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Save Game Crashing After New Mod Installment


baranaar

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Hello! Ive been modding Skyrim for several years now on and off, and I've recently run into an issue which I can't really seem to find the solution to. I have my current Skyrim set up with several mods, Ruby Cathedral ENB, and some animation and script mods. The game runs fine and everything is good, however if I ever decide to download a new mod, lets say a new piece of armor, I will install and deploy the mod fine, however when I go to load up my old save the game immediately crashes and never finishes loading the game.

 

I can start a new game with all the mods I currently had, as well as the new mod that I just installed, but any old games I previously had are not able to be loaded, even after uninstalling whichever mod I recently installed.

 

I was wondering if anyone has a solution or is familiar with the problem I am running into. Thanks!

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Because you're never supposed to add mods to a game that's already being played, because it changes the index number of all of your mods, orphans scripts in your save game, and corrupts them

 

Install the mods you want, then START A NEW GAME.

Yeah I figured that was possible, however I've really never ran into this issue previously. Is it just a chance to corrupt? Because I have installed new mods mid play through several times in the past. As for the orphan scripts, is there no way to clean them or to fix them prior to installing new mods?

Edited by baranaar
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Because you're never supposed to add mods to a game that's already being played, because it changes the index number of all of your mods, orphans scripts in your save game, and corrupts them

 

Install the mods you want, then START A NEW GAME.

Yeah I figured that was possible, however I've really never ran into this issue previously. Is it just a chance to corrupt? Because I have installed new mods mid play through several times in the past. As for the orphan scripts, is there no way to clean them or to fix them prior to installing new mods?

 

 

 

You can try FallrimTools to clean the unattached Instances, but it's best to just not add/removing mods during a playthrough

 

What happens when you add/remove mods is this

 

the Index numbers of rhter Mods, change, and since they are already written in your save games, if you remove a mod, or add a move, it essentially shifts the index number UP one, or DOWN one, so now when your savegame is looking for Spells from Spell Mod X.esp with and index of 10, your savegame has it written as Spell Mod X.esp 08, because you added 2 mods, and changed the Index up by two, now all the scripts in SPell Mod X.esp, that your save thinks start with an index of 08, are now orphaned, and just bloat the save game needlessly, and start to cause longer and longer load times and transition times, where they can eventually take a god few minutes to load, if they don't crash first.

Meanwhile, all of those scripts in Spell Mod X.esp that NOW start with an Index of 10, might not even work anymore, because the script to initialize the mod, already ran in your old save game with an index of 08

 

So even if you can get rid of the Unattached Instances, some mods might not work, because their startup scripts can't run because your save game already insists they ran.

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Because you're never supposed to add mods to a game that's already being played, because it changes the index number of all of your mods, orphans scripts in your save game, and corrupts them

 

Install the mods you want, then START A NEW GAME.

Yeah I figured that was possible, however I've really never ran into this issue previously. Is it just a chance to corrupt? Because I have installed new mods mid play through several times in the past. As for the orphan scripts, is there no way to clean them or to fix them prior to installing new mods?

 

 

 

You can try FallrimTools to clean the unattached Instances, but it's best to just not add/removing mods during a playthrough

 

What happens when you add/remove mods is this

 

the Index numbers of rhter Mods, change, and since they are already written in your save games, if you remove a mod, or add a move, it essentially shifts the index number UP one, or DOWN one, so now when your savegame is looking for Spells from Spell Mod X.esp with and index of 10, your savegame has it written as Spell Mod X.esp 08, because you added 2 mods, and changed the Index up by two, now all the scripts in SPell Mod X.esp, that your save thinks start with an index of 08, are now orphaned, and just bloat the save game needlessly, and start to cause longer and longer load times and transition times, where they can eventually take a god few minutes to load, if they don't crash first.

Meanwhile, all of those scripts in Spell Mod X.esp that NOW start with an Index of 10, might not even work anymore, because the script to initialize the mod, already ran in your old save game with an index of 08

 

So even if you can get rid of the Unattached Instances, some mods might not work, because their startup scripts can't run because your save game already insists they ran.

 

Makes perfect sense, thanks for the response!

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