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Crash Reports #1
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The new version 1.0.5 should fix this crash. |
Still crashes 1.6.640 as soon as the game tries to load in. I get to the Main Menu, and can load a save, but as soon as the loading screen ends I crash. Here's the log: https://pastebin.com/wMMAKiP8 I have installed Grass Cache Helper NG, that doesn't seem to help or hurt. I have tried installing the original NGIO and letting yours overwrite it, while changing plugin names. That also didn't seem to help or hurt. Any suggestions? |
I'm pretty sure I'm getting the same crash as OP with 1.0.5: |
I also seem to be getting a similar crash on skyrim 1.6.640: https://pastebin.com/rx1LQNSn |
It looks like there are at least two different crashes going on here. @Slemaire-PNI and me are getting a crash related to looking up cells in an unordered map. @AllstaRawR and @MissileMann are crashing on Call_AddGrassNow |
I think this is because you and @Slemaire-PNI are on 1.6.1170 and @MissileMann and I are on 1.6.640. |
@Slemaire-PNI is also on 1.6.640 |
Oh, weird. I guess this is what I get for only opening one of the crash logs. That seems so odd that we'd be crashing at different parts. |
Grass Cache Helper NG should be disabled as it will likely conflict and nothing is need from the original mod. |
Thank you for the crash logs. Please include if you crashed while loading a save or attempting to cache. |
Mine was when attempting to cache |
Getting same crash as AllstaRawR. Not sure if its the case with them but the game doesnt even get to load cache for much time before it crashes. Game starts, mod tells me its generating cache, few seconds later it crashes. |
I should have fixed the crash while caching with 1.0.6. The crash while loading might be fixed as well. |
appears to generate cache for a while but then says "GidFileCache.cpp(315): Grass generation appears to have frozen! Restart the game" Might be my specs at this point but figured i'd update |
doesn't crash anymore, but i'm getting the thing as @immshep. Happens after about 1-2 minutes after the initial notification saying precaching is starting |
Can you please post your NGIO-NG.log and PrecacheGrass.txt. |
Delete PrecacheGrass.txt and try again with 1.0.7. |
Ok, will try 1.0.7. Here's my log from 1.0.6 if it helps https://pastebin.com/nLHEk7Z9 Edit: v1.0.7 gave me the same exact log as before |
I'm still crashing with 1.0.6. This crash happens upon loading a save. I'm using a grass cache generated by this mod. The only changes I've made to the settings is enabling debug logging, and setting the DynDOLOD mode to 1 crash-2024-04-19-01-59-18.log (same callstack as before) In the meantime I'm using version 1.0.3 which seems to be working: https://imgur.com/a/2k5D0is Edit: I just noticed 1.0.7, testing now |
Removed Grass Cache Helper NG and NGIO My crash with 1.0.5 was as soon as I loaded into the game. Loading screen was just starting to disappear but still half there and I would crash on 1.6.640. 1.0.7 gave me the same error mentioned by @WaterFace , as show below. It did not crash, just freeze and close once I clicked okay. I have a blank GrassConsole and Grass output folder, nothing was generated. I also do not know where the PrecacheGrass.txt is, like @MissileMann . NGIO-NG.log I am changing the setting to Debug-Log-Enable = true and will try again then post it. |
It is next to SkyrimSE.exe. If you do not have file extensions enabled i.e. .exe, .ini. Then it will show up as just PrecacheGrass |
This is new. I'll manually create it. EDIT: Not a crash, just a freeze on the same NGIO-NG.dll pop up screen. I have to go to sleep now, but I hope my PrecacheGrass.txt helps. Still nothing in the Grass and GrassConsole folders. |
When you get a chance: Skip-pregenerate-world-spaces = "DLC2ApocryphaWorld;DLC01Boneyard;WindhelmPitWorldspace" to |
I uploaded 1.0.8 for the crash while loading. |
Looks like it's properly generating now! |
1.0.8 appears to be working om 1.6.640, I got 805 CGIDs before it crashed and auto-reopened and started again. :) Weirdly enough, it did not skip xmasWorld even though I added it like you said. EDIT: Can confirm; relaunched and started successfully, just as hoped! |
I'm no longer crashing on load with 1.0.8, thanks. |
Grass cache seems to be working but it doesn’t seem to do well with Efps or the midwood isle mod. After a while it just crashes, blaming either of those mods. I’m thinking it’s just a LO issue but figured I’d also just update here |
I also am getting a crash when caching around Midwood Isles with 1.0.8, Started out good but last bit of the PrecacheGrass.txt file looks like this cell_MidwoodIsle_-6_-22 I cleared it a few times and it always crashed and will not continue from this point on. PS. Awesome work and thanks for being the hero we all need! |
Crashed when trying to load cell with grass :( I'm on 1.6.640 using the latest version. https://pastebin.com/dGgdu9C9 Also really great work and I never thought I'd see the damn day. GJ Edit: Also using a grass precache downloaded from Nexus. The Folkvangr one |
Same crash here. Any interior cell works fine but open any door, makes the save and is about to load in but just crashes. |
Looks like a texture crash, try removing the mod that adds this texture: textures\stroti\market stand\woodpostdark02_n.dds |
When you get a change, try 1.0.9 for those crashing while loading. Just note the change in config file. |
still crashing with 1.0.9 unfortunately, https://pastebin.com/FQGRAQb8 :( |
1.0.9 fixed an issues I had with all the previous versions; if I tried to generate grass for a Worldspace without grass it would crash during generation. Now it just ignores that world and proceeds as normal. I now have a fully generate grass cache and the 4 worlds that caused me to crash during generation no longer do. New issue, or potentially an issue the entire time but I never got to see before, I crash in game near-immediately w/ NGIO-NG.dll enabled. I can load the game into a non-grass worldspace, go through a door into a worldspace w/ grass, and then start walking for ~20s before I crash. If I load the game into a worldspace with grass, it crashes on load. I have confirmed that by disabling the DLL and leaving everything else enabled I can play as normal. In the few seconds that I can be in game after loading into a door, I can see that there is no grass in the world at all. NGIO-NG.log Edit: Have another crash log. |
Small update. Reviewed where textures\stroti\market stand\woodpostdark02_n.dds was and disabled the mod. For anyone's reference, the mod causing the crash was "DynDOLOD TexGen Fixes". I was then successfully able to complete the caching process with 1.0.8. I can update again once I have the time to run DynDOLOD. I then tested with 1.0.9 to and it "finishes" immediately. |
Sorry for the confusion, the change in config comes with an issue, Skip-pregenerate-world-spaces and Only-pregenerate-world-spaces need to be on the same line, otherwise only the first worldspace will be read. |
Should NGIO NG be disabled for regular game play? After generating LODs with DynDOLOD, I started a new game and as soon as I left Whiterun, during the loading screen, the game crashes. But if i disabled NGIO NG and leave Whiterun, everything loads great and I have grass for miles and miles! |
Just set DynDOLOD-Grass-Mode = 1. As NGIO NG is still needed to load the cache. |
Grass Mode 1 was selected when i ran it originally but i double checked. Cache seems to be loading just fine with NGIO disabled for gameplay. But with NGIO enabled, i still crashes when entering worldspaces. But here's the results with NGIO disabled. I apologize for my lack of knowledge but i thought Grass Cache Helper NG is what was loading the precache in-game after generated. I tried disabling that but got the same results of crashing when leaving Whiterun, or any other city. Either way, i got my cache generated successfully and i seem to be just fine playing the game (with NGIO disabled), with grass cache loading in the distance so i am very happy. |
Thank you for testing. For just loading, GrassCache Helper NG will work just fine. For future reference, GrassCache Helper NG just loads the cache and sets the appropriate settings for Dyndolod grass. NGIO has an additional feature of extended Grass. If you wish to just use Dyndolod grass LODs, extended grass isn't required. Extended grass just allows actual grass to be loading in cells outside of uGrids (The cells immediately around the player). This allows for a better transition. |
Since my issue is crashing when trying to use my generated grass cache, not generating it in the first place, does that mean I can just use DynDOLOD and Grass Cache Helper NG for actual gameplay, disabling NGIO NG? |
Yes, the issue is the Extend-grass-distance feature. For reference, NGIO should just fine if you set Extend-grass-distance = false |
Well, I can confirm that NGIO works perfectly fine with 1.0.10, so it definitely was an INI setting, like you were explaining. Thank you! |
Still crashing with 1.0.10 on 1.6.640 :( Here's the crash log (generated using Crash logger instead of Trainwreck this time), https://pastebin.com/DAfZdxVF. Crashed upon going outside Riverwood where there is grass and with extended-grass-distance set to true (not crashing if false). Here's the NGIO-NG.log though I doubt it'll be helpful,
Tell me if you need anything else and I'll drop it here |
I had plenty of crashes too on 1.6.640, it was no biggie though. Mainly I crashed whenever I would open my console. I use more informative console so there may be a conflict with it. |
Crashes gone with 1.0.11 on 1.6.640 on initial test. I will try to do a more thorough test to check for any crashes or features not working, etc. Thanks a lot :) Edit: played for about 2 hours, and tried almost all features (except for generating pre-cached grass) and no crashes, sheesh. |
I have been getting a crash with pre-generated grass while using the extend grass option (without dyndolod or dyndolod support enabled as I don't have dyndolod) I was able to generate the grass just fine with only a couple crashes (crashing while generating is normal in the og version anyway), but now If I load a save in whiterun then try to head outside I get a crash mentioning NGIO as well as distance grass. the crash went away by disabling the Extend-grass-distance setting. Here is the crash log, and my settings (after turning off extend) (I had forgotten to save the NGIO log before starting back up again) After loading without crashing though I noticed that the grass was the vanilla grass and not the grass from my grass mods(I use qw's grass): NGIO with the cache(without extend distance grass): For now, I will just play without the cache as raycasting works fine without it but I thought I would tell you as it can crash with and doesn't use the grass mod. No crashes for me without Grass caches (extend without a cache can just have me have no grass sometimes without reloading but doesn't crash as far as I have seen). |
Crashing with |
https://pastebin.com/CLHfek5X
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