-
Posts
99 -
Joined
-
Last visited
Everything posted by walshy71
-
Feck me, it's fixed engine problemo, we've been saying that from start, but in a round-about way, thinking it was strings, thinking it was something else. I suppose we were looking for a specific cause, when in reality it was the engine itself. Hiding in plain sight I guess, I thought it was related to ESM/ESP count when meh321 sorted the performance issue with the engine handling esp's effecting framerate. I knew we weren't going mad. Award that man the crown of the INTERWEBS! Well this is what happens when one guy in an office works on the Official Port/Re-master, things are going to get overlooked or broken. A general engine brain fart when the file loader breaks, welp I'm not a software engineer, I'm a network systems engineer, whoda thunk, we were kinda looking in the right direction! Thanks aers for this, really have to give it to the modding community once again, we did have at one point a Beth employee allegedly looking into this but that help disappeared into the ether! Again thanks ares for this, really thank-you! (Edited for spelling and grammar, stickler like that I guess)
-
Yes when I have mentioned and others as well that PS4 and XBONE users are getting the same problem as us, then I think we can rule out hardware! Those consoles are "closed environments" configured to the same specs of hardware and console OS (ie the processor is all the same, the graphics chip is all the same, the memory is all the same the manufacturer of the harddrives will be the same etc.), like I have said and many others in this thread it's not a hardware problem!
-
What the hell is SNO?
-
I agree. Makes sense to me. Just because it's been uploaded to the SPecial Edition Nexus by someone who used it in Oldrim and misses it for the Special Edition doesn't necessarily mean they've done due diligence themselves and followed proper conversion techniques check it before adding it to your load order, resave it in the CK and optimize the meshes ... Like me for example I assumed all my mods where fine until I checked, I had eight not properly converted so goes to show. :pinch: :sad: :huh:
-
Good stuff Waylander will be interested to see your load order!
-
Personally for me, don't know about the rest of users in the thread, the first thing I do after I re-install for what ever reason, Skyrim is to completely disable the Auto-save feature. Namely the save on wait, menu and after gameplay time. So I only ever save on a full hard save in a new slot. Been doing that since the first time I loaded Oldrim ...
-
Yep just found that out and blew my own theory out of the water as well! Edit that's the level we're working on, this IS A HUGE thread it's bloody daunting to read through but we need help.
-
It isn't duplication issues is it? Once re-saved going back into the Creation Kit to make sure that duplicates haven't happened? i say this I converted the Glorious Dawnguard mod myself on an old SSE load order and I've down loaded this https://www.nexusmods.com/skyrimspecialedition/mods/9317/? And the exact same issue of a floating stable in the Whiterun plains/steppes/tundra has happened. I would delete with the in the game and each time I came back to the exact same place, further on the save, there it was floating in the exact same place. Arthmoor try the the to see what I mean ...
-
Which is why I brought it up here Artmoor, we're poking in the dark here, we need help ... I am diligent I try to follow in SSE the STEP protocol but I'm being caught out and have this issue, the only other thing I can think of is that SSE nexus needs purged of all mods from before the Special Edition Creation Kit was released to try to rectify this issue? if we can rule out proper re-saving of the ESM-ESP that's the only other option for me that I can think of. The reason I say this is because we had mods re-uploaded to the Nexus hours after the release of the Special Edition but ... well had form 44 id's attached? The re-saving to the new form makes it compatible but there are things that have to be done as well, if what I'm reading is correct? Nif optimization and so forth are taken as well ... But also some of those mods in the early stages I'm sure had just form ids changed in TES5edit to make it work ...
-
Also did a bit of hoking around on Reddit and the Nexus forums here and found this little nugget of information about the GameBryo/Creation Engine, seems that back in the day of Oblivion the game would continue to read and try load non activated ESM's/ESP's known as the "Directory Thrashing Bug" so if you have Wrye Bash it seems that Ghosting those ESM's or ESP's would help to alleviate this problem ... Link to Reddit ; - https://www.reddit.com/r/skyrimmods/comments/70fbg4/how_i_fixed_my_skyrim_se_false_save_corruption_bug/ Link to Nexus page ; - http://forums.bethsoft.com/topic/941296-bugz-oblivionexe-filedirectory-thrashing/
-
Good to have Waylander, interesting development on my end, I would definitely corrupt after doing crafting; smithing, enchanting and leatherwork, if I pissed about too much in a menu well I don't get a corruption now anymore as long as I stay in the the same cell. As soon as I change cells, either move over a cell border or go through a door and go to save that's now when I'm getting a corruption ...
-
Regarding this Form 44 I meticulously went through every mod I have in SSEEdit, checking each mod in my load order, that I had downloaded from the Special Edition Nexus and there are mods that I had downloaded that I had assumed the uploader had converted. Turns out they hadn't been re-saved in the Creation Kit, namely Folkstead and the Border of Hammerfell, Epoch Weapon Pack, Skyrim Immersive Puddles, Adventurers Armour Mashup, Dragon Carved Armour Set, Deer Axe 2 Handed version and the Better Vampires-Sacrosanct patch (which I downloaded from the mods page, they'd taken the time to convert the main mod, Better Vampires, but not the patch :ermm: :huh: :mellow:)! So I have converted these myself but I fear the damage has been already to this save file as I sure the corruption will persist. I will keep you all updated if this has sorted the issue but as everyone who has posted in thread has reported the same issue appearing for different reasons we still can't pin down a single root cause as to what's causing this for all of us ... Also nice to see Big mod authours, hey Arthmoor, having a peep at our wee thread, good to know we aren't being ignored! :laugh:
-
Truth is we don't know, but keep an eye on it incase it does rear it's ugly head, in my last iteration of a load order I found I was getting the bug just out adventuring after about 30 mins of gameplay with a load order of 173 plugins, when I went over a critical 165 plugins was when I saw the bug develop. I think it could be a combination of mods not playing well together that is causing this or it very well could be something completely hidden and un-related! Do keep us posted though ... Well I've been using roughly this same mod list for several hundred hours now without any crashes and over 1000 hours for about half of them. I added sexlab light and Footprints today specifically to push myself over the 65k strings limit just to test. Was at about 63000 prior to that. I've played for several hours today with strings at 74k+ without issue and since I plan on starting over soon anyway when one of my mods gets updated I'll go ahead and just keep playing like this for now. Great stuff hope you'll never get the bug to appear, ya lucky s#*! :pinch: joking, but do keep an eye on proceedings and let us know from time to time if you're still bug free! In the meantime I'm going to run off to a sacrificial site with 10,000 goats to sacrifice to RNGesus in the vain attempt to the lift curse of my own problems with the bug!
-
Truth is we don't know, but keep an eye on it incase it does rear it's ugly head, in my last iteration of a load order I found I was getting the bug just out adventuring after about 30 mins of gameplay with a load order of 173 plugins, when I went over a critical 165 plugins was when I saw the bug develop. I think it could be a combination of mods not playing well together that is causing this or it very well could be something completely hidden and un-related! Do keep us posted though ...
-
Good to hear Ramagast, I'm currently in the process of doing the exact same thing as you, I didn't install Shadowman's DLL until March, but after two rebuilds and staying away from mods that I ported myself my dance with the bug has gone down drastically as well. I used to get the bug after about 30 mins gameplay, and that was just wandering around the open world, to now of just getting it when crafting and then only if I don't know what I'm crafting, most of the time I can even then dodge the bug! If I spend too much dithering about in smithing and tanning rack menus I WILL get the bug for definite! Edited, going back to drawing board again ........................ I haven't a clue and I'm poking around the dark! I do know one thing I don't get it as much as I did! Load order has changed a bit so is it a combination of mods? I'm using Better Message Box Controls and Better Dialogus Controls ...
-
Did you make this switch on your existing save? Do you use Achievements Enabler or no? I hate to crap on your theory but I was getting the false save game corruption before I installed any of the two DLL loaders! Like I keep saying the first instance of this happening was after the Dec/Jan/Feb update and that's also when this thread opened. And I'm certain that Ramagast wasn't using the DLL loaders as well if I'm remembering correctly!
-
It's SSE Fixes - something doesn't work with the new update. You can go to Data\DLLPlugins\FPSFixPlugin.ini and set ReplaceFormMap to 0. Technically, it nearly disables the mod, but should stop the crashes. Update now released for SSE fixes by meh321 for the new CC update!
-
Sorry mate it's causing a ctd, worked fine for me, but then it screwed with Hunterborn as it wouldn't start it's scripts! Untill it's a stable Beta release and the main mods that use it are ported and stable I suppose is the day we can go nuts! One thing I will say that I'm hoping is a fix sort of for me, because I get the bug when Smithing or at the Tanning Rack, I have installed as a work around SkyAI Skyrim Add Items, https://www.nexusmods.com/skyrimspecialedition/mods/11252/? Hopefully by doing this I'll just circumvent the bug and not have it annoying the crap outta me, we'll see, I love Smithing my own items though ...
-
Ramagast you second might actually have some credence if that is what's going on ...
-
Hmmmmm, interesting find after all these bloody months and perhaps it was staring me right in the bleeding face all along. I did not apparently have a Data/Strings folder at all even after multiple game verifications through Steam, the folder was completely missing and wasn't being downloaded at all! Don't know why, don't understand it all! :ermm: :huh: So what was threw me onto this was in my main menu the Mod Manager tab and the new Creation Club tab had a $ sign infront of them, I looked at my Translate_English.txt and all looked fine in there, apparently sometimes this can get messed up (if two $ signs appear infront of any the values here can cause this bug and deleting one of the signs gets rid of it). In an old 2012 Oldrim post about this bug it also mentioned deleting the Interface and Strings folders and re-verifiying the game cache via Steam. So I looked and thought to myself, "Houl on here am I missing a Strings folder?" After re-verifying my game cache twice I can confirm that it wasn't downloading at all, so I then went on a hunt for a mod that added localised strings, for me living in Ireland that would be localised UK english strings. So I have installed and am starting a new game to see what happens. Also, that cured the $ sign bug in my main menu ... Will keep you all posted!
-
Do you have a map mod? If not try installing one to see if it helps or if all else fails try verifying the game cache ...
-
Welp last night I installed SKSE and SkyUI and 15 mods all activated so I have 15 mods installed that have SKSE scripts. According to some posting saying that SKSE solved the problem for them I think they are getting a false positive. For it's still there and I went straight for the smithy and I deliberately scrolled through every tab trying to make the image that represents what you are crafting change as quickly as possible and the BUG is still there. If you have this bug showing up at all most you likely you are going to be saddled with regardless of your hardware or mods. The problem for and the reason for my conclusions about this bug is that I have very few armour and weapon mods that require crafting at the moment ... I'm thinking that it is a Game Engine level bug due said engines age ...
-
Jaffa I've posted my previous MO2 loadout earlier in the thread I'm not sure if SKSE mods were the issue then, I don't rightly remember how many SKSE mods I have in my current loadout but according to expired6978, authour of EFF and one of the SKSE team, who I brought this issue up with said that redundant SKSE scripts should not cause an issue and are safe as they have no code to run them. And if that was the case why then are, as I have mentioned before, are some PS$ and Xbone users getting the same issue as us when there are no SKSE mods available for and have been ported to those consoles? :sad: :mad: :dry: :ermm: :huh:
-
Personally I think it's a game engine issue, hardware should not be a factor at all ...
-
I was using MO2 in the past on a different HDD from my OS and I got the corruption, I now have NMM and have Steam on the same HDD as the OS and I'm still getting the issue, like I also said earlier I gave the official Bugthesda forums rep my save game, load order and DxDiag info and heard diddly squat back. This has me stumped as to what is the cause for some people and not others, when we have two sets of people on the same closed systems with the exact same hardware (PS4/XBone) reporting that they are getting the same issues as we are? For me now it isn't as much of an issue as it used to be with MO2, with MO2 I would get an hours play tops with the corruption setting in without being near a smithy/smelter/tanning rack. Now I can play for as long as I like but as soon as I start dithering about in the crafting menu for too long ... bam save file corruption.