Jump to content

nt5raham

Premium Member
  • Posts

    316
  • Joined

  • Last visited

Everything posted by nt5raham

  1. Actually, I confirmed all of that the first time the error popped up. But please understand: I'm not having trouble with 95% of the downloads I've been doing. This is something that has popped up 3 or 4 times over the past 48 hours, and a simple retry corrects the issue.
  2. Vortex 1.9.5, SSE 1.6.640, 1Gb fiber internet, Download via CDN I am experiencing intermittent and random download failures for various mods. It is not a game stopper; all I have to do is retry and it works. But I thought I would provide the info in case you needed to know. Thanks! :)
  3. Good discussion! Thanks to both of you for the feedback and explanations. I've been in/out of the hospital so haven't had much time yet to put it into practice but will the first chance I get. I knew that there was script data stored in the save. That's why we can save when a character is mid-sentence and then reload back into the same conversation. I had no idea that's where the bloat was originating. At least I can stop obsessing over objects and start looking in the correct area now. And just FYI, this problem has had a long time to build in my case. I've got over 2K mods installed, and I've got literally thousands of hours into the same save/game. Lots of heavily scripted mods, and since I don't change mods mid-playthrough it means I'm using a lot of outdated versions where improvements and fixes have already been implemented by the author. The straw that broke the camel's back was Act 4 of Vigilant. That's where I first noticed that saving in different cells provided a workaround; I simply could not save up in the Central Tower without exceeding 128MB. @scorrp10, thanks for HeelsFix and FG Slot Handler! Those will come in handy for my next game.
  4. Yes, @Billy1969, it's a tough situation. I've been able to milk my game a bit by teleporting to a tiny cell with few items to do my saves, then teleport back to where I was to continue the game. I wish I knew more about the details. I'm going through all of my chests and selling off excess inventory, but I'm not sure if it is helping or not.
  5. source or it didn't happen. I concur with @Billy1969: source or it didn't happen. I've been playing 1.5 on an i9-11900K for over a year, granted with 128GB 3600 DDR4. I can't see where switching to DDR5 would cause the game to fail. "1.6x came out when i9 and DDR5 were released." i9 came out in 2017, years before DDR5 came out in 2020 (Wikipedia). Not sure where you got your info, @Stormchaser1.
  6. 1. Is there a way to push beyond the 128mb save file limit? -OR- 2. Is there a way to reduce the size of an existing save file? I have already confirmed that ClearInvalidRegistrations=1 is in skse.ini. Is there anything else I can do? This is for an e-x-t-r-e-m-e-l-y long playthrough in an otherwise stable game. Thanks! :)
  7. 1. Is there a way to push beyond the 128mb save file limit? -OR- 2. Is there a way to reduce the size of an existing save file? I have already confirmed that ClearInvalidRegistrations=1 is in skse.ini. Is there anything else I can do? This is for an e-x-t-r-e-m-e-l-y long playthrough in an otherwise stable game. Thanks! :)
  8. I'm guessing since you were doing this scientifically (avoid changing test conditions) that you did not install .NET Script Framework (and thus do not have a crash log to show for it yet). I don't know of Vortex "intentionally" keeping other processes aside, but who's to say that isn't happening as a result of general Windows 10 background functioning? Vortex is a big "boat" and when it sits in the water, it is going to displace. There are too many variables. It may be that the short-time crash will still happen via the desktop icon once .NET Script Framework is installed and then you will have a crash log through which you may browse. On the other hand, the crash may be caused by a known condition that is fixed by one of the several utilities I suggested. :)
  9. Had you been playing through Vortex at the time the crash may have still happened, and you would be saying, "Ever since I switched to starting SKSE via a shortcut it has never crashed." As the saying goes, "The world may never know." :smile: On a more serious note, in theory, once your configuration is set by Vortex then the \Data folder is set until you change something. IOW, starting with Vortex and starting from a desktop icon produces the same game. If you started with Vortex and it worked, and then you started from the desktop then it should also work. So as long as you didn't change any configuration files (.ini files), make graphics adjustments, etc. then it should be the same. The best, "What just happened?" help you can get with scripts specifically and gaming in general is to install .NET Script Framework at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com) Please note that it has a requirement that must also be installed. It cannot help you with what happened before it was installed, so the crash after playing 7 minutes is water under the bridge. But from the point you install this it will generate a Crash Log in ...\Data\NetScriptFramework\Crash that has useful info. If you can't make heads or tails of its content, usually someone else can help. There is also a general error message guide (it's not a mod) being developed here: .NET Script Framework's Common Crashes and Fixes at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com) The author of .NET Script Framework, meh321, is not an amateur, and the code is solid. The goal has been primarily to overcome Bethesda's shortcomings (possibly the cause of your crash). His mods are generally not going to have a traditional plugin (.esm/.esl/.esp) but are directed at the game engine itself. The following are also highly recommended: Bug Fixes SSE at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com) Address Library for SKSE Plugins at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com) (Required by other mods/fixes you will want.) Actor Limit Fix at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com) SSE Fixes at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com) And a must-have from aers, another non-amateur author: SSE Engine Fixes (skse64 plugin) at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)
  10. Why do you need to run SKSE through Vortex? Has someone told you that you have to do it that way? SSE/SKSE work perfectly together without Vortex, and it saves computer resources. It is a win-win situation without Vortex in the background hogging resources (RAM, CPU time, etc.) that could be used to make your game run more smoothly.
  11. Sorry for the late response. I see you have Add Item Menu installed, which tells me you don't mind manipulating the game. Do you also have something similar to Jaxonz Positioner installed? (I looked and did not see it in your load order, but I don't recognize all the mods.) With Jaxonz Positioner it is possible to pick up an NPC or other object and put it into your inventory (an animal is still an NPC). Then you can drop the NPC or other object in another location and it will spawn there. Perhaps you are hitting the hot keys to do this and are not aware? Look here where I picked up Jarl Balgruuf, right off of his throne. My general point is that what you experienced is not unheard of. I do it all of the time, and I'm sure thousands of others do so as well. But in my case it is intentional, using an installed mod. You just need to figure out what is triggering it in your case. p.s. How did you put the screenshot directly into your post? I've never figured out how to do that. No matter what image type I use, I get, "You are not allowed to use that image extension on this community."
  12. Apologies if I am off base here, but it sounds like you are starting Vortex, and then using Vortex to start Skyrim. Is that correct? If so, try leaving Vortex closed and just run Skyrim. Normally speaking, playing Skyrim should be done without Vortex. Running Vortex all the time is adding unnecessary overhead to what can be an already stressed system. I run Skyrim through Vortex only when I already have Vortex open for management or troubleshooting, and the SSE or SKSE tools are merely there on the Dashboard as a convenience (not a necessity). All of my actual game play is done with Vortex closed. I realize this doesn't fix the problem from the OP, but as a workaround it is better than not playing. Also, this is really not the correct forum for this problem. It may be better served on the Vortex Support forum. Relevant to correcting the problem described in the OP are the questions asked by HTR that never got answered: Did you install SKSE with Vortex? If so, did you uninstall SKSE with Vortex, or did you just manually delete it? Because so far, when Vortex keeps looking for something that isn't there anymore, it's been because people have moved Vortex Folders or deleted files OUTSIDE of Vortex, instead of using Vortex to mobve or Delete them, so Vortex thinks the Folders or Files are still there.
  13. @Leeker, here's a link with a brief but precise explanation. The floating objects at cell 0,0 (above Bleakwind Basin) are actually not part of the original discussion for this thread. The floating objects there were introduced in this thread as a possible side-effect, but then after further discussion it was ruled out as only possible by a MOD deleting a reference that does not belong to it (specifically in Creation Kit). A player using markfordelete or disable will not cause floating objects above Bleakwind Basin. However, having a large number of objects floating there would be unusual. This is usually something that happens with a few isolated objects because not that many mods cause this problem. By your description of "...walls and random objects there . Also a ton of trees..." I would suspect that you have uninstalled/reinstalled/installed one or more mods during a playthrough. Is this correct?
  14. I do keep a copy of plugins.txt just in case, but technically with Vortex I don't actually copy the plugins back. You know about those dreaded checks for "external changes," right? All I have to do is "deploy" in Vortex and it will detect the missing plugins, and choosing "revert" will automatically recreate the hardlinks for the plugins in \Data\, and in the correct load order.
  15. It is my understanding that Skyrim SE has a hard limit of 2K plugins, enabled or not, at any given time. This comes straight from aers, the chief author of SSE Engine Fixes. Even then, I suspect the more plugins that are present in the Data folder, the more strain is placed upon the engine & will cause lag/stutter/slow-downs in-game... Agreed. I've been involved in a couple of lengthy discussions on the Engine Fixes posts page. The problem is I had 1,932 total plugins which is below the 2,048 limit stated by Michael (GamerPoets) and aers. Something else must have combined with my 1,932 to put me over the 2,048 limit, and I've read speculation that SKSE plugins also count toward the limit. It would be nice to have some hard facts so we know for certain what types of files will impact this issue.
  16. Tested and confirmed. Moving 1,414 disabled plugins out of \Data\ corrected the False Save Corruption bug. As far as Vortex, I just can't deploy while the plugins are moved out of \Data\. I'll have to move the plugins back and forth to do mod maintenance. Fortunately I was able to cobble together a batch file to handle the 1,414 file moves with a single mouse click.
  17. That thread is about reference handles, not open file handles. Different problem. However I did find this thread on the open file handles topic, which itself is somewhat useful, but it does link helpful facts from Arthmoor and aers. If I understand it correctly, in the quote from aers it says that every plugin counts against the open file handles limit, including disabled plugins. I have 1,414 disabled plugins out of 1,932 total, and I'm in the process of testing to see if removing them from \Data\ corrects the problem. The challenge is removing them without causing Vortex to freak out... Work In Progress.
  18. I am not having trouble loading from anywhere except in-game (while the game is in progress), and even then it is only after being in the game long enough for the symptoms to manifest. The game loads just fine from the desktop. This is in my OP.
  19. Thanks, but I've been running Engine Fixes for a few years now with a variety of options enabled. Also have his offline Engine Fixes fg Patch Override installed (latest alpha). I've tried uninstalling the alpha just in case, but it made no difference. I appreciate the feedback, though. I double checked my installation and MaxStdio = true is already set. I wonder if I have exceeded the new higher limit of 2048 open file handles? How would one tell?
  20. This is with a new game. From the very first save, every time I save in game the Load list has a screenshot of the color bars and says Save Corrupt.This happens with the Autosave done by the game upon character creation (AS-LAL), or with Autosave disabled it happens with any and all regular Saves (NO Quicksaves)When I quit to desktop and start the game, all saves look normal and load from the desktop just fine.Before I save in game, looking at the saves in game they look normal and load in game OK.The problem happens only after I save, then no other saves will load in game and all saves have color bars and say Corrupt.ReSaver says all the saves are healthy. Any ideas?
  21. Did Aela acknowledge successful completion of the quest? If so, you're home free.
  22. Just in general, stage 255 is a valid stage for quests. Specific to CR09, stage 255 is where the quest rests once completed and stopped or no longer running (not shown in the Fandom Wiki). You can use sqv cr09 to see if it is stopped or running. Completequest is provided as a development tool and not recommended for use in an ongoing game. It can have long-term ill effects because, while it may clear the quest from your journal, other NPCs (like Aela) may have no idea that the quest has been completed. Just for general information, frequently when a quest is "stuck" it is waiting for something. One of the most common causes of a quest getting stuck is nothing more than the player not being patient enough to wait for it. An impatient player may start tinkering around under the hood and make matters worse. If the load order is script heavy, it may simply be waiting its turn to be serviced among the other scripts in the game; in this case attempting console commands will not help. Of course there are triggers, like reaching a specific location, speaking with an NPC, etc., but if it is not something simple like that then the best alternative may be to go back to a clean, unadulterated save before the quest was assigned.
  23. Got to Nexus, look for DLC-sized mods, and the rest should be self-evident. For an example of someone who publishes the details, see WULF – Selected journal entries of Wulf, Dragonborn and Champion of The Divines (wulf-blog.com)
  24. Well, yes, but also the ddhhmm coded into the save file name. Both have changed.
  25. I wonder why the link I provided to the Wiki did not mention that under "Locations"... Kidding aside, I've tried all over the world, in vanilla locations as well as modded, and never found a place that would allow the player to plant garlic. The following page has a full list of what can be grown in either a greenhouse or outside garden in the Hearthfires home: Greenhouse | Elder Scrolls | Fandom See also Skyrim:Garlic - The Unofficial Elder Scrolls Pages (UESP) P.S. The Waterview homes (and her other mods) look awesome! Not sure how I've missed them all this time!
×
×
  • Create New...