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Stacking Issue with Resaver on Skyrim LE


silentoption

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I'm having this error when I open a saved game

Version string: null
Form version: 74
Time: Fri Jan 12 18:38:21 EST 2024
Total size: 20.2 mb
Papyrus size: 15.4 mb
ChangeForms size: 4.2 mb
Total ScriptData in load order: not available

The savefile was successfully loaded.
Read 3.8 mb in 20.2 seconds.
SKSE co-save was loaded.
 
Potential problems were identified
 
Stack count
There are 2091 stacks and 4179 frames. This may indicate a serious problem, but it can also just mean that Papyrus is overloaded because of low FPS or too many mods doing things at the same time. 
Frame count
<a href="script://vibMUTEXSCT">vibMUTEXSCT</a> occurs the most often as a stack frame (2071 occurrences)</p> 
Frame count
<a href="script://vibMainSCT">vibMainSCT</a> occurs the second most often as a stack frame (2069 occurrences)</p>
[7:17 PM]
is better to start a new game or try to troubleshoot it. I can think of two possible culprits why it's happening I even have too many merge plugins or I am using a back save game which I remove mods from and later end up cleaning using resaver.

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That reminds me of when I wanted to remove the Extra Encounters - Dragonborn mod, it gave me the result when I used ReSaver, I had to activate it back in MO2 and go back to the previous save. A bad mod, the damage was already done and there was no solution. Well, it's not like I started looking. I had already left Solsthein and I was not going to return, never.

Could it be that you have removed a mod that uses scrip?

Or have you used any esp merge and have you mixed one of those that use scrip or perhaps another that you should not merge?

I have, I really don't know how many merge mods, although they are all clothing, armor, wigs, accessories, weapons. In those by quantity there may be more than 190 merge, I think more actually (who's counting?)

In my case I continued using the save game when I reactivated the dragonbonr encounter mod since my file size was not compromised and it looked good, the game ran well and solsthein was history for me.

If you don't want to lose the current game, If you have removed any mod that I used it would be better to reactivate a mod that uses scrip, dll, return to a save that relies on that and avoid remove mods or doing a merge in the middle of the game (or dismantling any merge).

GamerPoets on YouTube is one of the best for guides.

I play on LE, I use MO2. I'm sorry I can't be better help

Edited by rodr1ss
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Well, this is called "dumping stacks".  It's part of the behavior of the game engine when the script load becomes too high.  It happens more often then people realize but often resolves itself after a few seconds.  It becomes a problem when scripts do "try to lock - wait" loops, waiting for some other script to finish processing before doing its own thing, while some other script is generating more instances of the "try to lock - wait" loop.

The solution is always finding which script is pumping these new looping instances, and disabling that script.  In some cases, this kills the mods that depend on that script, but often things go back to normal because the script was temporarily active and the mod will regenerate new instances as you move around and/or go through load doors.

In your case, I guess "vibMUTEXSCT" contains the "try to lock - wait" loop, and is being pumped by "vibMainSCT".  You should then try to find instances of "vibMainSCT" in the "script instances" and delete those.  Do not touch the "active scripts", just the "script instances".

It will take a few minutes to right itself if you are successful.  I've had instances with over 30000 suspended frames... took 20 minutes to resolve itself once I killed the faulty script.  After that, you can assess whether you damaged the mod...

Figuring out which script to delete is a hit-and-miss process... Unless you can read the code well enough to find where calls to "vibMUTEXSCT" and being pumped.

You should first try to see if the suspended script count is increasing or not.  Save, check in resaver, wait some, save and check again.  Once you have deleted the correct script instances, you will see the count stabilize and slowly shrink.

 

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