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TheMadTemplar

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Posts posted by TheMadTemplar

  1. One of my first reactions to the new layout was "Wow, this feels like when Facebook completely redesigned the ui." Not necessarily a bad thing, but such a dramatic change can be jarring. I think given time and some adjustments the new system could be nice. A lot of the current backlash against the new design feels like resistance to change.
  2. Another thing to note is that I had Skyrim set my default graphics settings on my recent playthrough and didn't let any external program touch those settings (like NVidia Experience). That may also be a huge factor in having more success.

     

    Zaric Zhakaron has a pretty decent mod load (http://www.zhakaron.com/2017/04/nothing-special-here-skyrim-special.html) and his Twitch live playthrough didn't have have any of these issues. Note that he has a his own SkyUI port, so I might test with that one. Also, I don't know what his hardware setup is, so that may be a huge factor as well. I personally have an older machine (about four years old), so it may be just an older hardware issue.

     

    Still, without SkyUI and 245 plugins (including SSEEdit merge patch and bashed patch), I hit the problem only once after one hour+ and that was while I was playing based on NVidia's recommended settings and not Bethesda's recommended settings.

     

    SkyUI might be the issue for some people, but definitely not all as I do not play with it. I do wonder about third party programs controlling or overriding graphics settings in the game. That's an interesting train I'd never followed.

  3. So... there's been an interesting development. I use Mod Organizer 2, and noticed the "Hide inactive files" feature does not work in the current version. I know that the creation engine and its predecessors cannot handle more than 400 combined .esp/.esm/.bsa files in the data folder without acting strangely (even if they're inactive). I figured since starting a new game would produce the bug immediately, it was the perfect opportunity to test. I launched Wrye Bash through MO2, auto-ghosted the .esps, and started the game with the same .esps activated as before. No bug. No "corrupted" saves. No issues at all.

     

    Can anyone else confirm if using Wrye Bash's auto-ghost feature to hide inactive mods helps the issue?

    Afraid not. I've always used auto-ghost with Wrye Bash and have had this issue since I started playing Skyrim SE. Btw, I don't know if it's been mentioned or not, but the bug is not exclusive to the PC version. It's also present on the Xbox version as well, and was initially the reason I switched from xbox to playing SE on pc.

  4.  

     

    Well, I just read every single post in this thread.

     

    I now have it too.

     

    I'm pretty sure it doesn't work that way.

     

    Oh, I'm not native English speaker and sometimes I may phrase something badly. I meant that I have this problem too, I start searching and came along this thread and read every post here with hope that someone managed to track it down.

     

    You're fine. I was joking, because the way you phrased it made it sound like you caught a disease. lol

  5. Oh, me too. Practically everything kryptopyr made that uses SKSE, just for a start. And Real Estate. I really wanted that back.

     

    Well, if it gets too hard I can always download and reinstall Oldrim, and OldSKSE, and have fun building up my list there again. I bet there have been some interesting developments while I've been on SSE.

     

    Lethiel

    Thing is, even with this bug playing SE has been a breath of fresh air. I eventually quit playing Skyrim a long time ago because of how complicated it could get, with multiple third party tools being required and memory issues and random CTD's coupled with the occasional spontaneous combustion of your graphics card (jk mostly).... SE is pretty solid and stable.

     

    It's just this needle in a haystack bug causing frustration.

     

    And I've been around, keeping an eye on this thread to see if there are any new developments. With the current semester my gaming time was significantly cut down, so I try to keep up with the online games I play so I don't fall behind. Still, thanks to everyone has still been working on this for some time.

  6. I'm afraid there *are* fake corrupted saves. That is, there are saves that:

    * show as corrupt when looked at in-game prior to quitting, but which

    * do not show any corruption when examined with ReSaver, and which

    * load up perfectly well when we reload the game,

    * show as normal when looked at in-game immediately after reloading, and

    * do not trigger the error message that says "this save is corrupt."

     

    And this applies, once the Bug has manifested, to every single save right back to the first one in the playthrough, which frankly is implausible.

     

     

    It's not just every save in the playthrough, all the way back to the first one. It's every save in the save folder, including vanilla saves, saves from other characters.

     

    But I think tony is on to an idea there, that maybe it isn't "fake" corruption, as in the saves are fine and the game just thinks they are corrupt. I am wondering if whatever causes this damages the saves every time the bug happens. Sure, nothing shows up as wrong, but that's not the case or it wouldn't keep happening. So while it's not a corrupt save in the traditional sense, that the save is completely screwed and permanently lost, maybe there is a degree of corruption happening in the save.

  7. Hi, everyone!

    It was the same problem with my skyrim se mod compilation, which includes 223 active plugins and total 382 mods by now and yesterday I did two things:

    1. deactivated SkyBirds
    2. turned on auto-ghost feature in Wrye Bash because it warned me about too big number of installed mods and offered turn on this option

    So, I didnt start new game and continued my old save and since these fixes I havnt got corrupted saves! I dont know what exactly helped me and I'm afraid of further experiments:D

    You will down the road. Uninstalling SkyBirds midsave will screw up your game eventually. There's a ton of leftover scripts there.

     

    So I've been here, sporadically, but the semester started a month ago and I've been sidetracked by homework.

     

    I did post this to the Skyrim mod subreddit a few weeks back, and Chesko saw it. He mentioned that the problem sounds like a root issue in Skyrim, which is deeply concerning if I remember him correctly. So Chesko at least is aware of the issue.

  8. Damn, I really thought that we dodged string problem at least. Well, here's hoping that "Bug Fixes" will be ported to SSE following SKSE release.

     

    I'm pretty sure that we've compared enough modlists to say that they all have only USEEP in common. I even tried the game without Alternate Start just to rule it out.

    Then there is question of intensity. I suspect that when the bug happens for the first time it actually break something in our saves. First encounter can be ours into playthrough and simply by reloading the game before it happens we can add hours to this time. But if you save your game after encountering the bug, it becomes much more frequent. Something breaks and stays broken.

     

    I'm not running any ENB or such stuff. My system language set to English. Neither game installation path nor save path are using non-English characters. Game installation path, for example, is: E:\Steam Games\steamapps\common\Skyrim Special Edition.

     

    Regarding possible triggers: most common is crafting. Working with crafting menus for a period of time pretty much guaranties the break. However, you can do nothing of the sort. Couple of times I was in a dialogue and options just started to vanish before my eyes. Other time it happened while standing in a small cell doing nothing. I've checked and haven't found any correlations with weather change or enemy spawns. Accessing various menus and using configuration powers seem to accelerate the break.

     

    I think this is the important thing to note here. Once the corruption bug has first happened, it will inevitably continue to happen for the lifespan of that save game. Certain things definitely seem to accelerate it during a game session, but even if you stand in a cell doing nothing, it will still happen eventually. This means there's something going on behind the screen that's causing this, independent of player action.

  9. @lethiel, you'll often find mods that say to put it last, in most of those cases it's laziness or a little ignorance from the mod author. Last makes it really easy to ensure it works and overrides any conflicts, so an author doesn't need to track down incompatibilities. I say most, because some mods absolutely do need to be near the bottom or at it. A bashed patch takes priority as last in the load order, but Alternate Life needs to be in the last few slots. Ultimate Deadly Encounters is another mod that needs to go near the bottom, same with Amorous adventures (because it touches a lot of npcs and needs to overwrite other changes to npcs). So when mods say they need to go at the bottom, put alternate life last, and others immediately before that. Provided you only have a few mods like that, it'll be fine.

     

     

     

    I've noticed the lighting issues as well, same with things like waterfalls sometimes falling in chunks. I have my godrays set really low to try and circumvent lighting issues, and to increase fps.

  10. I mentioned the string error before, but a couple of saves shown here doesn't feature a high string count.

     

    It's also strange that corruption still only hits a minority of players while we are using mods with thousands of downloads, rather conservative mod lists and without obvious rookie mistakes.

    String count error was a result of old 16-bit save format and the best way to intensify it is to load more new lands mods. Or mods that are forced o make a lot of records in our save, such as iNeed, Frostfall, Wet&Cold. And if see the variation of an old issue, it should literally affect thousands of load orders out there.

     

    Definitely not rookie mistakes. I cleaned my plugins, adjusted load order with loot and then tweaked individual mods according to mod page instructions. Clean install of Skyrim too. And you're right, if it was an issue with specific mods or a combination of specific mods then there'd be more people with this issue.

  11. I gotta ask, in addition to the NPC dialogue stopping and ai malfunctioning, when this false save corruption happens have you noticed any other bugs? For instance, I've noticed that the game tends to get laggier the longer I play, and that eventually spells and some lighting start to malfunction (the light flicker glitch happens more frequently, spells have additional artifacts, glowing boxes). This is usually another indicator to me that it's time to restart because of the bug.

  12. Would be great to point to the thing that does it to stop the fake corruption from happening again in the future.

     

    I added a bunch of suspects back in my game lets see if it corrupts now again or stays stable.

     

    For now it still is guessing.

     

     

    Edit: So i added around 60 mods and am now at 155 plugins and the fake save corruption is back after playing good 18 hours normal with 93 mods.

    There has to be something that causes this either ported mods that dont work right or not playing along.

    There are no leftovers from other mods since it was a new install and i kept everything so some mods not fully deinstalled causing this is out of the window.

     

    Here are some mods i dont had this install : Sofia , Recorder , Quaxes Questorium , Ap Skyrim , Ambriel , Maids 2 , Falskaar , 3dnpc , Virelda and Aurlyn.

    I stayed away from the bigger ones but its still happening.

     

    From the 60 mods i added these i had before the new install when it did the fake corrpution : Silverstead, Skyrim Underground , the notice board, the scarlett, windstad mine , yennefer of venderberg , dolmen ruins , eso skyshards , gildergreen regrown, helarchen creek , ivarstead , karthwasten, kynesgrove , shors stone , soljunds sinkhole and skyrim se expanded weaponry.

     

    Im removing those mods and see if it fixes it or will now continue to fake corrupt the saves.

     

    Or maybe they are all ok and another mod does somehow the corruption because its not ported right.

     

    Im really sick of this s**t neither in skyrim nor fallout had i to deal with such s**t. I run fallout 4 with 330 mods and no problems now im scared to add anything to skyrim se if i get it fixed.

     

    I don't like to don't be biased, but a number of those mods are by Arthmoor. The man is a modding god (author and co-author ofa lot of what we know about modding), so I'd put good money down on them not being the problem.

    I cleaned my save with the SSE Script Cleaner (in Utilities on Nexus) walked away for 8 hours, and it hasn't happened yet. There was nothing actually to clean from the save, it was a solid save. I just resaved it through the Script cleaner.

  13. I wondered if maybe it was the bad models that was leading to save "corruption", and the disappearing dialogue was a result of the bad information springing from that. Maybe because meshes not formatted right are still readable by the game, so they don't give a CTD like a missing mesh would, but it's still formatted wrong so the game is malfunctioning?

     

    The fact that a hard restart fixes the problem until it happens again, and that every save in the save folder (even strictly vanilla saves) show up as corrupt by the game when this happens, leads me to believe it's something f*#@ing with the game, and not necessarily the saves.

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