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unblest

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  1. Did anyone have this issue before patch 1.3.9.0 or 1.2?
  2. Probably not helpful some random thoughts 1. Skyrim's engine can decide and tell whether a save file is corrupt or not, after loading it, by displaying in-game message "save file is corrupt and can not be loaded", and refuse to load the save. 2. Our case is similar but different in that Skyrim's engine can tell its corrupt before loading the save game. 3. In our case, Skyrim tells that all our save games are corrupt, even a vanilla save saved right after Helgen cart ride sequence and the character creation menu. 4. On the other hand, restarting Skyrim "fixes" this issue. 5. There seems to be no direct trigger for this symptom to occur. If a player does X and the game gets corrupted, the player can restart Skyrim and do X again, without corrupting the game. 6. There are some common symptoms that occur frequently along with corrupted game. 6-1. Some dialogue options become missing 6-2. Some message boxes display nothing, instead of their usual text messages. And all these thoughts lead me to believe there's some kind of fault in garbage collection system in Skyrim engine, which in turn makes me believe this problem is nearly impossible for end users to solve. I mean, what makes any saves "corrupt" to begin with? What makes Skyrim engine display that bugger of the message box saying "this save is corrupt and blah blah"? It's all occluded to end users: the game just tells you it's broken, not giving you any reason why it's broken or any clue to how to fix the problem. My best bet to consult this problem would be Bethesda's engineer. Anyone made a contact on their official forum yet?
  3. It looks like the cause of our bug is probably not stemming from an individual mod but from a common cause. Dialogues not appearing and empty message boxes are too broad to be clues to me and hard to find what the actual isolated cause is. If the cause is a single mod and its easily reproducible then I could probably do a binary search and at least get a glimpse of the whole picture but this isn't the case in this specific situation. Me, I published a SSEEdit script mod called "fix water flow", posted a bug fix that works for a lot of people for one of town overhaul mods, suggested a compatibility patch for another popular mod which is included in the latest version but this bug is really difficult to trigger it in a reliable manner and that's really frustrating to me.
  4. I didn't have this bug back in Oldrim, but https://forums.nexusmods.com/index.php?/topic/3924850-corrupt-saves-strcount-0xffff-ctd-on-load/page-1 explains one of the reasons of permanent save file corruption that happened because of a kind of index out of bound error. Now our bug seems to not affect save files but things in memory of Skyrim's run time, the fact that it affects some dialogues, and that some dialogue subrecord entries in plugins are in fact merged at runtime (see: https://afkmods.iguanadons.net/index.php?/topic/3940-skyrim-tes5edit-records-that-merge-at-runtime/) all these, I think, are clues that point our bug is caused by some kind of indexing problem.
  5. Dialogues are in ESPs, not in BSAs or loose files.
  6. Yes, CTD does seem like with incorrect mesh file, but that after you extracted said BSA and experienced our bug is very interesting. I have downloaded that Reach Magic mod you mentioned and extracted its BSA files but it only contains 40 files in the BSA, and having another 40 loose files in data folder besides other loose files you probably have in data folder triggering the bug immediately seems unlikely, if the bug is caused by number of loose files exceeding current Skyrim's engine limitations, rather it was more likely caused by a specific asset file in a specific situation, as whether it is packed in BSA or in loose files, whether a specific mesh format was incorrectly converted by nif optimizer, whether other assets such as textures, scripts, or sound files that was packed in BSA but now in loose files were causing reappearance of the bug etc., and by changing these variables and reloading your save file right before CTD would be a good chance to find a clue leading to this bug in a relatively isolated controlled environment.
  7. Your putting it as OUR bug gives me some odd sentimental feelings Sentiments aside, If you still have that save where you CTD'd and the symptom happened back immediately, I think we can narrow down our bug to a type of loose file, if your hypothesis is correct. If you just keep that BSA and partially extract files inside the BSA by file types (such as nifs, ddses, scripts etc.) you could examine which type, at least, is causing the bug immediately.
  8. There are few more ppl having this problem. There's this thread in reddit: https://redd.it/5p0ds8 This thread also discusses this problem: https://redd.it/5lxsc7 I was thinking that since this "save file corruption" doesn't occur if you restart Skyrim, some kind of corruption happens with assets or forms that's not saved but persist in Skyrim's memory range, which could be any meshes, textures. I'm leaned towards that old form version is NOT the cause of this symptom, as I resaved all old plugins in CK 2.0 and checked their form version in SSEEdit to make sure. Heres my mod list if anyone is interested in comparing them : https://modwat.ch/u/unblest
  9. It's not that I don't like LW as I haven't even tried out the mod, but I saw the screenshot and was wondering if there's any mod that shows soldiers' stats like that without installing LW.
  10. http://static-8.nexusmods.com/15/mods/151/images/505-1-1425326744.jpg I'd like my vanilla EW barracks to show me stats like above linked image, which was taken from Long War. Are there any mods that allows me to do this or should I just shut up and play LW?
  11. http://images.akamai.steamusercontent.com/ugc/29614912931945114/F8679040D0940759A40AA18C4C03FC831F1FEC93/ If you click above link it will show a vampire with the dreaded gray face glitch... or is this normal? :sick: I'm running vanilla legendary edition of skyrim with no mods ticked from left panel of mod organizer except for SKSE and SKYUI PS: Oh and I should mention that I did run that local file integrity thing via steam
  12. Answering my own question, but I ran scriptname myfirstscript extends quest Event OnInit() string final = "" string random = "" int i=10 while i>0 random = utility.randomint(0,5) as string final = final+", "+random i -= 1 endwhile Debug.Notification(final) EndEvent and string final does include 0
  13. Hello. I tried searching randomint on the nexus forums but none seems to give me a clear answer. According to creationkit's reference http://www.creationkit.com/RandomInt_-_Utility utility.randomint for example utility.randomint(0,5) would return one value from set of integers {1,2,3,4,5}, but is {0} included as well and return one from {0,1,2,3,4,5}? I'm asking this because I've seen tons of mods that uses randomint(x, y) as if x is exclusive
  14. Unsubscribing and subscribing again seems to have resolved the issue, as the courier stopped doing this thing, as far as I have tested
  15. In fact, I do have that mod installed. I suspected that mod as well, and checked the inventory if the courier has given me a copy, but there was nothing.
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