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Deleted109376User

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Everything posted by Deleted109376User

  1. Nah, that's cool. I'd prefer the certainty. Even if it only means we're certain that is no certain cause. Still, if the best we can do is narrow down what things have a greater propensity to provoke the problem, that's something.
  2. BlueGunk (or anyone with a known problem save for that matter) do you have an DINPUT8.dll file in your root SkyrimSE install folder? Did you make this switch on your existing save? Do you use Achievements Enabler or no?
  3. Still looking for confirmation on triggering the bug WITHOUT Achivements Enabler, associated DLL loaders, or ANY DLL loaders at all. Chag4 on the previous page ruled out 3D Sound for Headphones, and Skill Uncapper - having problems with false save corruption without using either, which would seem to narrow it down to Achievements Enabler (or associated DLL loader). Personal anecdote: after nixing xSHADOWMANx's DLL Loader and Achievements Enabler (now using SKSE64, and appropriate Uncapper, no Achivements Enabler at all), my present new save is 13+ hours in and still trucking without a single false save corruption instance. Plenty of crafting, etc. I DID notice just as I was quitting the other day something I had thought related. Symptom: When save list exceeds display height and has a scroll bar, the bottom most save would never correctly display - only being selected "off screen". Even then, it could not be overwritten, and saving over earlier files would be inconsistent, either overwriting the wrong file, or simply creating a new save with no overwrite. The latter points I didn't test when it finally did spring up, but where the scroll list was working correctly earlier in the playthrough, it was broken as I was quitting the other day. So something peculiar is still going on The symptom isn't present after full reload, but any install I had Achievements Enabler installed on would provoke this to be IMMEDIATELY present, which is why I originally suspected it (or DLL loaders/loaded files generally). Related to false save corruption? Something else entirely? Who knows. At least it seems possible to push both problems so far out in effective playtime that maybe it is practically possible to eliminate one or both. NOTE: This load order also nixed, Frostfall, Campfire, Wearable Lanterns, and a few others that relied on these as dependencies. There were more changes to load order, but if the problem is relative script load for example, all else of the above could just be confirmation bias -
  4. So, I don't want to issue yet-another-false-positive But I believe relatively quickly it was identified that not one single mod was the cause here, as we compared load orders and saw no common denominator. And while that was excellent work by the community, it never sit well with me, because something corrupting the save architecture for runtime seems... well, too severe - especially since it persists through to main menu. So similarly to my look into SSE Fixes as suspect, I am now pointing the finger at https://www.nexusmods.com/skyrimspecialedition/mods/245/? , and by extension the accompanying dll loader https://www.nexusmods.com/skyrimspecialedition/mods/3619/?. The latter might be particularly suspect as https://www.nexusmods.com/skyrimspecialedition/mods/8889/? also has been making use of the same dll loader. Point is, all of these would escape comparing load orders, but if someone here can report they presently have a save/load order that uses NONE of the above, and still experiences the false save corruption, that would be helpful. Alternatively - since I redid my load order, anyone with a known "bad" save could try loading up with NONE of the above active and see if they can't A) provoke the bug on their current save B) load up a new character with the otherwise identical load order and see if they can not get the same results. I had my load order completely overhauled testing some other things, so I do not have a known "bad" save to draw from to at least quickly confirm in 15-30 minutes whether or not this (might) not be a fix for existing characters. All I have is a revised load order (200+ deep), the has Achievement Mods Enabler, and xSHADOWMANx's DLL Loader removed (Skill Uncapper is loading via SKSE64). Last point for comparison https://www.nexusmods.com/skyrimspecialedition/mods/1897/ . I do not personally suspect it - but the nature of this bug and failure to identify a common thread in load orders (esm/esp files) makes ANYTHING injected suspect, and I have used all of the above. Best option at this point is to look at known bad load orders and confirm whether or not some or none of these were ever used. If none... welp... crap. EDIT: wow, this edit is really bad at parsing URLs. Yeah. I'm not going to try and fix these any more. Copy and paste.
  5. Yeah, I believe in the 100 pages of trouble shooting, individuals have reported experiencing the issue, even with clear load orders - although it took a long time for it to present itself. Perhaps it is presumptuous to assume those reports were conducted with rigorous methodology (it's possible they still had some sort of modded files in their Skryim SE root/data directory). While there are some more specifics, as to the cause the only thing we really have to go on is that increase in mod load order seems to expedite, or increase the tendency of the issue presenting itself. Given that, I thought it may have had to do with SSE Fixes, since it was explicitly meant to fix a strangely demanding increase in processing overhead from apparently redundant data processing as load order count increased, and since it isn't an ESP could be easy to overlook when testing an "unmodded" install... but that was quick to rule out by simply restoring the binkw64.dll loader and encountering the issue almost immediately. Perhaps something still in the save data itself that was generated while SSE Fixes was active during character creation? I guess I can try with a new character.... ... huh... now, that's interesting... Yup, nope. There is goes. Took 2 and a half hours. SSE Fixes was definitely not running. I suppose jury is out whether or not it is even any factor at all, but it certainly isn't the cause.
  6. SKSE64 already has a release available for the SSE beta client.
  7. In response to post #50390337. There are a few differences. Live Dismemberment works on a variety of NPCs, not just humanoids. For example, you can plop the legs out from under a deathclaw or other melee NPC in Live Dismemberment, but Realistic Crippled Limbs only touches Humans, Synths, and Super Mutants. Additionally, Realistic Crippled Limbs make changes in different categories, so the effects ALSO affect you, the player. If your legs are crippled, you're not just slow, you're unable to move. Live Dismemberment accomplishes what it does by making different edits, and the player character remains immune as a result of this difference. They're very similar, but their respective approaches and scope are not the same.
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