logic of custom reference rules in DynDOLODProcessReference() in process.pas

DynDOLOD Worlds.pas - added a couple missing instances of AddMasterIfMissing() in AddDynDOLODBaseElement() in functions.pas

 

0.42.5

Initial public beta release

 

 

 

 

Credits

 

TES5Edit Team in general

 

Ehamloptiran and Zilav for TES5LODGen and LODGen for trees

 

Bethesda for the game, models and textures

 

NifTools

 

DynDOLOD includes LOD assets based on models and/or textures from:


 

Holy Cow I fixed Skyrim - Sheson

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It rather shows how important it is to create optimized LOD versions. This one heavy snow tree full model is 400MB alone. Someone pruning is needed...

 

3155782-1455593083.gif

I don't understand any of the technical stuff behind it, but how can one tree take 400MB when the SFO textures are like 5MB each?

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I don't understand any of the technical stuff behind it, but how can one tree take 400MB when the SFO textures are like 5MB each?

Ops typo, that was meant to be 40MB... The mesh for that tree is 395kB and the tree is used a 110 times.

Edited by sheson
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Make sure to use the latest papyrus scripts from the update post. Then check the new MCM Information page if there still is a message about files not belonging to each other.

Hi Sheson

I strictly followed your instructions but sadly it was still giving the same error.

So I removed your mod as well as Helgen Reborn, reinstalled your mod using your updated scripts and restarted a new game.

 

Alleluïa ! It works as before

 

Screen_Shot77.png

 

Thank you very much for your mods and your time :thumbsup:

Edited by Thierry5820
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i need help with this. i followed the instructions. install skse billboards and paparyus. copied dyndo data and TES5edit scripts. start tes5edit. select esp. dyndo last esp. apply script. dump output in to data. turn on dyndo esp. start skyrim. never ending loading. i tried high medium and low. using overpowered PC. i've done it several times. always never ending loading. i was watching gamerpoets tutorial. he used mod organizer. i'm using NMM. there is no billboard esp load order for NMM. just data dump. not sure if this is a problem. don't think so cause sheson has video for no mod organizer but it does not show the billboard installation. only other thing i'm not sure about is what esp to select when using TES5edit. first time i selected all esp. last time i only selected the skyrim with expansions, unofficial patch, and dyndo esp. both ways completes the output dump but game never loads. i have my whole game modded successfully except this. been trying for 2 days. my head hurts and losing hope. please help. thank you.

Edited by misterdean
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i need help with this. i followed the instructions. install skse billboards and paparyus. copied dyndo data and TES5edit scripts. start tes5edit. select esp. dyndo last esp. apply script. dump output in to data. turn on dyndo esp. start skyrim. never ending loading. i tried high medium and low. using overpowered PC. i've done it several times. always never ending loading. i was watching gamerpoets tutorial. he used mod organizer. i'm using NMM. there is no billboard esp load order for NMM. just data dump. not sure if this is a problem. don't think so cause sheson has video for no mod organizer but it does not show the billboard installation. only other thing i'm not sure about is what esp to select when using TES5edit. first time i selected all esp. last time i only selected the skyrim with expansions, unofficial patch, and dyndo esp. both ways completes the output dump but game never loads. i have my whole game modded successfully except this. been trying for 2 days. my head hurts and losing hope. please help. thank you.

FAQ: Skyrim: ILS or CTD

 

A: More LOD uses more memory and this can cause ILS or CTD. Double check heap memory usage (block 1) with Memory Blocks Log from https://www.nexusmods.com/skyrim/mods/50471/ and adjust SKSE or SSME memory settings. Remove satefy-load if it is used. Set ExpandSystemMemoryX64=false in enblocal.ini

Edited by sheson
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After hours of trial and error testing I finally narrowed down the cause of a repeatable CTD I've been having to the Dyndolod.esp. On current playthrough as well as creating a new save I CTD at a Cell near Loreius Farm on the road as well as by the giant camp that is there. If I load save, as well as start new game, without dyndolod.esp active I can pass the spot just fine. I have no idea which of my mods is causing the conflict in Dyndolod.esp, I've checked in TES5edit and can't find any errors in the esp or any conflicts. I've used Dyndolod for many months and have passed by this area in multiple characters without issue, so I think it must be a mod I added sometime recently but I couldn't begin to think of which mod that could be.

 

Here is the Modwat.ch

 

 

and here is the crashdump log, its the same each time I crash at the location

 

 

FAULTING_IP:
TESV+c119e
004c119e 8b10 mov edx,dword ptr [eax]

EXCEPTION_RECORD: ffffffff -- (.exr 0xffffffffffffffff)
ExceptionAddress: 004c119e (TESV+0x000c119e)
ExceptionCode: c0000005 (Access violation)
ExceptionFlags: 00000000
NumberParameters: 2
Parameter[0]: 00000000
Parameter[1]: 00000000
Attempt to read from address 00000000

PROCESS_NAME: TESV.exe

ERROR_CODE: (NTSTATUS) 0xc0000005 - The instruction at "0x%08lx" referenced memory at "0x%08lx". The memory could not be "%s".

EXCEPTION_CODE: (NTSTATUS) 0xc0000005 - The instruction at "0x%08lx" referenced memory at "0x%08lx". The memory could not be "%s".

EXCEPTION_PARAMETER1: 00000000

EXCEPTION_PARAMETER2: 00000000

READ_ADDRESS: 00000000

FOLLOWUP_IP:
TESV+c119e
004c119e 8b10 mov edx,dword ptr [eax]

FAULTING_THREAD: 000023dc

BUGCHECK_STR: APPLICATION_FAULT_NULL_POINTER_READ_AFTER_CALL

PRIMARY_PROBLEM_CLASS: NULL_POINTER_READ_AFTER_CALL

DEFAULT_BUCKET_ID: NULL_POINTER_READ_AFTER_CALL

LAST_CONTROL_TRANSFER: from 773d38f4 to 004c119e

STACK_TEXT:
WARNING: Stack unwind information not available. Following frames may be wrong.
5b9cff80 773d38f4 387e9480 773d38d0 3e58ceec TESV+0xc119e
5b9cff94 77be5e13 387e9480 3ed7309f 00000000 kernel32!BaseThreadInitThunk+0x24
5b9cffdc 77be5dde ffffffff 77c0b7f5 00000000 ntdll!__RtlUserThreadStart+0x2f
5b9cffec 00000000 00a4b4a0 387e9480 00000000 ntdll!_RtlUserThreadStart+0x1b


SYMBOL_STACK_INDEX: 0

SYMBOL_NAME: TESV+c119e

FOLLOWUP_NAME: MachineOwner

MODULE_NAME: TESV

IMAGE_NAME: TESV.exe

DEBUG_FLR_IMAGE_TIMESTAMP: 51437ce5

STACK_COMMAND: ~34s; .ecxr ; kb

FAILURE_BUCKET_ID: NULL_POINTER_READ_AFTER_CALL_c0000005_TESV.exe!Unknown

BUCKET_ID: APPLICATION_FAULT_NULL_POINTER_READ_AFTER_CALL_TESV+c119e

as well as the loaded modules list

start end module name
00400000 01e12000 TESV TESV.exe
02130000 02146000 XINPUT1_3 XINPUT1_3.dll
03f00000 0495a000 d3d9 d3d9.dll
04960000 04983000 WINMMBASE WINMMBASE.dll
04990000 04b8f000 D3DX9_43 D3DX9_43.dll
10000000 10047000 binkw32 binkw32.dll
472c0000 473a7000 SKSE_Elys_Uncapper SKSE_Elys_Uncapper.dll
48d40000 49742000 steamclient steamclient.dll
4bbf0000 4bd0f000 msctf msctf.dll
56c10000 5705a000 D3DX9_40 D3DX9_40.dll
5d740000 5e300000 hdtPhysicsExtensions hdtPhysicsExtensions.dll
5f1c0000 5f2ae000 msvcr120 msvcr120.dll
5f2b0000 5f321000 msvcp120 msvcp120.dll
5f330000 5f3a1000 hook hook.dll
5f3c0000 5fb59000 atiumdva atiumdva.dll
60000000 60021000 CSERHelper CSERHelper.dll
601a0000 608ac000 atiumdag atiumdag.dll
60c90000 60db8000 aticfx32 aticfx32.dll
60dc0000 60def000 d3d9_smaa d3d9_smaa.dll
60df0000 60e7e000 XAudio2_6 XAudio2_6.dll
60e80000 60fce000 gameoverlayrenderer gameoverlayrenderer.dll
60fd0000 610e5000 dbghelp_60fd0000 dbghelp.dll
610f0000 613b1000 Steam2 Steam2.dll
613c0000 614f7000 Steam Steam.dll
61500000 61521000 tkplugin tkplugin.dll
61530000 615d3000 simplyknock simplyknock.dll
615e0000 616b1000 nioverride nioverride.dll
616c0000 617de000 fiss fiss.dll
617e0000 61876000 chargen chargen.dll
61880000 6196e000 StorageUtil StorageUtil.dll
61970000 619a5000 Smart_Souls Smart Souls.dll
619b0000 61bdb000 JContainers JContainers.dll
66160000 6617c000 atiu9pag atiu9pag.dll
661e0000 66213000 SKSE_EnhancedCamera SKSE_EnhancedCamera.dll
66220000 6626a000 QuickLoot QuickLoot.dll
66270000 662ac000 OneTweak OneTweak.dll
662b0000 66391000 MagExtender MagExtender.dll
663a0000 664ad000 GrimyTools GrimyTools.dll
664b0000 66595000 skse_1_9_32 skse_1_9_32.dll
66680000 66683000 sfc sfc.dll
66ce0000 66d09000 PreventsAccidentPickUp PreventsAccidentPickUp.dll
66d10000 66d4c000 MfgConsole MfgConsole.dll
66d50000 66d72000 MDX_NoPoisonDialogs MDX_NoPoisonDialogs.dll
67c20000 67c43000 JaxonzConsolePlugIn JaxonzConsolePlugIn.dll
67c50000 67c86000 dinput8 dinput8.dll
681c0000 68246000 dsound dsound.dll
682d0000 682e2000 enbhelper enbhelper.dll
682f0000 68343000 InsertAttackData InsertAttackData.dll
68370000 6839f000 EnchantReloadFix EnchantReloadFix.dll
683a0000 683d0000 DP_Extender DP_Extender.dll
683d0000 68431000 AHZmoreHUDPlugin AHZmoreHUDPlugin.dll
68440000 68625000 D3DX9_42 D3DX9_42.dll
68630000 688a8000 AcLayers AcLayers.dll
68c80000 68c97000 towConversation towConversation.dll
68ca0000 68cc6000 skse_steam_loader skse_steam_loader.dll
68cd0000 68cf8000 steam_api steam_api.dll
690a0000 690b8000 CrashFixPlugin CrashFixPlugin.dll
690c0000 690c7000 X3DAudio1_7 X3DAudio1_7.dll
690d0000 690e2000 SortWindows6Compat SortWindows6Compat.dll
690f0000 692bb000 d3d9_690f0000 d3d9.dll
6ebb0000 6ebdf000 IPHLPAPI IPHLPAPI.DLL
6fa80000 6fa89000 avrt avrt.dll
6fb40000 6fc51000 tier0_s tier0_s.dll
71000000 7100a000 secur32 secur32.dll
71090000 710e2000 vstdlib_s vstdlib_s.dll
71410000 71418000 wsock32 wsock32.dll
71550000 715b8000 AudioSes AudioSes.dll
71a70000 71ac5000 MMDevAPI MMDevAPI.dll
71ad0000 71ada000 hid hid.dll
71b10000 71b34000 winmm winmm.dll
72e10000 72e31000 dbgcore dbgcore.dll
72f90000 730cf000 dbghelp dbghelp.dll
73570000 736bb000 propsys propsys.dll
736e0000 736fd000 dwmapi dwmapi.dll
73710000 73732000 devobj devobj.dll
739a0000 73a32000 comctl32 comctl32.dll
73a40000 73a6f000 rsaenh rsaenh.dll
73a70000 73a83000 cryptsp cryptsp.dll
73ab0000 73abf000 sfc_os sfc_os.dll
73c40000 73c56000 mpr mpr.dll
73eb0000 73f25000 uxtheme uxtheme.dll
74030000 740c2000 apphelp apphelp.dll
740d0000 74198000 WinTypes WinTypes.dll
744b0000 744dc000 fwbase fwbase.dll
744e0000 744fb000 bcrypt bcrypt.dll
74500000 7450b000 davhlpr davhlpr.dll
74510000 74577000 winspool winspool.drv
74870000 74878000 version version.dll
74880000 7488a000 CRYPTBASE CRYPTBASE.dll
74890000 748ae000 sspicli sspicli.dll
74920000 74936000 usp10 usp10.dll
74940000 7499f000 ws2_32 ws2_32.dll
74b70000 74beb000 advapi32 advapi32.dll
74bf0000 74c7d000 SHCore SHCore.dll
74c80000 74d2d000 rpcrt4 rpcrt4.dll
74d30000 74d3c000 kernel_appcore kernel.appcore.dll
74d40000 7514b000 setupapi setupapi.dll
75150000 7564a000 windows_storage windows.storage.dll
75650000 75694000 sechost sechost.dll
756a0000 7578b000 ole32 ole32.dll
75790000 757d2000 wintrust wintrust.dll
757e0000 757ef000 profapi profapi.dll
75850000 75894000 powrprof powrprof.dll
758a0000 758f8000 bcryptPrimitives bcryptPrimitives.dll
75900000 759be000 msvcrt msvcrt.dll
759c0000 759f7000 cfgmgr32 cfgmgr32.dll
75a00000 75b4f000 gdi32 gdi32.dll
75b50000 75bd4000 clbcatq clbcatq.dll
75be0000 75bfb000 imagehlp imagehlp.dll
75c00000 76ffe000 shell32 shell32.dll
77000000 77147000 user32 user32.dll
77150000 771e2000 oleaut32 oleaut32.dll
771f0000 771f6000 psapi psapi.dll
77200000 773bd000 combase combase.dll
773c0000 774a0000 kernel32 kernel32.dll
77540000 77632000 comdlg32 comdlg32.dll
77640000 7764e000 msasn1 msasn1.dll
77650000 77695000 shlwapi shlwapi.dll
776a0000 77818000 crypt32 crypt32.dll
77830000 779ae000 KERNELBASE KERNELBASE.dll
779b0000 77a0e000 FirewallAPI FirewallAPI.dll
77a10000 77a23000 netapi32 netapi32.dll
77b50000 77b7b000 imm32 imm32.dll
77b80000 77cfb000 ntdll ntdll.dll

 
If you can point me in the right direction of fixing this I'd greatly appreciate it, I can't play the game without dyndolod so I'd like to remove whatever mod is causing the ctd if I can.
Edited by druninja
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i started reading about ILS and found out about ENBoost, ini memory tweaks, and the STEP guide. seems like i have alot more tweaking to do besides dyndo. gonna re-install skyrim and make backups of everything vanilla so i can start fresh. couple questions before i begin.

 

1) the STEP guide looks good but it has not been updated since may 2015. this worries me a bit cause my intention is to start over and i don't want to be doing things that are outdated. example, i found posts saying [NotPlacebo] GiveFirstBornToSheson=1 is a must but when i kept following links to newer posts i see people saying that is no longer necessary and there is a new way. should i be following the STEP guide or can you suggest another guide that would be better for people who are starting from scratch?

 

2) should i be using NMM or mod organizer? i've been using NMM but i noticed alot of people talking about mod organizer. i found posts from you dating back to 2013 so i know you have been around and i'm basically gonna use what you suggest. if you do recommend mod organizer i would appreciate knowing why you recommend it. i have google searched NMM vs MO and the only thing i hear was different is MO does not over write files it does everything virtually. this sounds nice but the post was really old and i hear NMM has had alot of improvements. just want to make sure i'm using the right tools.

 

3) speaking of tools, i have SKSE 1.07.03, TES5edit 3.2, LOOT 0.8.1, ENB v0279, ENBoost, 5.0, Vram size test. what other tools should i be using?

 

4) i noticed the order in which you do things has a drastic effect on your game. the first time i installed realvision ENB and the recommend mods i installed everything in no particular order. my last install i noticed the realvision ENB page says install mods in this order. when i did that my game went from looking better to looking amazing. with this in mind i'm wondering in which order should i be doing things. was thinking mods > enb > dyndo > LOOT > TES5edit cleans > ini tweaks.

 

5) last question for now. what esp's should i be selecting when i start TES5edit and begin the dyndo output dump? like i previously mentioned, the first time i selected all esp, the next time i only selected these esp's. skyrim, update, DLC, unofficial patch, dyndo. after i got ISL again i wondered if i should only select the dyndo esp. after i thought of that i started thinking about the SFO and SMIM esp cause gamer poet talks about them in his dyndo video. with so many esp's to select it would be very helpful to know if i should be selecting them all, only certain ones, or only the dyndo. 

 

thank you for the help. i really do appreciate it. i've been at this for 3 days. i thought i had everything in order cause my game runs fine fully modded. but when i started reading about the ILS caused by dyndo i realized there were so many steps people suggested that i did not do. since i am going to start all over i just want to make sure i am doing things right. 

Edited by misterdean
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After hours of trial and error testing I finally narrowed down the cause of a repeatable CTD I've been having to the Dyndolod.esp. On current playthrough as well as creating a new save I CTD at a Cell near Loreius Farm on the road as well as by the giant camp that is there. If I load save, as well as start new game, without dyndolod.esp active I can pass the spot just fine. I have no idea which of my mods is causing the conflict in Dyndolod.esp, I've checked in TES5edit and can't find any errors in the esp or any conflicts. I've used Dyndolod for many months and have passed by this area in multiple characters without issue, so I think it must be a mod I added sometime recently but I couldn't begin to think of which mod that could be.

 

Here is the Modwat.ch

 

 

and here is the crashdump log, its the same each time I crash at the location

 

If you can point me in the right direction of fixing this I'd greatly appreciate it, I can't play the game without dyndolod so I'd like to remove whatever mod is causing the ctd if I can.

Have you verified heap memory usage with Memory Blocks Log yet? Did you generate LOD again after adding any of the new mods? Then there could be an invalid/missing nif.

 

 

i started reading about ILS and found out about ENBoost, ini memory tweaks, and the STEP guide. seems like i have alot more tweaking to do besides dyndo. gonna re-install skyrim and make backups of everything vanilla so i can start fresh. couple questions before i begin.

 

1) the STEP guide looks good but it has not been updated since may 2015. this worries me a bit cause my intention is to start over and i don't want to be doing things that are outdated. example, i found posts saying [NotPlacebo] GiveFirstBornToSheson=1 is a must but when i kept following links to newer posts i see people saying that is no longer necessary and there is a new way. should i be following the STEP guide or can you suggest another guide that would be better for people who are starting from scratch?

 

2) should i be using NMM or mod organizer? i've been using NMM but i noticed alot of people talking about mod organizer. i found posts from you dating back to 2013 so i know you have been around and i'm basically gonna use what you suggest. if you do recommend mod organizer i would appreciate knowing why you recommend it. i have google searched NMM vs MO and the only thing i hear was different is MO does not over write files it does everything virtually. this sounds nice but the post was really old and i hear NMM has had alot of improvements. just want to make sure i'm using the right tools.

 

3) speaking of tools, i have SKSE 1.07.03, TES5edit 3.2, LOOT 0.8.1, ENB v0279, ENBoost, 5.0, Vram size test. what other tools should i be using?

 

4) i noticed the order in which you do things has a drastic effect on your game. the first time i installed realvision ENB and the recommend mods i installed everything in no particular order. my last install i noticed the realvision ENB page says install mods in this order. when i did that my game went from looking better to looking amazing. with this in mind i'm wondering in which order should i be doing things. was thinking mods > enb > dyndo > LOOT > TES5edit cleans > ini tweaks.

 

5) last question for now. what esp's should i be selecting when i start TES5edit and begin the dyndo output dump? like i previously mentioned, the first time i selected all esp, the next time i only selected these esp's. skyrim, update, DLC, unofficial patch, dyndo. after i got ISL again i wondered if i should only select the dyndo esp. after i thought of that i started thinking about the SFO and SMIM esp cause gamer poet talks about them in his dyndo video. with so many esp's to select it would be very helpful to know if i should be selecting them all, only certain ones, or only the dyndo. 

 

thank you for the help. i really do appreciate it. i've been at this for 3 days. i thought i had everything in order cause my game runs fine fully modded. but when i started reading about the ILS caused by dyndo i realized there were so many steps people suggested that i did not do. since i am going to start all over i just want to make sure i am doing things right.

Someone from the STEP team can answer these questions better than I. I can only give general hints - the details you are asking for is what things like the STEP guides are for. "Normal" modding is Skyrim can already be complex by itself if starting anew, because there so many different types of mods.

 

1) The STEP Guide is constantly updated with the lasted information. Follow recent (mid 2015 and newer) modding guides instead of using old forums posts. The recent ones should cover both ENBoost and Memory Patch (build into SKSE) and Memory Block Log to verify is works.

 

2) All these managers have pros and cons. If you never used any of these before I suggest to use MO - also for the fact that most up-to-date guides are for it. Not overwriting physical files is a great plus for modding users who constantly change things ;)

 

3) You use the tools that a guide requires you to use for whatever task it is you want to do.

 

4) Install order of assets like meshes/scripts/textures packed in *.BSA and loose files and the order of mods esm/esp (LOOT + manual sorting) order is crucial. There is no order for dll plugins, they just work.

ENBs that come with  meshes/textures/*.esp should be installed first like any other mods. Patchers like DynDOLOD need to be run when the load order is finalized (so typically after cleaning, merging, LOOT). Ini tweaks can be done at any time.

 

5) You only need to select the esps that actually add objects that have LOD or that you want LOD for. Typically landscape, town or house mods. Quests mods add buildings too sometimes. Check all and it will discover any suitable object.

The only relationship between what mods are selected and ILS is that -> the more mods -> the more LOD data is generated -> the more memory is needed.

 

Sorry to tell you, but 3 days is nothing...  this will easily translate into weeks, months and years. :;):

Edited by sheson
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thanks for the tips. i did have everything running fine till i tried dyndo so i guess i will just focus on that for now. 

 

kinda curious about one more thing though. i have i7 quad core, 8gb 2133 CL9, samsung pro ssd, titan x. should i be aiming for low, medium, or high for the dyndo? obviously, i want high and assumed i should be able to with my setup. i'm using 45 mods but alot of them are minimal impact like hotkeys, loading screen replacement, iHUD, etc. the only heavy ones are skyrim 2K textures, enb, flora overhaul, climates of tamriel, realistic water, ELFX, and SMIM. is high possible with ini tweaks? is high even necessary? i noticed in your video you went up in the air to show the distance objects. since i won't be flying i'm wondering if high is overkill and if i will never see most of the stuff it is rendering.

 

also, your mod makes ugrid tweaks unnecessary right? does it cover draw distance for grass shadows and ground textures or only larger things like trees buildings and objects?

Edited by misterdean
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1) the STEP guide looks good but it has not been updated since may 2015. this worries me a bit cause my intention is to start over and i don't want to be doing things that are outdated. example, i found posts saying [NotPlacebo] GiveFirstBornToSheson=1 is a must but when i kept following links to newer posts i see people saying that is no longer necessary and there is a new way. should i be following the STEP guide or can you suggest another guide that would be better for people who are starting from scratch?

The last major STEP version update was in late November 2015, to 2.2.9.2. Since then, there have been a bunch of minor updates.

 

https://wiki.step-project.com/STEP:2.2.9.2

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Please edit SKSE.ini and add or change

[Debug]

WriteMinidumps=1

 

Then produce the crash. Find minidump in c:\Users\[username]\Documents\My Games\Skyrim\SKSE\Crashdumps\*.dmp

Go to https://www.osronline.com/page.cfm?name=analyze and upload it. Copy/paste the text of the result into spoiler tags here.

Here are the results:

 

Primary analysis:

 

Crash Dump Analysis provided by OSR Open Systems Resources, Inc. (https://www.osr.com)

Online Crash Dump Analysis Service

See https://www.osronline.com for more information

Windows 8 Version 10240 MP (8 procs) Free x86 compatible

Product: WinNt, suite: SingleUserTS Personal

kernel32.dll version: 10.0.10240.16384 (th1.150709-1700)

Machine Name:

Debug session time: Wed Feb 17 09:55:31.000 2016 (UTC - 5:00)

System Uptime: not available

Process Uptime: 0 days 0:02:25.000

Kernel time: 0 days 0:00:31.000

User time: 0 days 0:01:30.000

TRIAGER: Could not open triage file : e:\dump_analysis\program\triage\oca.ini, error 2

TRIAGER: Could not open triage file : e:\dump_analysis\program\winxp\triage.ini, error 2

TRIAGER: Could not open triage file : e:\dump_analysis\program\triage\user.ini, error 2

*******************************************************************************

* *

* Exception Analysis *

* *

*******************************************************************************

 

TRIAGER: Could not open triage file : e:\dump_analysis\program\triage\guids.ini, error 2

*** WARNING: Unable to verify timestamp for hdtHighHeelNative.dll

*** ERROR: Module load completed but symbols could not be loaded for hdtHighHeelNative.dll

*** WARNING: Unable to verify timestamp for hdtPhysicsExtensions.dll

*** ERROR: Module load completed but symbols could not be loaded for hdtPhysicsExtensions.dll

*** WARNING: Unable to verify timestamp for XAudio2_6.dll

*** WARNING: Unable to verify timestamp for nvd3dum.dll

*** ERROR: Module load completed but symbols could not be loaded for nvd3dum.dll

*** WARNING: Unable to verify timestamp for JContainers.dll

*** ERROR: Module load completed but symbols could not be loaded for JContainers.dll

TRIAGER: Could not open triage file : e:\dump_analysis\program\triage\modclass.ini, error 2

*** The OS name list needs to be updated! Unknown Windows version: 10.0 ***

 

FAULTING_IP:

TESV+866d63

00c66d63 c70100000000 mov dword ptr [ecx],0

 

EXCEPTION_RECORD: ffffffff -- (.exr 0xffffffffffffffff)

ExceptionAddress: 00c66d63 (TESV+0x00866d63)

ExceptionCode: c0000005 (Access violation)

ExceptionFlags: 00000000

NumberParameters: 2

Parameter[0]: 00000001

Parameter[1]: 46a10004

Attempt to write to address 46a10004

 

DEFAULT_BUCKET_ID: INVALID_POINTER_WRITE

 

PROCESS_NAME: TESV.exe

 

ERROR_CODE: (NTSTATUS) 0xc0000005 - The instruction at "0x%08lx" referenced memory at "0x%08lx". The memory could not be "%s".

 

EXCEPTION_CODE: (NTSTATUS) 0xc0000005 - The instruction at "0x%08lx" referenced memory at "0x%08lx". The memory could not be "%s".

 

EXCEPTION_PARAMETER1: 00000001

 

EXCEPTION_PARAMETER2: 46a10004

 

WRITE_ADDRESS: 46a10004

 

FOLLOWUP_IP:

TESV+866d63

00c66d63 c70100000000 mov dword ptr [ecx],0

 

FAULTING_THREAD: 00001900

 

PRIMARY_PROBLEM_CLASS: INVALID_POINTER_WRITE

 

BUGCHECK_STR: APPLICATION_FAULT_INVALID_POINTER_WRITE

 

LAST_CONTROL_TRANSFER: from 00000000 to 00c66d63

 

STACK_TEXT:

00000000 00000000 00000000 00000000 00000000 TESV+0x866d63

 

 

STACK_COMMAND: ~0s; .ecxr ; kb

 

SYMBOL_STACK_INDEX: 0

 

SYMBOL_NAME: TESV+866d63

 

FOLLOWUP_NAME: MachineOwner

 

MODULE_NAME: TESV

 

IMAGE_NAME: TESV.exe

 

DEBUG_FLR_IMAGE_TIMESTAMP: 51437ce5

 

FAILURE_BUCKET_ID: INVALID_POINTER_WRITE_c0000005_TESV.exe!Unknown

 

BUCKET_ID: APPLICATION_FAULT_INVALID_POINTER_WRITE_TESV+866d63

 

WATSON_STAGEONE_URL: https://watson.microsoft.com/StageOne/TESV_exe/1_9_32_0/51437ce5/TESV_exe/1_9_32_0/51437ce5/c0000005/00866d63.htm?Retriage=1

 

Followup: MachineOwner

---------

 

 
Loaded module list:

start end module name

003c0000 003d6000 XINPUT1_3 XINPUT1_3.dll

00400000 01e12000 TESV TESV.exe

023c0000 02e14000 d3d9 d3d9.dll

10000000 10047000 binkw32 binkw32.dll

405e0000 40651000 SKSE_Elys_MemInfo SKSE_Elys_MemInfo.dll

40a50000 40b37000 SKSE_Elys_Uncapper SKSE_Elys_Uncapper.dll

42210000 42c12000 steamclient steamclient.dll

51f00000 51f71000 msvcp120 msvcp120.dll

51f80000 5206e000 msvcr120 msvcr120.dll

52070000 520e1000 hook hook.dll

53240000 5368a000 D3DX9_40 D3DX9_40.dll

53690000 537de000 gameoverlayrenderer gameoverlayrenderer.dll

537e0000 53aa1000 Steam2 Steam2.dll

54f40000 55b00000 hdtPhysicsExtensions hdtPhysicsExtensions.dll

55c90000 55da5000 dbghelp_55c90000 dbghelp.dll

55db0000 55ee7000 Steam Steam.dll

55ef0000 55f12000 showRaceMenu_preCacheKiller showRaceMenu_preCacheKiller.dll

55f20000 55ff1000 nioverride nioverride.dll

56000000 56032000 hdtSittingHeightFix hdtSittingHeightFix.dll

56040000 56089000 hdtHighHeelNative hdtHighHeelNative.dll

56090000 561ae000 fiss fiss.dll

561b0000 56246000 chargen chargen.dll

56250000 5633e000 StorageUtil StorageUtil.dll

56340000 563d2000 SexLabUtil SexLabUtil.dll

57350000 57385000 Smart_Souls Smart Souls.dll

57390000 573f9000 SchlongsOfSkyrim SchlongsOfSkyrim.dll

57400000 5743c000 OneTweak OneTweak.dll

57440000 5747c000 MfgConsole MfgConsole.dll

57480000 574a2000 MDX_NoPoisonDialogs MDX_NoPoisonDialogs.dll

574b0000 576e5000 JContainers JContainers.dll

576f0000 57725000 Fuz_Ro_D_oh Fuz Ro D'oh.dll

57730000 5775f000 EnchantReloadFix EnchantReloadFix.dll

57760000 57861000 DeviousDevices DeviousDevices.dll

57870000 57955000 skse_1_9_32 skse_1_9_32.dll

57b70000 57d6f000 D3DX9_43 D3DX9_43.dll

57d70000 57f55000 D3DX9_42 D3DX9_42.dll

57f80000 5800e000 XAudio2_6 XAudio2_6.dll

58e00000 59b71000 nvd3dum nvd3dum.dll

59b80000 59cf9000 nvspcap nvspcap.dll

5a5a0000 5a5d6000 dinput8 dinput8.dll

5a680000 5a698000 CrashFixPlugin CrashFixPlugin.dll

60000000 60021000 CSERHelper CSERHelper.dll

62b90000 62bb6000 skse_steam_loader skse_steam_loader.dll

62bc0000 62be8000 steam_api steam_api.dll

62bf0000 62bf7000 X3DAudio1_7 X3DAudio1_7.dll

67220000 67229000 avrt avrt.dll

68130000 681f1000 nvSCPAPI nvSCPAPI.dll

68200000 683cc000 d3d9_68200000 d3d9.dll

684f0000 68544000 MMDevAPI MMDevAPI.dll

68550000 68615000 WinTypes WinTypes.dll

68620000 68688000 AudioSes AudioSes.dll

6af30000 6b041000 tier0_s tier0_s.dll

6b4f0000 6b833000 nvapi nvapi.dll

6b850000 6b85a000 hid hid.dll

6b860000 6b86a000 secur32 secur32.dll

6b8b0000 6b902000 vstdlib_s vstdlib_s.dll

6bc60000 6bcde000 dxgi dxgi.dll

6e240000 6e382000 propsys propsys.dll

72670000 72678000 wsock32 wsock32.dll

732e0000 7330f000 rsaenh rsaenh.dll

73310000 73323000 cryptsp cryptsp.dll

73760000 7377d000 dwmapi dwmapi.dll

73870000 738e5000 uxtheme uxtheme.dll

73980000 73a27000 winhttp winhttp.dll

73c50000 73c58000 winnsi winnsi.dll

73c60000 73c81000 dbgcore dbgcore.dll

73d40000 73d70000 IPHLPAPI IPHLPAPI.DLL

73e00000 73f3f000 dbghelp dbghelp.dll

741f0000 74282000 comctl32 comctl32.dll

74470000 74493000 WINMMBASE WINMMBASE.dll

74500000 74586000 dsound dsound.dll

74590000 745b4000 winmm winmm.dll

746a0000 746c1000 devobj devobj.dll

74700000 7471b000 bcrypt bcrypt.dll

74790000 74798000 version version.dll

747a0000 747f9000 bcryptPrimitives bcryptPrimitives.dll

74800000 7480a000 CRYPTBASE CRYPTBASE.dll

74810000 7482e000 sspicli sspicli.dll

74830000 7488c000 ws2_32 ws2_32.dll

748f0000 748f7000 nsi nsi.dll

74900000 749ac000 rpcrt4 rpcrt4.dll

749b0000 74e8c000 windows_storage windows.storage.dll

74e90000 74f12000 clbcatq clbcatq.dll

74f20000 74f2c000 kernel_appcore kernel.appcore.dll

74f90000 75080000 kernel32 kernel32.dll

75080000 75225000 setupapi setupapi.dll

75230000 752bd000 SHCore SHCore.dll

752c0000 7667e000 shell32 shell32.dll

76680000 767a0000 msctf msctf.dll

767a0000 767e3000 sechost sechost.dll

76850000 768e2000 oleaut32 oleaut32.dll

768f0000 769ae000 msvcrt msvcrt.dll

769b0000 76a9a000 ole32 ole32.dll

76aa0000 76ab9000 imagehlp imagehlp.dll

76ac0000 76c7a000 combase combase.dll

76c80000 76cfb000 advapi32 advapi32.dll

76d00000 76d16000 usp10 usp10.dll

76d20000 76d26000 psapi psapi.dll

76d30000 76e70000 user32 user32.dll

76ff0000 77165000 crypt32 crypt32.dll

77170000 772e6000 KERNELBASE KERNELBASE.dll

772f0000 772fe000 msasn1 msasn1.dll

773a0000 773cb000 imm32 imm32.dll

773d0000 7748e000 comdlg32 comdlg32.dll

77490000 774d2000 wintrust wintrust.dll

774e0000 7762d000 gdi32 gdi32.dll

77630000 77666000 cfgmgr32 cfgmgr32.dll

77670000 7767f000 profapi profapi.dll

77680000 776c4000 shlwapi shlwapi.dll

776d0000 77714000 powrprof powrprof.dll

77720000 77899000 ntdll ntdll.dll 

 
Raw stack contents:

Memory access error at 'StackLimit) @@(((ntdll!_NT_TIB *)@$teb)->StackBase)'

 
Dump header information:

----- User Mini Dump Analysis

 

MINIDUMP_HEADER:

Version A793 (A000)

NumberOfStreams 12

Flags 0

0000 MiniDumpNormal

 

Streams:

Stream 0: type ThreadListStream (3), size 000007B4, RVA 000006E4

41 threads

RVA 000006E8, ID 1900, Teb:FFFFFFFFFFFDF000

RVA 00000718, ID 384, Teb:FFFFFFFFFFFD9000

RVA 00000748, ID 20E0, Teb:FFFFFFFFFFEA9000

RVA 00000778, ID 150C, Teb:FFFFFFFFFFEA6000

RVA 000007A8, ID 3F0, Teb:FFFFFFFFFFEA3000

RVA 000007D8, ID 1F80, Teb:FFFFFFFFFFEA0000

RVA 00000808, ID 1C8, Teb:FFFFFFFFFFE9D000

RVA 00000838, ID 211C, Teb:FFFFFFFFFFE97000

RVA 00000868, ID 244C, Teb:FFFFFFFFFFE94000

RVA 00000898, ID 21CC, Teb:FFFFFFFFFFE91000

RVA 000008C8, ID 2430, Teb:FFFFFFFFFFE8E000

RVA 000008F8, ID 4CC, Teb:FFFFFFFFFFE8B000

RVA 00000928, ID 1C24, Teb:FFFFFFFFFFE88000

RVA 00000958, ID 1CC8, Teb:FFFFFFFFFFE85000

RVA 00000988, ID 1BAC, Teb:FFFFFFFFFFE82000

RVA 000009B8, ID 1070, Teb:FFFFFFFFFFE7F000

RVA 000009E8, ID E40, Teb:FFFFFFFFFFE79000

RVA 00000A18, ID 15EC, Teb:FFFFFFFFFFE76000

RVA 00000A48, ID 2410, Teb:FFFFFFFFFFE73000

RVA 00000A78, ID 1C34, Teb:FFFFFFFFFFE70000

RVA 00000AA8, ID 1474, Teb:FFFFFFFFFFE6D000

RVA 00000AD8, ID 1F54, Teb:FFFFFFFFFFE7C000

RVA 00000B08, ID 1060, Teb:FFFFFFFFFFE6A000

RVA 00000B38, ID 2264, Teb:FFFFFFFFFFE67000

RVA 00000B68, ID 1DCC, Teb:FFFFFFFFFFE64000

RVA 00000B98, ID 18C0, Teb:FFFFFFFFFFE61000

RVA 00000BC8, ID 1D68, Teb:FFFFFFFFFFE5E000

RVA 00000BF8, ID 1E70, Teb:FFFFFFFFFFE5B000

RVA 00000C28, ID 1D5C, Teb:FFFFFFFFFFE58000

RVA 00000C58, ID 1624, Teb:FFFFFFFFFFE55000

RVA 00000C88, ID 2058, Teb:FFFFFFFFFFE4F000

RVA 00000CB8, ID 15A0, Teb:FFFFFFFFFFE4C000

RVA 00000CE8, ID 1F18, Teb:FFFFFFFFFFE9A000

RVA 00000D18, ID 1EC4, Teb:FFFFFFFFFFE49000

RVA 00000D48, ID 1EF4, Teb:FFFFFFFFFFE46000

RVA 00000D78, ID 1434, Teb:FFFFFFFFFFE43000

RVA 00000DA8, ID 1F04, Teb:FFFFFFFFFFE40000

RVA 00000DD8, ID 1990, Teb:FFFFFFFFFFE52000

RVA 00000E08, ID 9D8, Teb:FFFFFFFFFFE3D000

RVA 00000E38, ID 1DF8, Teb:FFFFFFFFFFE3A000

RVA 00000E68, ID 2160, Teb:FFFFFFFFFFE37000

Stream 1: type ModuleListStream (4), size 00002ED8, RVA 00000EA4

111 modules

RVA 00000EA8, 00400000 - 01e12000: 'E:\Games\Steam\steamapps\common\Skyrim\TESV.exe'

RVA 00000F14, 77720000 - 77899000: 'C:\Windows\System32\ntdll.dll'

RVA 00000F80, 74f90000 - 75080000: 'C:\Windows\System32\kernel32.dll'

RVA 00000FEC, 77170000 - 772e6000: 'C:\Windows\System32\KERNELBASE.dll'

RVA 00001058, 76d30000 - 76e70000: 'C:\Windows\System32\user32.dll'

RVA 000010C4, 774e0000 - 7762d000: 'C:\Windows\System32\gdi32.dll'

RVA 00001130, 76c80000 - 76cfb000: 'C:\Windows\System32\advapi32.dll'

RVA 0000119C, 768f0000 - 769ae000: 'C:\Windows\System32\msvcrt.dll'

RVA 00001208, 767a0000 - 767e3000: 'C:\Windows\System32\sechost.dll'

RVA 00001274, 74900000 - 749ac000: 'C:\Windows\System32\rpcrt4.dll'

RVA 000012E0, 74810000 - 7482e000: 'C:\Windows\System32\sspicli.dll'

RVA 0000134C, 74800000 - 7480a000: 'C:\Windows\System32\CRYPTBASE.dll'

RVA 000013B8, 747a0000 - 747f9000: 'C:\Windows\System32\bcryptPrimitives.dll'

RVA 00001424, 752c0000 - 7667e000: 'C:\Windows\System32\shell32.dll'

RVA 00001490, 749b0000 - 74e8c000: 'C:\Windows\System32\windows.storage.dll'

RVA 000014FC, 76ac0000 - 76c7a000: 'C:\Windows\System32\combase.dll'

RVA 00001568, 77680000 - 776c4000: 'C:\Windows\System32\shlwapi.dll'

RVA 000015D4, 74f20000 - 74f2c000: 'C:\Windows\System32\kernel.appcore.dll'

RVA 00001640, 75230000 - 752bd000: 'C:\Windows\System32\SHCore.dll'

RVA 000016AC, 776d0000 - 77714000: 'C:\Windows\System32\powrprof.dll'

RVA 00001718, 77670000 - 7767f000: 'C:\Windows\System32\profapi.dll'

RVA 00001784, 769b0000 - 76a9a000: 'C:\Windows\System32\ole32.dll'

RVA 000017F0, 62bc0000 - 62be8000: 'E:\Games\Steam\steamapps\common\Skyrim\steam_api.dll'

RVA 0000185C, 62bf0000 - 62bf7000: 'C:\Windows\System32\X3DAudio1_7.dll'

RVA 000018C8, 72670000 - 72678000: 'C:\Windows\System32\wsock32.dll'

RVA 00001934, 57d70000 - 57f55000: 'C:\Windows\System32\D3DX9_42.dll'

RVA 000019A0, 74830000 - 7488c000: 'C:\Windows\System32\ws2_32.dll'

RVA 00001A0C, 748f0000 - 748f7000: 'C:\Windows\System32\nsi.dll'

RVA 00001A78, 5a5a0000 - 5a5d6000: 'C:\Windows\System32\dinput8.dll'

RVA 00001AE4, 74590000 - 745b4000: 'C:\Windows\System32\winmm.dll'

RVA 00001B50, 10000000 - 10047000: 'E:\Games\Steam\steamapps\common\Skyrim\binkw32.dll'

RVA 00001BBC, 023c0000 - 02e14000: 'E:\Games\Steam\steamapps\common\Skyrim\d3d9.dll'

RVA 00001C28, 003c0000 - 003d6000: 'C:\Windows\System32\XINPUT1_3.dll'

RVA 00001C94, 75080000 - 75225000: 'C:\Windows\System32\setupapi.dll'

RVA 00001D00, 77630000 - 77666000: 'C:\Windows\System32\cfgmgr32.dll'

RVA 00001D6C, 74470000 - 74493000: 'C:\Windows\System32\WINMMBASE.dll'

RVA 00001DD8, 746a0000 - 746c1000: 'C:\Windows\System32\devobj.dll'

RVA 00001E44, 57b70000 - 57d6f000: 'C:\Windows\System32\D3DX9_43.dll'

RVA 00001EB0, 773a0000 - 773cb000: 'C:\Windows\System32\imm32.dll'

RVA 00001F1C, 76680000 - 767a0000: 'C:\Windows\System32\msctf.dll'

RVA 00001F88, 62b90000 - 62bb6000: 'E:\Games\Steam\steamapps\common\Skyrim\skse_steam_loader.dll'

RVA 00001FF4, 773d0000 - 7748e000: 'C:\Windows\System32\comdlg32.dll'

RVA 00002060, 74790000 - 74798000: 'C:\Windows\System32\version.dll'

RVA 000020CC, 741f0000 - 74282000: 'C:\Windows\WinSxS\x86_microsoft.windows.common-controls_6595b64144ccf1df_5.82.10240.16384_none_49c02355cf03478c\comctl32.dll'

RVA 00002138, 52070000 - 520e1000: 'E:\Games\Mod Organizer\hook.dll'

RVA 000021A4, 76d20000 - 76d26000: 'C:\Windows\System32\psapi.dll'

RVA 00002210, 51f00000 - 51f71000: 'C:\Windows\System32\msvcp120.dll'

RVA 0000227C, 51f80000 - 5206e000: 'C:\Windows\System32\msvcr120.dll'

RVA 000022E8, 73310000 - 73323000: 'C:\Windows\System32\cryptsp.dll'

RVA 00002354, 74700000 - 7471b000: 'C:\Windows\System32\bcrypt.dll'

RVA 000023C0, 732e0000 - 7330f000: 'C:\Windows\System32\rsaenh.dll'

RVA 0000242C, 57870000 - 57955000: 'E:\Games\Steam\steamapps\common\Skyrim\skse_1_9_32.dll'

RVA 00002498, 73e00000 - 73f3f000: 'C:\Windows\System32\dbghelp.dll'

RVA 00002504, 73c60000 - 73c81000: 'C:\Windows\System32\dbgcore.dll'

RVA 00002570, 5a680000 - 5a698000: 'E:\Games\Mod Organizer\mods\Crash Fixes v6-72725-6\SKSE\Plugins\CrashFixPlugin.dll'

RVA 000025DC, 57760000 - 57861000: 'E:\Games\Mod Organizer\mods\DeviousDevices-Integration-2.9.2\SKSE\Plugins\DeviousDevices.dll'

RVA 00002648, 57730000 - 5775f000: 'E:\Games\Mod Organizer\mods\Enchantment Reload Fix-52717-1-2\SKSE\Plugins\EnchantReloadFix.dll'

RVA 000026B4, 576f0000 - 57725000: 'E:\Games\Mod Organizer\mods\Fuz Ro Doh 60-14884-6-0\SKSE\Plugins\Fuz Ro D'oh.dll'

RVA 00002720, 574b0000 - 576e5000: 'E:\Games\Mod Organizer\mods\JContainers-49743-3-2-6\SKSE\Plugins\JContainers.dll'

RVA 0000278C, 57480000 - 574a2000: 'E:\Games\Mod Organizer\mods\MDX_NoPoisonDialogs-1_0-33916-1-0\SKSE\Plugins\MDX_NoPoisonDialogs.dll'

RVA 000027F8, 57440000 - 5747c000: 'E:\Games\Mod Organizer\mods\SexLab Framework v161b FULL\SKSE\Plugins\MfgConsole.dll'

RVA 00002864, 57400000 - 5743c000: 'E:\Games\Mod Organizer\mods\OneTweak-40706-2-0-1-3\SKSE\plugins\OneTweak.dll'

RVA 000028D0, 405e0000 - 40651000: 'E:\Games\Mod Organizer\mods\Skyrim_-Elys-_MemInfo_v0_9_8_4_PR\SKSE\Plugins\SKSE_Elys_MemInfo.dll'

RVA 0000293C, 76850000 - 768e2000: 'C:\Windows\System32\oleaut32.dll'

RVA 000029A8, 68200000 - 683cc000: 'C:\Windows\System32\d3d9.dll'

RVA 00002A14, 73760000 - 7377d000: 'C:\Windows\System32\dwmapi.dll'

RVA 00002A80, 40a50000 - 40b37000: 'E:\Games\Mod Organizer\mods\Skyrim -Community- Uncapper v1_15_2_0-1175-1-15-2-0\SKSE\Plugins\SKSE_Elys_Uncapper.dll'

RVA 00002AEC, 57390000 - 573f9000: 'E:\Games\Mod Organizer\mods\SOS - Schlongs of Skyrim - 3.00.004\SKSE\Plugins\SchlongsOfSkyrim.dll'

RVA 00002B58, 56340000 - 563d2000: 'E:\Games\Mod Organizer\mods\SexLab Framework v161b FULL\SKSE\Plugins\SexLabUtil.dll'

RVA 00002BC4, 57350000 - 57385000: 'E:\Games\Mod Organizer\mods\Smart Souls 90-14559-9-0\SKSE\Plugins\Smart Souls.dll'

RVA 00002C30, 56250000 - 5633e000: 'E:\Games\Mod Organizer\mods\SexLab Framework v161b FULL\SKSE\Plugins\StorageUtil.dll'

RVA 00002C9C, 561b0000 - 56246000: 'E:\Games\Mod Organizer\mods\RaceMenu v3-4-5-29624-3-4-5\SKSE\Plugins\chargen.dll'

RVA 00002D08, 56090000 - 561ae000: 'E:\Games\Mod Organizer\mods\FileAccess Interface for Skyrim Scripts - FISS-48265-1-21\SKSE\Plugins\fiss.dll'

RVA 00002D74, 56040000 - 56089000: 'E:\Games\Mod Organizer\mods\hdtHighHeel_beta0_5-36213-beta0-5\skse\plugins\hdtHighHeelNative.dll'

RVA 00002DE0, 54f40000 - 55b00000: 'E:\Games\Mod Organizer\mods\HDT Physics Extensions-53996-14-28\skse\plugins\hdtPhysicsExtensions.dll'

RVA 00002E4C, 56000000 - 56032000: 'E:\Games\Mod Organizer\mods\hdtSittingHeightFix-53995-0-0\skse\plugins\hdtSittingHeightFix.dll'

RVA 00002EB8, 55f20000 - 55ff1000: 'E:\Games\Mod Organizer\mods\RaceMenu v3-4-5-29624-3-4-5\SKSE\Plugins\nioverride.dll'

RVA 00002F24, 55ef0000 - 55f12000: 'E:\Games\Mod Organizer\mods\ShowRaceMenu PreCacheKiller 1_3-33526-1-3\SKSE\Plugins\showRaceMenu_preCacheKiller.dll'

RVA 00002F90, 73870000 - 738e5000: 'C:\Windows\System32\uxtheme.dll'

RVA 00002FFC, 42210000 - 42c12000: 'E:\Games\Steam\steamclient.dll'

RVA 00003068, 76ff0000 - 77165000: 'C:\Windows\System32\crypt32.dll'

RVA 000030D4, 772f0000 - 772fe000: 'C:\Windows\System32\msasn1.dll'

RVA 00003140, 76aa0000 - 76ab9000: 'C:\Windows\System32\imagehlp.dll'

RVA 000031AC, 6af30000 - 6b041000: 'E:\Games\Steam\tier0_s.dll'

RVA 00003218, 73d40000 - 73d70000: 'C:\Windows\System32\IPHLPAPI.DLL'

RVA 00003284, 6b8b0000 - 6b902000: 'E:\Games\Steam\vstdlib_s.dll'

RVA 000032F0, 6b860000 - 6b86a000: 'C:\Windows\System32\secur32.dll'

RVA 0000335C, 73c50000 - 73c58000: 'C:\Windows\System32\winnsi.dll'

RVA 000033C8, 55db0000 - 55ee7000: 'E:\Games\Steam\Steam.dll'

RVA 00003434, 537e0000 - 53aa1000: 'E:\Games\Steam\Steam2.dll'

RVA 000034A0, 55c90000 - 55da5000: 'E:\Games\Steam\dbghelp.dll'

RVA 0000350C, 60000000 - 60021000: 'E:\Games\Steam\CSERHelper.dll'

RVA 00003578, 53690000 - 537de000: 'E:\Games\Steam\gameoverlayrenderer.dll'

RVA 000035E4, 6b850000 - 6b85a000: 'C:\Windows\System32\hid.dll'

RVA 00003650, 77490000 - 774d2000: 'C:\Windows\System32\wintrust.dll'

RVA 000036BC, 74e90000 - 74f12000: 'C:\Windows\System32\clbcatq.dll'

RVA 00003728, 57f80000 - 5800e000: 'C:\Windows\System32\XAudio2_6.dll'

RVA 00003794, 684f0000 - 68544000: 'C:\Windows\System32\MMDevAPI.dll'

RVA 00003800, 6e240000 - 6e382000: 'C:\Windows\System32\propsys.dll'

RVA 0000386C, 68620000 - 68688000: 'C:\Windows\System32\AudioSes.dll'

RVA 000038D8, 68550000 - 68615000: 'C:\Windows\System32\WinTypes.dll'

RVA 00003944, 67220000 - 67229000: 'C:\Windows\System32\avrt.dll'

RVA 000039B0, 59b80000 - 59cf9000: 'C:\Windows\System32\nvspcap.dll'

RVA 00003A1C, 73980000 - 73a27000: 'C:\Windows\System32\winhttp.dll'

RVA 00003A88, 6b4f0000 - 6b833000: 'C:\Windows\System32\nvapi.dll'

RVA 00003AF4, 6bc60000 - 6bcde000: 'C:\Windows\System32\dxgi.dll'

RVA 00003B60, 58e00000 - 59b71000: 'C:\Windows\System32\nvd3dum.dll'

RVA 00003BCC, 68130000 - 681f1000: 'C:\Program Files (x86)\NVIDIA Corporation\3D Vision\nvSCPAPI.dll'

RVA 00003C38, 53240000 - 5368a000: 'C:\Windows\System32\D3DX9_40.dll'

RVA 00003CA4, 76d00000 - 76d16000: 'C:\Windows\System32\usp10.dll'

RVA 00003D10, 74500000 - 74586000: 'C:\Windows\System32\dsound.dll'

Stream 2: type MemoryListStream (5), size 000002F4, RVA 0000F68F

47 memory ranges

range# RVA Address Size

0 0000F983 4571fdc8 00000238

1 0000FBBB 5172feb4 0000014c

2 0000FD07 4500fe8c 00000174

3 0000FE7B 4188fe98 00000168

4 0000FFE3 0bccfef8 00000108

5 000100EB 5121fd40 000002c0

6 000103AB 4014fef8 00000108

7 000104B3 5105fed0 00000130

8 000105E3 4134fe98 00000168

9 0001074B 4505fe8c 00000174

10 000108BF 0ff6fef8 00000108

11 000109C7 51edfe8c 00000174

12 00010B3B 455dfcdc 00000324

13 00010E5F 515efe7c 00000184

14 00010FE3 4154fe98 00000168

15 0001114B 55bffe1c 000001e4

16 0001132F 4036fe8c 00000174

17 000114A3 4ac2f160 00000ea0

18 00012343 40e3fd2c 000002d4

19 00012617 4037fe8c 00000174

20 0001278B 566efdc8 00000238

21 000129C3 4038fe8c 00000174

22 00012B37 4174fe98 00000168

23 00012C9F 41b0fe98 00000168

24 00012E07 09b6fef8 00000108

25 00012F0F 452dfee0 00000120

26 0001302F 54c6feb4 0000014c

27 0001317B 4585fdc8 00000238

28 000133B3 0fe6fef8 00000108

29 000134BB 44f6fe8c 00000174

30 0001362F 4024fef8 00000108

31 00013737 4144fe98 00000168

32 0001389F 54e7fe7c 00000184

33 00013A23 419cfe98 00000168

34 00013B8B 4acffe8c 00000174

35 00013CFF 0019cd84 0000327c

36 00016F7B 00c66ce3 00000100

37 0001707B 565efdc8 00000238

38 000172B3 5135fd3c 000002c4

39 00017577 4164fe98 00000168

40 000176DF 44fbfe8c 00000174

41 00017853 5119fecc 00000134

42 00017987 77788aac 00000150

43 00017AD7 77788dcc 00000100

44 00017BD7 7778903c 00000100

45 00017CD7 777898bc 00000100

46 00017DD7 7778a5ec 00000100

Total memory: 8554

Stream 3: type ExceptionStream (6), size 000000A8, RVA 0000063C

ThreadID 6400

ExceptionCode C0000005

ExceptionRecord 0

ExceptionAddress c66d63

Context record RVA 68f6, size 2cc

Stream 4: type SystemInfoStream (7), size 00000038, RVA 000000B0

ProcessorArchitecture 0000 (PROCESSOR_ARCHITECTURE_INTEL)

ProcessorLevel 0006

ProcessorRevision 2A07

NumberOfProcessors 08

MajorVersion 0000000A

MinorVersion 00000000

BuildNumber 00002800 (10240)

PlatformId 00000002 (VER_PLATFORM_WIN32_NT)

CSDVersionRva 00003FB8

Length: 0

Product: WinNt, suite: SingleUserTS Personal

Stream 5: type MiscInfoStream (15), size 00000554, RVA 000000E8

Stream 6: type ??? (21), size 000001EC, RVA 00003D7C

Dir entry 6, ??? stream has unknown stream type 21

Stream 7: type ??? (22), size 00000050, RVA 00003F68

Dir entry 7, ??? stream has unknown stream type 22

Stream 8: type UnusedStream (0), size 00000000, RVA 00000000

Stream 9: type UnusedStream (0), size 00000000, RVA 00000000

Stream 10: type UnusedStream (0), size 00000000, RVA 00000000

Stream 11: type UnusedStream (0), size 00000000, RVA 00000000

 
Strings:

GenuineIntel

FLE Standard Time

FLE Daylight Time

dbgcore.i386,10.0.10011.16384

E:\Games\Steam\steamapps\common\Skyrim\TESV.exe

C:\Windows\System32\ntdll.dll

C:\Windows\System32\kernel32.dll

C:\Windows\System32\KERNELBASE.dll

C:\Windows\System32\user32.dll

C:\Windows\System32\gdi32.dll

C:\Windows\System32\advapi32.dll

C:\Windows\System32\msvcrt.dll

C:\Windows\System32\sechost.dll

C:\Windows\System32\rpcrt4.dll

C:\Windows\System32\sspicli.dll

C:\Windows\System32\CRYPTBASE.dll

C:\Windows\System32\bcryptPrimitives.dll

C:\Windows\System32\shell32.dll

C:\Windows\System32\windows.storage.dll

C:\Windows\System32\combase.dll

C:\Windows\System32\shlwapi.dll

C:\Windows\System32\kernel.appcore.dll

C:\Windows\System32\SHCore.dll

C:\Windows\System32\powrprof.dll

C:\Windows\System32\profapi.dll

C:\Windows\System32\ole32.dll

E:\Games\Steam\steamapps\common\Skyrim\steam_api.dll

C:\Windows\System32\X3DAudio1_7.dll

C:\Windows\System32\wsock32.dll

C:\Windows\System32\D3DX9_42.dll

C:\Windows\System32\ws2_32.dll

C:\Windows\System32\nsi.dll

C:\Windows\System32\dinput8.dll

C:\Windows\System32\winmm.dll

E:\Games\Steam\steamapps\common\Skyrim\binkw32.dll

E:\Games\Steam\steamapps\common\Skyrim\d3d9.dll

C:\Windows\System32\XINPUT1_3.dll

C:\Windows\System32\setupapi.dll

C:\Windows\System32\cfgmgr32.dll

C:\Windows\System32\WINMMBASE.dll

C:\Windows\System32\devobj.dll

C:\Windows\System32\D3DX9_43.dll

C:\Windows\System32\imm32.dll

C:\Windows\System32\msctf.dll

E:\Games\Steam\steamapps\common\Skyrim\skse_steam_loader.dll

C:\Windows\System32\comdlg32.dll

C:\Windows\System32\version.dll

C:\Windows\WinSxS\x86_microsoft.windows.common-controls_6595b64144ccf1df_5.82.10240.16384_none_49c02355cf03478c\comctl32.dll

E:\Games\Mod Organizer\hook.dll

C:\Windows\System32\psapi.dll

C:\Windows\System32\msvcp120.dll

C:\Windows\System32\msvcr120.dll

C:\Windows\System32\cryptsp.dll

C:\Windows\System32\bcrypt.dll

C:\Windows\System32\rsaenh.dll

E:\Games\Steam\steamapps\common\Skyrim\skse_1_9_32.dll

C:\Windows\System32\dbghelp.dll

C:\Windows\System32\dbgcore.dll

E:\Games\Mod Organizer\mods\Crash Fixes v6-72725-6\SKSE\Plugins\CrashFixPlugin.dll

E:\Games\Mod Organizer\mods\DeviousDevices-Integration-2.9.2\SKSE\Plugins\DeviousDevices.dll

E:\Games\Mod Organizer\mods\Enchantment Reload Fix-52717-1-2\SKSE\Plugins\EnchantReloadFix.dll

E:\Games\Mod Organizer\mods\Fuz Ro Doh 60-14884-6-0\SKSE\Plugins\Fuz Ro D'oh.dll

E:\Games\Mod Organizer\mods\JContainers-49743-3-2-6\SKSE\Plugins\JContainers.dll

E:\Games\Mod Organizer\mods\MDX_NoPoisonDialogs-1_0-33916-1-0\SKSE\Plugins\MDX_NoPoisonDialogs.dll

E:\Games\Mod Organizer\mods\SexLab Framework v161b FULL\SKSE\Plugins\MfgConsole.dll

E:\Games\Mod Organizer\mods\OneTweak-40706-2-0-1-3\SKSE\plugins\OneTweak.dll

E:\Games\Mod Organizer\mods\Skyrim_-Elys-_MemInfo_v0_9_8_4_PR\SKSE\Plugins\SKSE_Elys_MemInfo.dll

C:\Windows\System32\oleaut32.dll

C:\Windows\System32\d3d9.dll

C:\Windows\System32\dwmapi.dll

E:\Games\Mod Organizer\mods\Skyrim -Community- Uncapper v1_15_2_0-1175-1-15-2-0\SKSE\Plugins\SKSE_Elys_Uncapper.dll

E:\Games\Mod Organizer\mods\SOS - Schlongs of Skyrim - 3.00.004\SKSE\Plugins\SchlongsOfSkyrim.dll

E:\Games\Mod Organizer\mods\SexLab Framework v161b FULL\SKSE\Plugins\SexLabUtil.dll

E:\Games\Mod Organizer\mods\Smart Souls 90-14559-9-0\SKSE\Plugins\Smart Souls.dll

E:\Games\Mod Organizer\mods\SexLab Framework v161b FULL\SKSE\Plugins\StorageUtil.dll

E:\Games\Mod Organizer\mods\RaceMenu v3-4-5-29624-3-4-5\SKSE\Plugins\chargen.dll

E:\Games\Mod Organizer\mods\FileAccess Interface for Skyrim Scripts - FISS-48265-1-21\SKSE\Plugins\fiss.dll

E:\Games\Mod Organizer\mods\hdtHighHeel_beta0_5-36213-beta0-5\skse\plugins\hdtHighHeelNative.dll

E:\Games\Mod Organizer\mods\HDT Physics Extensions-53996-14-28\skse\plugins\hdtPhysicsExtensions.dll

E:\Games\Mod Organizer\mods\hdtSittingHeightFix-53995-0-0\skse\plugins\hdtSittingHeightFix.dll

E:\Games\Mod Organizer\mods\RaceMenu v3-4-5-29624-3-4-5\SKSE\Plugins\nioverride.dll

E:\Games\Mod Organizer\mods\ShowRaceMenu PreCacheKiller 1_3-33526-1-3\SKSE\Plugins\showRaceMenu_preCacheKiller.dll

C:\Windows\System32\uxtheme.dll

E:\Games\Steam\steamclient.dll

C:\Windows\System32\crypt32.dll

C:\Windows\System32\msasn1.dll

C:\Windows\System32\imagehlp.dll

E:\Games\Steam\tier0_s.dll

C:\Windows\System32\IPHLPAPI.DLL

E:\Games\Steam\vstdlib_s.dll

C:\Windows\System32\secur32.dll

C:\Windows\System32\winnsi.dll

E:\Games\Steam\Steam.dll

E:\Games\Steam\Steam2.dll

E:\Games\Steam\dbghelp.dll

E:\Games\Steam\CSERHelper.dll

E:\Games\Steam\gameoverlayrenderer.dll

C:\Windows\System32\hid.dll

C:\Windows\System32\wintrust.dll

C:\Windows\System32\clbcatq.dll

C:\Windows\System32\XAudio2_6.dll

C:\Windows\System32\MMDevAPI.dll

C:\Windows\System32\propsys.dll

C:\Windows\System32\AudioSes.dll

C:\Windows\System32\WinTypes.dll

C:\Windows\System32\avrt.dll

C:\Windows\System32\nvspcap.dll

C:\Windows\System32\winhttp.dll

C:\Windows\System32\nvapi.dll

C:\Windows\System32\dxgi.dll

C:\Windows\System32\nvd3dum.dll

C:\Program Files (x86)\NVIDIA Corporation\3D Vision\nvSCPAPI.dll

C:\Windows\System32\D3DX9_40.dll

C:\Windows\System32\usp10.dll

C:\Windows\System32\dsound.dll

mps\2016-02-17_1

q5@PNkB

gins\JContainers

C:\_Skyrim\Code\TESV\Build\PC\TESV.pdb

wntdll.pdb

wkernel32.pdb

RSDSfy4Bl

wkernelbase.pdb

wuser32.pdb

wgdi32.pdb

advapi32.pdb

msvcrt.pdb

s\SOS\trunk\skse\skse\Release\SchlongsOfSkyrim.pdb

RSDS(e#

C:\Steam\steamapps\common\Skyrim\ModOrganizer\overwrite\skse\plugins\SexLabUtil.pdb

C:\Users\shadeMe\Desktop\[TES]\

\[sKSE]\Smart Souls\Release\Smart Souls.pdb

C:\Steam\steamapps\common\Skyrim\ModOrganizer\overwrite\skse\plugins\StorageUtil.pdb

C:\Users\Brendan\Desktop\SKSE\Latest\skse\chargen\Release_VC14\chargen.pdb

E:\SKYRIM MODS\MOSRI\skse_1_06_16\src\skse\Debug\plugin_example.pdb

D:\games\Skyrim\src\skse\Release\hdtHighHeelNative.pdb

D:\games\Skyrim\src\skse\Release\hdtPhysicsExtensions.pdb

D:\games\Skyrim\src\skse\Release\hdtSittingHeightFix.pdb

C:\Users\Brendan\Desktop\SKSE\Latest\skse\nioverride\Release_VC14\nioverride.pdb

RSDS7F

C:\Develop\Skyrim\skse_1_06_13_precache\src\skse\Releas/{U

({U`){U

xwt5"w

?miY

6@tliY

?miY

miY?miY

JY;CY(

+uwWtT

'uwO{T

ERNEL32.DLL

Jk&vwpX

DY?miY

miY?miY

?miY@F=

7@tliY

miY?miY

0Fuw0Fuw0

8@tliY

miY?miY

X9UP=J

({U`){U

({U`){U

xwV4Yt

0Fuw0Fuw

miY?miY

({U`){U

X9UP>J

({U`){U

JtliY$

miY?miY

FLE Standard Time

FLE Daylight Time

dbgcore.i386,10.0.10011.16384

xwly!w

[l?<2n

Tl;0Tl;P

R;@~k;

0,461|5

Error: Property coll

Property zzTrackShoutPowerPerk on script zzTrachShoutAdvancementScript attached to alias zzPlayerRefAlias on quest zzTrackShoutAdvanceme

Save 316 - Tamika Blackheart Breezehome 103.55.01.ess

Juha - 2/17/2016 16:55:29, EXE Version: 1.9.32.0, Save Version 9.74

C:\Users\Juha\Documents\My Games\Skyrim\Saves\Save 316 - Tamika Blackheart Breezehome 103.55.01.ess

Save 316 - Tamika Blackheart Breezehome 103.55.01

bC:\Users\Juha\Documents\My Games\Skyrim\SkyrimPrefs.ini

0Fuw0Fuw0

\0{U\0{U\0{UD

dA\0{U

({U`){U

miY?miY 

 
BTW there is some discussion here about updating DynDOLOD midgame. I don't know if this has anything to do with my game though. IIRC I haven't updated my DynDOLOD during this playthrough but I did have problems with the json error and had to reinstall the scripts.
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Here are the results:

 

Primary analysis:

 

BTW there is some discussion here about updating DynDOLOD midgame. I don't know if this has anything to do with my game though. IIRC I haven't updated my DynDOLOD during this playthrough but I did have problems with the json error and had to reinstall the scripts.

We already have pinpointed to PapyrusUtil 3.1/3.2 differences and by the crash log there seems to be some relation when interacting with MCM. I think we will figure this out eventually. Based on that, can you download these Papyrus Scripts and see if by chance they change anything. There are two versions that are identical in function. The ones in the Scripts_Debug print lines to the papyrus log. So if these scripts do not change anything, post the papyrus log with the debug scripts from the game loading with the CTD.

 

The linked discussion suggests the user not doing the clean routine properly - there simply should not be that much data left over after the clean save. Not that removing an esp form an existing save game is recommended at all, as you know.

As the DynDOLOD manual and everybody else explains, there is no such thing as a save removal of mod from a save game. Removing DynDOLOD is relatively save because the scripts are only attached to and manipulate objects added by DynDOLOD itself. There should be only 1 version of each script or so left over in a clean save.

 

Also, since it was discussed there, USLEEP Swap Masters Script should work without problem on any existing DynDOLOD.esp.

Edited by sheson
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Have you verified heap memory usage with Memory Blocks Log yet? Did you generate LOD again after adding any of the new mods? Then there could be an invalid/missing nif.

 

 

 

Yeah, my skse.ini works with memory when I set speedmult and run around to multiple cells it loads fine, except for this area. I didn't add any new mods since generating the LOD, but I redid the lod generation to make sure I didn't mess it up or something. I scrapped the character since it was only level 2 and redid everything on fresh profile like I've always have since using dyndolod. anyway to tell which nif is causing issues, did the crashdump point to anything?
Edited by druninja
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Yeah, my skse.ini works with memory when I set speedmult and run around to multiple cells it loads fine, except for this area. I didn't add any new mods since generating the LOD, but I redid the lod generation to make sure I didn't mess it up or something. I scrapped the character since it was only level 2 and redid everything on fresh profile like I've always have since using dyndolod. anyway to tell which nif is causing issues, did the crashdump point to anything?

 

Well the memory blocks log well be clear cut. If you crash and the left column reached the exact same number as the max value report on top you need to increase heap. If it stays below the max, the heap settings is fine. You need to test at the time of crash to be certain.

 

No problems with the new generation yet? There will be a new DynDOLOD version later today that will print lines about missing nifs (and not use them for LOD) which would just leave invalid nifs. But if it only happens later in the game and has to be an object that get enabled by a quest or something later.

Edited by sheson
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Well the memory blocks log weill be clear cut. If you crash and the left column reached the exact same number as the max value report on top. If it stays below that part is fine.

No problems with the new generation yet? There will be a new DynDOLOD version later today that will print lines about missing nifs (and not use them for LOD) which would just leave invalid nifs. But if it only happens later in the game and has to be an object that get enabled by a quest or something later.

here is a memory block log of cocing to riverwood then running along the road all the way to markarth, zoning into markarth running around a bit , zoning back out and flying for like a couple mins with no crash or anything. 

 

and here is a memory block log of cocing to loreius farm, then running to the giant camp that ctd's me

I think its working cause I can run around 5 mins 500 speed mult along roads and nothing ctd's me. but I instantly ctd near the giant camp/road by loreius farm. Even after redoing the dyndolod this morning. 

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