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#421
amgepo

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Whew, I have finally found a valid discussion thread about this issue.

I first want to thank you AMGepo for your responsiveness in assisting and informing others with your findings

I run approximately 155 mods, but have seen a few names of mods that were mentioned in the last 6 pages of this thread: Dual wield Parry and Deathmoves... and Killmoves~.. (without looking at the full name).

I was curious about a few things:

1) the potential of salvaging a current bloated save file and, if so, is there a limit at which there is it can become non-salvageable, so-to-speak?

In some cases the created functions could be able to finish if given time (by unchecking the mod and sometimes deleting the script) and in others the functions won't be able to finish at all. In the first case there is a point of no salvage when you have constant CTDs and can't have the game running enogh time to fix the issue once the esp is deactivated (and the script deleted if needed). Even in this case you could try lowering the game settings and maybe, only maybe could help.

2) The freezing / lag (obviously due to strain from both the generation of extraneous processes, as well as, increasingly larger save files being written to the HDD - please correct me if I am wrong lol) - but, will that remain to only a static amount of said processes / lag once adjustments have been made?

If the functions can end after uninstalling the bloatting mods, eventually the file should reach a normal size and the lag should disappear. Of course having various mods causing this installed could suppose that some of them creates 'cleannable' bloat and some of them 'uncleannable' one.

3) When making a change to the ..singleupdate, is that a console command that must be input each time a saved game is loaded or every time a cell is loaded? If so, is it not possible for a simple .bat file?

That's not a console command. It's a change needed to be done in the scripts. as a user your only option is to uninstall the offending mods and warn the author so it can change the script, to avoid bloatting.

4) Is there a source of known mods that are yielding this effect? I know I only accumulated this in the last 48 hours but I am always making adjustments to both my load order and mods, HOWEVER I can pinpoint it to a fair amount of what was changed using that savescanner (I think).

No list. When someone discover this problem one can expect will warn the author and when an author is aware of this problem one can expect to fix the mod. I suppose the number of mods causing this will diminish with time. Non supported mods though could continue causing this problem.

Anywho, this bloating-freezing is annoying as hell and I GREATLY APPRECIATE YOUR HELP!!! lol

You have been endorsed sir (I havent even tried your mod yet - gripping it up now)

Thanks :)

Update:



I found this reoccurring process within the save file (via the savescanner):



[Table 1001 22579] DARYL - [WeaponRackActivateSCRIPT < (00102A3A)>] The TriggerMarker is

[Table 1001 22580] DARYL - [WeaponRackActivateSCRIPT < (00102A3A)>] The TriggerMarker is [WeaponRackTriggerSCRIPT < (00102A3D)>]

[Table 1001 22581] DARYL - [WeaponRackActivateSCRIPT < (00102A9E)>] The TriggerMarker is

[Table 1001 22582] DARYL - [WeaponRackActivateSCRIPT < (00102A9E)>] The TriggerMarker is [WeaponRackTriggerSCRIPT < (00102A9D)>]

[Table 1001 22583] DARYL - [WeaponRackActivateSCRIPT < (49002593)>] The TriggerMarker is

[Table 1001 22584] DARYL - [WeaponRackActivateSCRIPT < (49002593)>] The TriggerMarker is [WeaponRackTriggerSCRIPT < (49002594)>]

[Table 1001 22585] DARYL - [WeaponRackActivateSCRIPT < (49002584)>] The TriggerMarker is

[Table 1001 22586] DARYL - [WeaponRackActivateSCRIPT < (49002584)>] The TriggerMarker is [WeaponRackTriggerSCRIPT < (49002587)>]



I am thinking this might be the culprit but cannot think of what that could be from. Do you know what it might have been caused by?



BTW, these issues first started occuring when I entered into Ysgramor (spelling?) to finish Kadlock's Quest- when I entered there I was in a psuedo-TFC sort of mode but it returned when I placed the Axe on the statue (to open the door). I then took the axe back (lol).

This is when the bloating started occuring but.. who knows?

OK.. getting CTD's now.. After doing further research I found that "DARYL" is:
"Daryl Brigner is a level designer at Bethesda Game Studios. Some of his contributions to Skyrim include Embershard Mine, Ustengrav, Korvanjund, Whiterun Attack/Defense, and Rannveigs Fast as well as contributing to some other features such as Weapon Racks (DING!), Player Bookshelves, and Mannequins."

I see no dangerous instruction in weaponrackactivatescript. Didn't play the quest you mentioned. It could be a good point to search for this problem in vanilla. I'll take a look at it when I find time :)

#422
serpentwave

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Thanks again AM'!

I greatly appreciate your in depth responses, once again.

I have been learning a bit more about this bloating and can only see a reoccurring event happening with the weapon rack script. Further, "DARYL -.." is apparently the programmer who designed weapon racks, etc. for Bethy' as well as a few dungeons (namely one I found in question).
I have recently deactivated / uninstalled (via NMM) all mods and uninstalled then re installed Skyrim (which cleaned the scripts folder out, so to speak lol).

Using the SaveScanner you posted (such an awesome tool!), I was able to find that information out. Doing some further research, I found this (Weapon Rack - papyrus log, etc.) is related to a respawn of sorts. I have looked at saves that did not have a bloated course of destruction and seemed stable. Lastly I dropped down to 44 mods from the 156 I was running and all of them are widely used. HOWEVER I am now getting this bloating again.

My only deduction is the possibility of a bad un-install / re-install of UFO. I just cant figure out how to fix this issue (getting quite frustrated). I will pay top dollar if you can assist me in tracking and repairing the culprit, I can post any thing needed and will start with my BOSS load order, as well as, a sample SaveGame for use with the scanner.

At this point I want to join the fight on Save File Bloating, whether my issue is resolved or not - I want to do what I can in uncovering bad mods / scripts.

Thank You again and very sorry for troubling you but is much apreciated!

#423
serpentwave

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** Apparently a .rar file that is 2.5k is too big to post here..... however here is the BOSS load order: file:///C:/Program%20Files%20(x86)/Bethesda%20Softworks/The%20Elder%20Scrolls%20V%20Skyrim/Mods/Skyrim/BOSSlog.html

#424
corniel

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is this mod compatible with marts savegame debloatifier?

#425
rrr80120

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The ability to re-raise zombies time after time makes them a great pack mule. They zone with ya, have unlimited carrying capacity and will fast travel (falling dead when ya get there). trouble is that you can only add or remove loot when they're dead, so to sell the loot ya have to take them to the store and kill them there to unload them. One zombie carried all my loot from Bleak Falls Barrow with no loss in speed.

#426
kevkiev

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Sorry if this has been asked before (I scrolled through a few pages and couldn't find anything... hope I didn't just miss it)

I'm not sure what to do with the "optional folder" in the main 1.8 file. Both subfolders (ie "nonirnroot" and "noregrowing") contain "nirnrootactivatorscript.pex", which is also in the main file. I'm assuming these are different scripts (I'm not sure how to open a script to see), so should I overwrite in any particular order? (Or am I just missing the obvious.)

For now, I'm going to install the main file, along with the ice wraith script, and ignore the optional folder.

Thanks

Edit: btw, what app would I use to open a pex file to see if it has offending (bloating)lines in it that you've mentioned inside? I just reinstalled my game and, having read up a bit on the potential problems with modded scripts, I'm kinda freaked about installing any mods with scripts in 'em unless I'm sure the modder knows what he's doing. (From reading in this thread, you seem like a mega-savvy dude which is extremely comforting.)

Edited by kevkiev, 01 May 2012 - 04:57 AM.


#427
vitalsine

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I just installed this mod tonight, along with another mod which speeds up cell reloads. It does it in 7 days rather than 10. Anyway, since installing this, I have been noticing some weird floating enemies/animals. lol. First, I had some naked Forsworn floating around at me with no heads during one of those quests, but that was only at that place, and I read that is a bug that can happen. But, I have had some cats come after me floating around with no animarion, as well as some wild horses. I guess it could be from another mod, and it is just happening in this specific area, or maybe there is a conflict between this and something else? Not sure. Anyone else had this problem?

#428
lnickens

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This mod has made doing Mephala's quest so much easier! It's my favorite sword, but I don't want to kill friendlies. I've used this on Thonar's wife after she's killed by the forsworn, repeatedly I can resurrect her and kill her until the sword is totally updated. It also works on Thonar himself when I break out of prison with Madanach and one of his minions keeps reviving Thonar.

Thank you!!!

#429
galacticninja

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is this mod compatible with marts savegame debloatifier?

It has been explained in this post: http://forums.nexusm...ost__p__4703560

#430
Twitch2026

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If I am using the unofficial Skyrim patch is this mod needed. I noticed when installing it asked to overwrite certain files from that mod?




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