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Game crash near windhelm

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#1 Scarehawke

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Posted 18 July 2019 - 10:54 AM

Hey guys. I started an attempt at a serious play-through a while ago after weeks trying to make a stable game with way too many mods. It's been going well until i came to windhelm where my game keeps crashing just outside the city. After doing some testing and research I concluded Dyndolod was to blame for this as without it i can go there just fine. I'm thinking it's a missing nif or something. Problem is it's a bit hard to locate and I don't want to have to enable and disable all my mods and run dyndolod + patchers over and over until i fix it. So i'm hoping someone else has run into this problem and knows the culprit. I know load order probably doesn't help much since it might be related to a mod without esp but I'll share mine anyway. https://pastebin.com/5L41F7yR

 

I've also tried the advice of going through the Dyndolod readme and FAQ but i've ended up none the wiser. Below is my papyrus log, which I couldn't find anything in with my limited knowledge that could explain the issue. Any further advice? Also am I right to be concerned the log is pretty long or are lots of these errors to be expected in a heavily modded game? I also see references in there to missing esp files of mods i deleted before even starting my current playthrough, using mod organizer so i'm not sure why those are even being looked for as any trace of those should be gone from my game. Example: inigo. Do i have bigger issues than dyndolod?

https://pastebin.com/BaHTmFpT


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#2 sheson

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Posted 18 July 2019 - 12:46 PM

If you enable the logging of dynamic NIFs as explained in the readme there should be "enable" lines from DynDOLOD log in the papyrus log. There is not a single one. 

 

I suggest to carefully read all the instructions in the readme again and do the suggest check of the generation log and then enable the debugging to see if a NIF used by dynamic LOD might be the culprit.

 

If that does not lead to a useful result, then selective hide the generated meshes folder from the output to see if static object and tree LOD is fine. (It usually is). Enable meshes again if it did not change anything.

 

Then hide the DynDOLOD.esp so only the DynDOLOD.esm is left loading, to narrow it down further.

 

Typically we expect the issue to happen when DynDOLOD.esp enable and not if it is disabled. If that is the case, removing record from the esp in a binary search helps narrow it down. We can discuss this if nothing above helped to find the culprit.


Edited by sheson, 18 July 2019 - 12:50 PM.

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#3 Scarehawke

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Posted 18 July 2019 - 05:03 PM

Hmm I did forget to install .net script framework for sse.  I followed all the other steps including altering the DynDOLOD_Worlds and skyrim.ini file. Readme said i only had to change one of the 2 worlds files. I'll try changing both + installing the .net framework and will trigger the crash again to see if that adds anything. Will also follow your other suggestions and get back to you. Ty for the help. 


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#4 Scarehawke

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Posted 19 July 2019 - 11:22 AM

Alright. I've done everything. Due to me playing skyrim VR i am not able to install crash fixes or the .net framework. However I went through all the other steps (still nothing in the logs). First of all the meshes folder doesn't matter. The game still crashes when i disable it.  Disabling the ESP file however did work. So the binary search is probably the way to go. I do have a little bit of experience with ssedit but i'm interested in how you suggest to go about this. 


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#5 sheson

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Posted 19 July 2019 - 01:04 PM

There should be at least "something" in the papyrus logs after turning on the debug mode. Lots of lines with "[SHESON_DynDOLOD_LODObject < (xxxxxxxx)>] enable #1/2/3". Lets cover that first before.

 

Edit both files data\skse\plugins\StorageUtilData\DynDOLOD_Worlds.json and data\skse\plugins\DynDOLOD_Data\DynDOLOD_Worlds.txt if you are unsure which one.


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#6 Scarehawke

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Posted 19 July 2019 - 08:43 PM

Alright. Tried making a new log and something changed for sure.  https://pastebin.com/vcVAGSCk.  This looks more interesting. Don't know if it has anything to do with the issue at hand but i'm still especially concerned with the logs calling for esp's it shouldn't even be asking for. Like true storms.esp. I've never had that installed for this playthrough and i don't think i have anything that depends on it. So why is it giving an error not found at the end? 


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#7 sheson

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Posted 20 July 2019 - 01:28 AM

Those lines are from plugin checking if other plugins are installed to configure themselves accordingly. They can be ignored.

 

I am only interested in DynDOLOD debug message from the dynamic LOD, which there are still none.

 

Enable debugging in both the json and txt file as explained in the readme. Then start a new game (main menu console "coc whiterun" is sufficient), wait for DynDOLOD to initialize and and then walk towards the problematic area so the game crashes. There should be lots of log lines from SHESON_DynDOLOD_LODObject.


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#8 Scarehawke

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Posted 20 July 2019 - 07:44 AM

Alright.  I've checked the readme once again but i'm confident i followed the instructions. I made the skyrimvr.ini change and edited both world files. I started the game by entering coc WindhelmStables and got the crash once i exited the building as expected.  This is the log: https://pastebin.com/dpgNuUPW. Still no lines as you described.  

 

Even tried again giving it more time to make sure everything initialized. Nothing changed in the logs


Edited by Scarehawke, 20 July 2019 - 07:52 AM.

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#9 sheson

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Posted 20 July 2019 - 08:10 AM

Start a new game, in main menu console type "coc whiterun", wait for DynDOLOD to initialize and and then walk towards the problematic area so the game crashes. There should be lots of log lines from SHESON_DynDOLOD_LODObject.


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#10 Scarehawke

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Posted 20 July 2019 - 08:26 AM

Are you trying to tell me that walking to the area until it crashes should result in different logs than a crash when switching cells? because in that case sure i'll try it on monday when i get back to my setup.  


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#11 sheson

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Posted 21 July 2019 - 03:25 AM

Are you trying to tell me that walking to the area until it crashes should result in different logs than a crash when switching cells? because in that case sure i'll try it on monday when i get back to my setup.  

Yes it should. It might help or not. 


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#12 Scarehawke

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Posted 21 July 2019 - 01:11 PM

That worked.  I've got a proper log now https://pastebin.com/4mFpDM3n

 

  1. [07/21/2019 - 08:05:54PM] [SHESON_DynDOLOD_LODObject < (FB0C9319)>] [SHESON_DynDOLOD_Firstborn < (FB0C649F)>] Enable #1 [Form < (17035032)>] using Water\MineralPoolBigWater01.nif
  2. [07/21/2019 - 08:06:02PM] [SHESON_DynDOLOD_LODObject < (FB0C93B5)>] [SHESON_DynDOLOD_Firstborn < (FB0C6631)>] Enable #2 [Form < (17034EC8)>] using dyndolod\lod\effects\fxfirewithembers01_lite_dyndolod_lod.nif TRUE False TRUE
  3. [07/21/2019 - 08:06:02PM] [SHESON_DynDOLOD_LODObject < (FB0C8F2F)>] [SHESON_DynDOLOD_Firstborn < (FB0C6631)>] Enable #2 [Form < (17034E47)>] using dyndolod\lod\clutter\candlelanternwithcandle01_dyndolod_lod.nif TRUE False TRUE
  4. [07/21/2019 - 08:06:02PM] [SHESON_DynDOLOD_LODObject < (FB0C8F2D)>] [SHESON_DynDOLOD_Firstborn < (FB0C6631)>] Enable #2 [Form < (17034E47)>] using dyndolod\lod\clutter\candlelanternwithcandle01_dyndolod_lod.nif TRUE False TRUE
  5. [07/21/2019 - 08:06:02PM] [SHESON_DynDOLOD_LODObject < (FB0C93B3)>] [SHESON_DynDOLOD_Firstborn < (FB0C6633)>] Enable #2 [Form < (17034EC8)>] using dyndolod\lod\effects\fxfirewithembers01_lite_dyndolod_lod.nif TRUE False TRUE
  6. [07/21/2019 - 08:06:02PM] [SHESON_DynDOLOD_LODObject < (FB0C8F2E)>] [SHESON_DynDOLOD_Firstborn < (FB0C6633)>] Enable #2 [Form < (17034EC2)>] using dyndolod\lod\clutter\candlehornfloor01_dyndolod_lod.nif TRUE False TRUE
  7. [07/21/2019 - 08:06:02PM] [SHESON_DynDOLOD_LODObject < (FB0C8F2C)>] [SHESON_DynDOLOD_Firstborn < (FB0C6633)>] Enable #2 [Form < (17034E79)>] using dyndolod\lod\clutter\candlehorntable01_dyndolod_lod.nif TRUE False TRUE
  8. [07/21/2019 - 08:06:02PM] [SHESON_DynDOLOD_LODObject < (FB0C885F)>] [SHESON_DynDOLOD_Firstborn < (FB0C662F)>] Enable #2 [Form < (17034E6A)>] using dyndolod\lod\effects\fxwaterfallthin512x128_dyndolod_lod.nif TRUE False TRUE
  9. [07/21/2019 - 08:06:02PM] [SHESON_DynDOLOD_LODObject < (FB0C8830)>] [SHESON_DynDOLOD_Firstborn < (FB0C662F)>] Enable #2 [Form < (17034E6A)>] using dyndolod\lod\effects\fxwaterfallthin512x128_dyndolod_lod.nif TRUE False TRUE
  10. [07/21/2019 - 08:06:02PM] [SHESON_DynDOLOD_LODObject < (FB0C8860)>] [SHESON_DynDOLOD_Firstborn < (FB0C662F)>] Enable #2 [Form < (17034E6A)>] using dyndolod\lod\effects\fxwaterfallthin512x128_dyndolod_lod.nif TRUE False TRUE

Edited by Scarehawke, 21 July 2019 - 01:12 PM.

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#13 sheson

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Posted 21 July 2019 - 03:40 PM

Great.

 

Lets start testing by selectively removing those last listed references from the DynDOLOD.esp with xEdit. Always make a backup of the plugin that still has the issue. If the issue goes away restore the backup and remove other records so that the problematic data stays in the plugin. In the end only the record(s) with the issue should remain.

 

Start with the listed records by entering their form ids like FB0C8860 into the FormID top left and hit enter. You can remove entries by right clicking them in the left tree view and select remove.

Use the usual CTRL+mouse click to mark groups of records and remove them all at once. In this case I would remove the 3 last ones, since they are all for the same model.

If you removed all of the ones you posted (all that were recorded at 08:06:02PM) and the problems still happens, it means the problem is caused by a record that is not recorded to the log.

 

In that case, continue to remove records in batches and in case the problems . First unfold [+] Worldspaces and remove all world space but Tamriel and WindhelmWorld as it is very likely the error is in either one of those.

Then in the next step remove Windhelmworld as it is more likely the error is in Tamriel. Once you are down to a single worldspace, remove half the "Blocks", never the "Persistent Cell". If the error is gone, remove the other half of blocks. If the error seems to be in block keep removing until there is a specific block left. Unfold it and remove sub-blocks and do the same until there is only one left. Then do the same half removal of cells. Then the records in a cell.

 

In case the problem is not in any of the temporary cells, unfold the Persistent cell. Remove references in batches but always keep *_ShesonObject, *_Minion, *_Firstborn


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#14 Scarehawke

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Posted 21 July 2019 - 04:07 PM

Thanks for the tips.  I Already tried to do the first step but i probably did something wrong.  Deleted all entries mentioned in the post before from dyndolod.esp. Didn't work i'm afraid.  I only removed them from that esp though. Since you mentioned the left tree and not on the right i thought it might be important to mention that.  Didn't think i was supposed to delete them from the skyrim.esm and in this case my brotherhood of old.esp.  I also, and this is probably important could not use the form ids like i was supposed to.  That FB0C8860 for example couldn't be found. Instead i just used editor ID's and killed the entry of for example fxwaterfallthin512x128.  So i probably went about this the wrong way.  Weirdest thing is. I don't even have anything in the loadorder that could be FB.  


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#15 sheson

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Posted 22 July 2019 - 02:11 AM

What does "didn't work" mean? You were not able to remove the references with xEdit?
 
The first two digits of a form id are the hex load order of the plugin. If the load order of plugin changes between the game and xEdit you obviously replace the first two digits of the form id with the load order hex ID shown in xEdit for DynDOLOD.esp. I mean
 
SHESON_DynDOLOD_LODObject only exist in DynDOLOD.esp.
 
Also, since you assume the problem is the DynDOLOD.esp it means you only edit the DynDOLOD.esp. So in case of overwrites you only remove them from DynDOLOD.esp. xEdit does not allow you to edit Skyrim.esm

Edited by sheson, 22 July 2019 - 02:12 AM.

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