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Game crashes when trying to enter huge ships


DirtyDan86

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First of all - Happy Holidays everyone!

Please excuse me already posting this at the mod comments, but I think my problem isn't related to a specific mod.

My game crashes, whenever I want to enter a huge M-class ship with many modules.

I stole the UC Vigilance via console commands, repaired it, edited it in ship builder... everything was fine. I was able to fly it, edit, even use the clone ship glitch (to not make the original one fly away)...

But as soon as I replaced the M-class parts with standard parts to get a working interior and wanted to enter my ship the game immediately crashes.

 

Same thing when I'm trying to use a save file with the UC Vigilance from the mod section here. Other save files work for characters, different intros, etc work fine, but when I try to load this (I guess the save should take you straight to the ship) I see the loading screen, even hear the music playing and boom... it crashes and sends me back to desktop.

I'm on Steam and my hardware setting is a 12th Gen i7, 32GB RAM, RTX 3070 and 2x2TB SSD - not top notch, but should be more than enough, no?

I already tried setting the graphic settings to low, empty ship cargo, release crew members,... nothing worked so far.
I have no idea what causes the crash. I even installed the trainwreck crash logger, but tbh I still don't know sh*t about how to find the error...


If anyone could help me out, I'd gladly share the crash log. Any helpful solution would be highly appreciated.

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Well… I kinda figured out what the problem is. If you’re playing for a long time without starting a ng+ all the items/modules/etc add up and there seems to be a „magic number“ around ~ 4.000.000

If you go above most likely any load (inside your ship) will f*ck up the game and make it crash. At least for me.

I went to unity, started a ng+, built an even bigger ship with interior and everything works perfectly fine without any crashes.

Edited by DirtyDan86
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14 minutes ago, DirtyDan86 said:

Well… I kinda figured out what the problem is. If you’re playing for a long time without starting a ng+ all the items/modules/etc add up and there seems to be a „magic number“ around ~ 4.000.000

If you go above most likely any load (inside your ship) will f*ck up the game and make it crash. At least for me.

I went to unity, started a ng+, built an even bigger ship with interior and everything works perfectly fine without any crashes.

I'm guessing it's probably 4.2 billion and they are using a 32bit float for item id's?  I wonder why wouldn't they use 64bit to avoid these problems, especially when they know they have so many different systems and they were expecting people to play this game for so long?  I really hope they patch that in the future...though I have no idea how difficult that would be. 

Edit: Actually, it might still be 32bit and only be 4.2 million if the first 3 digits are always zeros....but that would be even more dumb than I could possibly articulate in a sentence. 

Edited by matilija
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15 minutes ago, matilija said:

I'm guessing it's probably 4.2 billion and they are using a 32bit float for item id's?  I wonder why wouldn't they use 64bit to avoid these problems, especially when they know they have so many different systems and they were expecting people to play this game for so long?  I really hope they patch that in the future...though I have no idea how difficult that would be. 

Edit: Actually, it might still be 32bit and only be 4.2 million if the first 3 digits are always zeros....but that would be even more dumb than I could possibly articulate in a sentence. 

From what I've read elsewhere, the problem is that previous games recycled RefIDs and Starfield doesn't.  Beth counts on NG+ to clear them instead.

I'm convinced that the major issue is the requirement to support consoles.  There are strict limits to what you can do and still run on an Xbox.

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On 12/30/2023 at 8:56 AM, aurreth said:

From what I've read elsewhere, the problem is that previous games recycled RefIDs and Starfield doesn't.  Beth counts on NG+ to clear them instead.

I'm convinced that the major issue is the requirement to support consoles.  There are strict limits to what you can do and still run on an Xbox.

That could be, but they seriously need to fix it regardless, especially if mod support is going to be as robust as previous BGS titles, I mean, 4 million might sound like a lot of ID's, but there could be hundreds of references in a single ship cockpit, multiple thousands in a single built ship.....I could see someone with enough mods crashing 30 minutes in if there is no way to increase RefID's.

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This is one of those things that in-house play testing likely would never find...... the devs probably figgered that no one would ever need more than 4 MILLION..... Then the game gets released into the wild, and the hoarders start playing. 😄

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2 hours ago, matilija said:

That could be, but they seriously need to fix it regardless, especially if mod support is going to be as robust as previous BGS titles, I mean, 4 million might sound like a lot of ID's, but there could be hundreds of references in a single ship cockpit, multiple thousands in a single built ship.....I could see someone with enough mods crashing 30 minutes in if there is no way to increase RefID's.

Just think of how many all those half eaten sandwiches and dirty dishes in a hab eat up every single time you reconfigure your ship.

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On 12/30/2023 at 6:32 AM, matilija said:

I'm guessing it's probably 4.2 billion and they are using a 32bit float for item id's?  I wonder why wouldn't they use 64bit to avoid these problems, especially when they know they have so many different systems and they were expecting people to play this game for so long?  I really hope they patch that in the future...though I have no idea how difficult that would be. 

Edit: Actually, it might still be 32bit and only be 4.2 million if the first 3 digits are always zeros....but that would be even more dumb than I could possibly articulate in a sentence. 

FormIDs are uint32_t (decimal: 0 - 4,294,967,295, hexadecimal: 0 - FFFFFFFF). 0xFF IDs are not strictly for RefIDs; it's also used for generating Cells, Worlspaces, ActorBases, GenericBaseForms (ships)...

On 12/30/2023 at 6:56 AM, aurreth said:

From what I've read elsewhere, the problem is that previous games recycled RefIDs and Starfield doesn't.  Beth counts on NG+ to clear them instead.

I'm convinced that the major issue is the requirement to support consoles.  There are strict limits to what you can do and still run on an Xbox.

Not sure about consoles but BGS decided to auto-calc new IDs for a very large number of already existing objects and the code appears to be so buggy that it seems like fixing it takes almost a month.. which is not encouraging unfortunately because save breaking bugs are still "high priority" issues for a few months old game.

Edited by LarannKiar
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