Even when I don't click the checkbox for Beyond Bruma when generating Dyndolod worldspaces, I still get errors pertaining to missing meshes from Beyond Bruma at the bottom of the Dyndolod generation window. Thinking that might be the culprit, I deactivated Beyond Bruma and my Requiem patch when generating, but the game still crashed on loading save.
If the plugin of a mod is loaded when DynDOLOD starts, its base records and whatnot are still part of the process, regardless if you generate for its world spaces or not.
So I'm sitting here trying to think logically. It seems to be Tamriel related. Now I've deleted Tamriel worldspace from Dyndolod and the game loads. I ran around. No crash. Which at least solves the Solstheim issue.
Find a 100% reproducible case and concentrate on it and narrow it down. The goal is to end up with data causing crashes that has everything else removed.
Taking a look again with xEdit, I noticed some records aren't being carried over. Things like XCLR - Region, MHDT - Max Height Data, XCWT - Water, Editor ID, and then there were some Record Flags from new USLEEP not being displayed in Dyndolod.
What do you mean records are not carried over? When DynDOLOD creates an overwrite record, it uses the data from the last overwrite before it at the time.
Since I'm grasping at straws right now, I decided to forward everything over as much as I could into Dyndolod.esp and mark as many entries as possible in green (except Max Height).... Then I checked Dyndolod.esp for errors. There were a few Moveable Statics with <Unknown: 6> in the Record Flags, where I removed the Unknown entry. And it still crashed.
FAQ: Checking for errors for DynDOLOD.esp with xEdit
A: .. \ Record Flags -> <Unknown: 6> are intentional and can be ignored.
Which makes it seem you are correct in that there is some situation with meshes/texture? What are your thoughts? Which log should I provide if need be?
Now it seems your tests and crash reports are all over the place. Does it crash before, while or after loading the game? Does it crash once you are in the world?
If it is all of the above, focus on one of the crashes. Again. If you removed something that eliminated the crash, go back one step and remove something else that does not eliminate the crash until nothing else is left.
The log ..DynDOLOD\Logs\DynDOLOD_TES5_log.txt just upload to paste bin or something.
Unfortunately I wonder if there are crashes outside of those Blocks since I have not tested anything beyond Falkreath/Riverwood/Whiterun.
Don't wonder, stick to that one crash you can reprodue 100%. If you there more areas, chances are high they are related and if we find the cause of one they all will be fixed.
I stripped everything from the aforementioned Blocks except Tamriel_ShesonObject, Tamriel_Minion_* and Tamriel_FirstBorn_* references.
The game loads the save now but will freeze/crash as soon as I enter a new cell unless I delete those blocks. No errors exist in the Dyndolod esp but who knows, there could be more issues out of the blocks I deleted.
Again then go back one step and remove something else that doesnt remove the crash. It will be quicker that way.
If you can load into the world and run around and it then crashes, check the papyrus log after setting "debug":"true" in DynDOLOD_Worlds.json
Upload the papyrus log as well if you like.
Edited by sheson, 08 November 2017 - 05:19 AM.