I noticed after about an hour or so of play time, the interior lighting seems to stop working, dungeons go dark and all of the light sources stop casting light, is there any way to stop it from happening besides restarting the game?
Using with CS Light + Placed Light, at first I thought placed light may have been the cause but I ran an older save from before I installed it which only had LP+CSL and I noticed that the lighting stopped working after an hour or so again until I restarted the game.
I am of course using community shaders with the light limit fix installed, I have mods such as engine fixes, scrambled bugs, bug fixes sse too, I have community shaders' upscaler disabled as I use PureDark's (patreon) upscaler for DLSS performance at 4k, since CS upscaler only allows DLAA.
+1 Bump also having this issue except for me I instantly noticed light sources were off like certain areas being unlit, torches especially not working at all etc. so I chose to just use CS Light + light placer for now and skip Placed Light until I find a full solution. **EDIT** Found this from the updated FAQ: "Pandastic4 made a Synthesis patcher, available in the FOMOD or search for PlacedLightPatcher in the Synthesis UI". Going to give this a go asap and see if it fixes the issue. Hope this helps someone
Same thing At a certain point, the game starts to crash (CTD) with autosaves and normal saves. When I restart the game, it saves perfectly for a while, and then... CTD on autosave. GOG 1.6.1179
Its not placed lights, because i dont have that mod and this bug still happens to me. A temp fix is to disable 'lightning' the cs advanced tab. Clear your mission, save and restart game. Play 2 hours rinse repeat.. i think.. i cant play longer then 2 hours anymore lol :P
Had a crash the other day that someone suggested might be connected to a "po3_LightPlacer.dll" mod. Not sure if it's this one or the Placed Light one, but figured I'd share it on both mod pages.
Here's the crash log. Could someone help me understand more, and if this mod might be connected to the issue or not?
Sorry, I'm a little lost on what that mod is and how to use it. The description is a bit too technical for me to understand, and I don't see a tutorial, though I do see a comment saying that mod helps with CTDs.
Am I supposed to just add the program to MO2 and then run it and add its output as a mod, the way stuff like DynDOLOD, VRAMr etc works, or is it a more complicated tool?
just download, unpack somewhere and double click its exe. tell the program to process the entire folder where ever mo2 has your active mods unpacked(or maybe the games data folder?), gotta admit i never used mo2. for vortex it´d be vortex downloads... but in the end, overwrite that folder you processed with the output from sniff and re-deploy your mods in mo2 (if it even works like that lol)
After couple hours of gameplay the lightning (light source that emit light eg torch on walls, candles ect) stop working. Idk if its lightplacer or cs. But if i disable lightning in advanced tap it gets back to normal. Or if have to restart the game, then it get back to normal again.
292 comments
Using with CS Light + Placed Light, at first I thought placed light may have been the cause but I ran an older save from before I installed it which only had LP+CSL and I noticed that the lighting stopped working after an hour or so again until I restarted the game.
I am of course using community shaders with the light limit fix installed, I have mods such as engine fixes, scrambled bugs, bug fixes sse too, I have community shaders' upscaler disabled as I use PureDark's (patreon) upscaler for DLSS performance at 4k, since CS upscaler only allows DLAA.
**EDIT** Found this from the updated FAQ: "Pandastic4 made a Synthesis patcher, available in the FOMOD or search for PlacedLightPatcher in the Synthesis UI". Going to give this a go asap and see if it fixes the issue. Hope this helps someone
At a certain point, the game starts to crash (CTD) with autosaves and normal saves. When I restart the game, it saves perfectly for a while, and then... CTD on autosave.
GOG 1.6.1179
Unhandled exception "EXCEPTION_ACCESS_VIOLATION" at 0x7FFA582EF868 po3_LightPlacer.dll+004F868 LightSourceData::GetOrCreateNode
PROBABLE CALL STACK:
[0 ] 0x7FFA582EF868 po3_LightPlacer.dll+004F868 LightSourceData::GetOrCreateNode
[D:\a\LightPlacer\LightPlacer\src\LightData.cpp:361]
mov r15,[rax+150h]
[1 ] 0x7FFA582FC0D9 po3_LightPlacer.dll+005C0D9 std::_Visit_impl<3,void,std::_Meta_list<std::integer_sequence<unsigned __int64,0>,std::integer_sequence<unsigned __int64,1>,std::integer_sequence<unsigned __int64,2> >,overload<`LightManager::AttachConfigLights'::`2'::<lambda_1>,`LightManager::AttachConfigLights'::`2'::<lambda_2> >,std::variant<Config::PointData,Config::NodeData> const &>
[C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.43.34808\include\variant:1546]
test rax,rax
[2 ] 0x7FFA582F6A3E po3_LightPlacer.dll+0056A3E LightManager::AttachLightsImpl
[D:\a\LightPlacer\LightPlacer\src\Manager.cpp:332]
add r14d,[rbp-70h]
[3 ] 0x7FFA582E18B8 po3_LightPlacer.dll+00418B8 Hooks::Attach::Clone3D<RE::TESObjectSTAT,0>::thunk
[D:\a\LightPlacer\LightPlacer\src\Hooks\Attach.h:17]
mov rax,rbx
[4 ] 0x7FFA5AF2A782 CommunityShaders.dll+009A782 TESBoundObject_Clone3D::thunk
[D:\GitHub\skyrim-community-shaders\Skyrim-Community-Shaders\src\TruePBR.cpp:1481]
mov rbx,rax
[5 ] 0x7FF7EED63977 SkyrimSE.exe+02E3977
cmp rdi,rax
[6 ] 0x7FFA5741ACAA SkyPatcher.dll+009ACAA Load3DREFR::thunk
[C:\dev\Skyrim SE\SkyPatcher\src\main.cpp:881]
mov rbx,rax
[7 ] 0x7FF7EEC0E07F SkyrimSE.exe+018E07F
mov rdx,rax
[8 ] 0x7FF7EEC0F7F3 SkyrimSE.exe+018F7F3
test al,al
[9 ] 0x7FF7EF75287D SkyrimSE.exe+0CD287D
mov rcx,[24FAEDBh]
[10] 0x7FFAE23C7374 KERNEL32.DLL+0017374 BaseThreadInitThunk
mov ecx,eax
[11] 0x7FFAE277CC91 ntdll.dll+004CC91 RtlUserThreadStart
jmp short 0000000000000022h
.
.
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Its either this mod or cs lights
Here's the crash log. Could someone help me understand more, and if this mod might be connected to the issue or not?
Am I supposed to just add the program to MO2 and then run it and add its output as a mod, the way stuff like DynDOLOD, VRAMr etc works, or is it a more complicated tool?
tell the program to process the entire folder where ever mo2 has your active mods unpacked(or maybe the games data folder?), gotta admit i never used mo2. for vortex it´d be vortex downloads... but in the end, overwrite that folder you processed with the output from sniff and re-deploy your mods in mo2 (if it even works like that lol)
I'm not sure it was this mod
https://pastebin.com/Q7VMLcSz