Jump to content

foreverphoenix

Premium Member
  • Posts

    16
  • Joined

  • Last visited

Nexus Mods Profile

About foreverphoenix

Profile Fields

  • Website URL
    http://www.thephoenixflavour.com
  • Discord ID
    Phoenix#1316
  • Country
    Germany
  • Currently Playing
    Skyrim SE

foreverphoenix's Achievements

Apprentice

Apprentice (3/14)

0

Reputation

  1. Success! Kind of. I used to get the bug ~20 minutes into the game but with a few small-ish changes I made today I could play for an hour and the corruption never occured. It's likely that the save corruption will be back after 2 / 5 / 10 / 20 hours of gameplay but for now I'm quite pleased with the result. Here's what I did: - removed two mods that I knew were SkyUI / SKSE dependant in Classic Skyrim (The Choice Is Yours and Predator Vision) - removed every animation mod (FNIS, XPMSSE, Belt-Fastened Quivers, Pretty Combat Animations, Light Foot - Jumping Animation, D13 Faster Get Up Stand Up, No Heavy Muscular Walk and Idle, Dragon Anim Replacer) - de-activated merged mods, I still had their unchecked ESPs in my load order (Hide inactive ESM / ESP is activated in MO2) - to clarify, I did not de-activate the merges themselves, just the plugins that were merged And that's about it I believe. Exactly 390 mods with 203 plugins, the save after ~1h was 4,1MB big and had 37k strings and 5,4k scripts.
  2. What you're all saying about resources sounds reasonable and I'd absolutely believe that if it weren't for the amount of people who do not report this issue. I mean the handful of people in this thread cannot be the only ones with heavy mod lists in Skyrim SE, but if what you're saying is right anyone with 100+ mods will encounter corruption due to resources running out. I'll ask on the modding subreddit when I have the time, to see whether anyone over there runs more than a hundred mods in SE without save game corruption.
  3. SOT is not the cause of this issue. I do not use it and I still have corrupting saves. It's however very likely that it's one of the mods that accelerate this issue. Interesting, I'll definitely try that later tonight, see if this issue occurs to me with only SOT as well.
  4. Test results: My mod list + customized INIs - corrupt save after ~20min My mod list + standard INIs - corrupt save after ~20min Vanilla + customized INIs - save still intact after ~25min Basically ran around a lot with speedmult 450 (Riverwood-Whiterun-Winterhold-Markarth-Solitude), talked to people and scrolled through merchant's inventories. Interestingly enough I never had issues with buggy dialogue even after the saves got corrupted.
  5. Is everyone using BethINI? I am. Haven't touched uGridsToLoad or anything like that though. Mods that I know (and use) that come with custom INIs: - Verdant - USSEP - AS LAL - Majestic Mountains SFO also comes with its own custom INI, but I think we can disregard SFO+Verdant because they only change grass settings. USSEP and AS LAL are used by such a large amount of people that it's unlikely that one of them could be the culprit. I'll generate some fresh INIs without BethINI (so the default ones from the launcher) and see if my saves corrupt anyways.
  6. I really hope PREY's issue is similar to ours. When I was testing last night, the save game got corrupted within no less than 7 minutes - that's how long the game was running according to Steam. Beth's games have always suffered from save game corruption but AFAIK that was on Gamebryo engine games (and the saves were gone for good) and PREY runs on CRYENGINE - so is it even possible that the corruption issues are related? Sadly, it doesn't say (or I overlooked it) whether corrupted PREY saves can be reloaded after restarting the game. Unfortunately, I don't think that's going to happen. From what I've heard, the new CK is buggy and doesn't work well compared to the old one. =(
  7. Wrye Bash merging (Bashed Patch) is different from Merge Plugins Standalone. You should probably avoid merging mods into the Bashed Patch unless the author specifically states that it is safe to do so. The Bashed Patch mainly merges leveled lists from different mods whereas Merge Plugins Standalone merges entire mods. Classic Skyrim mods without plugins can still cause issues, meshes for example need to be optimized for SSE and some will flat out not work and even cause crashes (like the HIGH option from Ultimate HD Fire).
  8. Of course there is the limit at 255 .esp's but it can be circumvented by Mator's great tool Merge Plugin Standalone which allows you basically to do just that - merge plugins. This comes in especially handy when you do modular conflict resolution (a patch (= 1 ESP) for each two mods that conflict) because I could merge 105 patches into one this way. You can load as many mods as you wish as long as they don't have a plugin (so texture, meshe, interface, sound or script replacer mods). In my case I've got mostly simple mods like fixes and smaller tweaks and a handful of bigger overhauls for certain aspects of the game without mod stacking. That's generally considered safe modding practice.
  9. "As far as your VRAM comment, I'm running 8GB VRAM and mostly run 2K textures, have plenty to spare, so that should be moot." I think you got me wrong here. I'm saying that telling people their mod lists are too heavy is perfectly okay when they have, like 2 gigs of VRAM but run a ton of 4k textures. That's not understanding how textures / texture size / graphics memory work, that's a beginner's mistake. Whether VRAM has anything to do with this, I really couldn't say. I have 8GB of VRAM, too. As you said, it's all just speculation at this point. In this specific case, it's not as simple as the aforementioned VRAM issue and even though this bug does not happen to him, doesn't mean that everyone who has it simply runs too many mods. I'm just tired of reading that he's not getting this bug over and over, it's not helpful. See, things like mentioning strings is helpful. But my string count is way below the critical number so that's unlikely to be the culprit here. It also does not seem like the saves are actually borked (which can of course happen with bad modding practices). If they were truly broken, you wouldn't be able to load them after restarting the game. By the way, has anyone tried to contact meh321 about this? He's probably our best bet with his knowledge about the game engine.
  10. Tony, I've read the entire thread and you're acting very entitled as if you were the only one who knows it all. I have no desire to join you in spreading toxicity so I'll just remind you that there are plenty of people running mod lists like mine without issues in both Skyrim and Fallout 4. Most experienced modders run mod lists waayyy above 300 mods that they have worked on over a long period of time. Your arguments are valid when talking to people who run into problems with VRAM because of too many big retextures or into issues with scripts (like script lag / crashes / scripted mods stopping to function), BUT THIS IS NOT THE CASE HERE (sorry for the caps). You have written time and again that "no one in the Sands of Time team has this issue" while otherwise being not that helpful. By telling people with years of experience that they are basically idiots who know nothing, you are not leaving a good impression. I'd rather discuss this with people who try to solve the issue.
  11. Okay, another new face is joining the discussion. =) I encountered the bug a while ago now and stopped modding for a few weeks because I couldn't figure it out. I now have re-build my mod list from scratch and it's almost finalized, all mods I want are installed and patched, no hickups, stutters, framedrops, CTDs whatsoever in game - but my saves get corrupted after about 15-20 minutes ingame. It's not that bad since I'm still in the testing process but I cannot actually start a new playthrough until this is resolved, obviously. The usual things like blank message boxes and malfunctioning dialogue appeared. I tried asking for help over on the modding subreddit but as usual no one answered and I was downvoted, but luckily I found this thread here so I'd like to join you guys in trying to fix it. Below is everything important about my mod list etc: SPECS: Intel Core i5 7600k @4,2GHz EVGA GeForce GTX 1070 FE 8192MB Corsair Vengeance 16GB Dual Kit RAM @3200MHz Windows 10 64bit (Home) Using Mod Organizer 2 & SSEEdit. Here's my modwat.ch Trying to open one of the save files with TESV ESS Files Editor results in an error. FallRim Resaver shows around 28k strings (so not critical) and around 4k scripts / 41k script instances. Every single plugin was checked in xEdit. Mods with Form Version 43 were re-saved in the CK 2.0. Errors were resolved and deleted references were disabled. No LOOT and no Bashed Patch / Merged Patch since all conflict resolution has been done by hand resulting in over a hundred CR patches, merged together in TPF_MasterPatch.esp. I do have SkyUI v2.2 installed, as well as the following mod outside MO2: - xSHADOWMANx's Dll Loader - Achievements Mods Enabler - Keyboard Shortcuts Fix - Skyrim Skill Uncapper - meh321's DLL Loader - SSE Fixes - ShadowBoost - ReShade My guess would be that this is indeed an issue with the engine or something very specific and NOT caused by bad modding practices as tonycubed2 seems to think. Interesting is that only a handful of people appears to have this problem.
  12. This is the good ol' random crash problem. Working on a pretty extensive mod list, I did two short-ish tests (~1h) prior to creating the Conflict Resolution patch and both times I crashed when fasttravelling to Markarth. I assumed this was caused by a mod conflict and spent hours manually creating my CR patch before any further tests. My load order is untouched by LOOT which is kind of an experiment: I have sorted my plugins according to the mod author's suggestions and addressed the remaining conflicts (of which there were many) in my CR patch. And I thought I was good to go. Apparently I was wrong. The first crash I had was possibly caused by a corrupted NIF in Skyrim Immersive Creatures according to Crash fixes so I fixed that with NIF Healer. Restarted Skyrim, carried on to Markarth, spend some time in the city... but crashed upon leaving it. No Crash fixes error message this time. Since I spent a huge amount of time looking up compatibility information, finding the right patches and resolving conflicts I'm a bit irritated. Should I just run LOOT after all? I really don't want to because that would mess up my whole mod list and I don't like the arbitrary-looking chaos it causes (it is a great tool of course, this is just a personal thing!). I would be glad to hear any suggestions. I'm out of ideas on how to get behind this issue. Thanks in advance! Modwat.ch BethINI - Medium Settings DynDOLOD - Medium Specs: i5 4570 4 x 3,2 GHz EVGA GTX 1070 FE 8 GB RAM 256 GB SSD
×
×
  • Create New...