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Empty scripts always activating.


MithelCelestia

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I've been having some active scripts cluttering my save. The active script counts up to 2500+ and almost all of them have functions: 0 in them so I suspect empty scripts are activating. I have cleaned them through Savetool and no problem there, but the scripts keep coming back. Even worse, it seems to override a mounted combat fix I have completely nulling the fix. I suspect a mod is constantly activating the scripts in the background and it constantly gets annoying if I have to keep erasing all active scripts to make sure the mounted combat fix Stays fixed.

 

My load order is as follows to help me find the cause:

Unofficial Skyrim Patch.esp
Dawnguard.esm
Unofficial Dawnguard Patch.esp
Dragonborn.esm
Unofficial Dragonborn Patch.esp
SkyTEST-RealisticAnimals&Predators.esm
notice board.esp
Night Eye Overhaul.esm
EnhancedLightsandFX.esp
Unique Region Names.esp
ELFX - Exteriors.esp
Skyrim Scaling Stopper.esp
ELFX - Dawnguard.esp
ELFX - Dragonborn.esp
SkyUI.esp
MainMenu.esp
NoRoadPredators.esp
Point The Way.esp
RealisticWaterTwo.esp
AOS.esp
ELFX - Weathers.esp
AOS2_ELFX-Weathers Patch.esp
attack commitment movement speed fluid.esp
Balanced_Magic.esp
Balanced_Magic_Dawnguard.esp
RealisticWaterTwo - Legendary.esp
SkyTEST-RealisticAnimals&Predators-Dragonborn.esp
HoldBorderBanners.esp
skytest no wolves at start.esp
DGBetterFamiliar.esp
Dismiss Summons - Spell.esp
iCompass - Immersive Compass.esp
RealisticHumanoidMovementSpeed.esp
SameWalkRunSpeeds.esp
Skyrim Realistic Archery.esp
YOT - Your Own Thoughts.esp
Acquisitive Soul Gems.esp
Alchemy Tree Reorganized.esp
Better Cloth Enchanting.esp
Brawl Bugs CE.esp
Convenient Horses.esp
DartTrap harder.esp
dD - Realistic Ragdoll Force - Realistic.esp
DV Better Sleep Dawnguard.esp
enchantedclothing.esp
Fast Respawn 168 Hours 1.2.esp
fFastTravelSpeedMult_4.esp
Graduated Summon Limits.esp
HareThugs.esp
Headtracking.esp
hornsareforever.esp
iHUD.esp
Immersive detection of NPC.esp
imp_helm_legend.esp
Increased Bounty & Guild Rewards.esp
IngredientReweight.esp
KillingTraps.esp
Larceny - Pickpocketing Remastered.esp
Light Foot Only While Sneaking.esp
LogicalJewelry.esp
NEO Tint 6.esp
Night Eye Overhaul.esp
No Empty Tag on Containers.esp
No Killmoves, No Killcams, No Killbites.esp
NoPsychicLockKnowledge.esp
PhysicsImpactDamageFix.esp
Protected NPCs Dragonborn.esp
Protected NPCs Dawnguard.esp
Protected NPCs.esp
Realistic Items' Weights And Values.esp
Rebalanced Potion Weight.esp
Scary Ghost.esp
SIDT - Complete.esp
Skytest USKP.esp
SkyTEST-RealisticAnimals&Predators-Dawnguard.esp
GreenWaterFix_Compatible.esp
notice board - dragonborn patch.esp
Reduced Distance NPC Greetings.esp
TravelMounts.esp
UNP Spice Gear.esp
ImmersiveFP.esp
Footprints.esp
SC_KhajiitMorphs.esp
Unique Region Names - Dragonborn.esp
YOT - Dawnguard.esp
YOT - Dragonborn.esp
Dr_Bandolier.esp
Better Claws And Gauntlets.esp
Dragon Horns and Tails.esp
IHSS.esp
More Believable Carrying Weight.esp
Immersive Citizens - AI Overhaul.esp
ELFXEnhancer.esp
Immersive Citizens - ELFXEnhancer patch.esp
Vanilla Races MC Fix.esp

 

I suspect Scaling stopper to be the culprit, but I'm not certain. Others may be Footprints, Dr_Bandolier or, the least likely, More Believable Carry Weights. The other mods I have used them before without a problem, but these are the new mods since then.

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If you are using flexcreators Save Scalpel to clean saves, there is something you should know.

 

After the first time you run that application, it creates an .xml file that stores your load-order for quicker processing of later saves. This file is called "cashedclasses.xml" (yes, it IS misspelled), and is located in the same folder as the .exe for the tool.

 

Now, if you later remove a mod but do not delete that .xml file, it will inject references to removed mods BACK INTO YOUR SAVE!!

 

Flexcreator has acknowledged this as being an issue.

 

The fix is easy--simply delete that file (another one will be created, an accurate one) and run the tool again.

 

Bug

 

PS: Footprints is wonky--everytime I put it in my load-order, I have issues with it. I eventually stopped trying to use it.

Edited by Bugnexus7
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If you are using flexcreators Save Scalpel to clean saves, there is something you should know.

 

After the first time you run that application, it creates an .xml file that stores your load-order for quicker processing of later saves. This file is called "cashedclasses.xml" (yes, it IS misspelled), and is located in the same folder as the .exe for the tool.

 

Now, if you later remove a mod but do not delete that .xml file, it will inject references to removed mods BACK INTO YOUR SAVE!!

 

Flexcreator has acknowledged this as being an issue.

 

The fix is easy--simply delete that file (another one will be created, an accurate one) and run the tool again.

 

Bug

 

PS: Footprints is wonky--everytime I put it in my load-order, I have issues with it. I eventually stopped trying to use it.

Bugnexus7, I have that cashedclasses.xml file too. It contains mod entries from mods I removed long ago. I know in the Save Game Scalpel, it tells me I have heavy resource classes from mods like Winterhold Destruction and Shadow of Meresis which should have vanished years ago. Didn't realize the same tool made it appear over and over.

 

If I remove the cashedclasses.xml file will it mess up my game?

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"If I remove the cashedclasses.xml file will it mess up my game?"

 

Absolutely not!

 

I delete it every single time I add or remove a mod. As I said, PDT ( the save-clean tool) creates a new one if there isn't one present ( the new one will be accurate!), but the first time you run it without that file present it will take much longer for the tool to run. That is the whole point of the .xml file--to speed things up.

 

If you wish to test all of this, simply run the tool. Then, delete the file and run it again on the same save--if that .xml file had garbage in it, you will see totally different results.

 

Cheers,

Bug

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