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Corrupt Saves - StrCount > 0xFFFF - CTD on load


bcsp

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Haven't tested yet to see where I am going to be at once I start up. Now that I know this is a thing though I'm very tempted to start up vanilla Skyrim + Unofficial + SkyUI + Alternate Start + (insert mod) and do this for literally every mod on my list to see exactly what is 'heavy'.

 

But it is a REALLY heavy list that I have. And as cool as Interesting NPCs is I suspect I'm gonna ditch it considering it takes up 5%!!!! of my total 'space'. Also debating about the necessity of DynDolod although holy smokes I looked at the comparison videos and it sure does make a massive difference.

 

Anyways I really am glad to know, if massively frustrated. So we just don't know how much 'cushion' is enough and no way to know without massive testing that will likely never happen (sigh). Guess I'll try and keep it under 50k (I've got no illusions its unlikely to be lower then that at start with my mod list) and watch to see how fast its rising.

 

Also thanks for doing all this testing. It really helps us madwomen who want ALL OF THE THINGS. :psyduck:

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It looks like a save file that is 99% complete with all DLC and USLEEP will hit just about 30k strings. (I checked HeatedSun's save file and my save file, we only had a few hundred string count difference.) Loaded up that save file, loaded my mods, and walked to Riverwood (so no extended gameplay) and got just about 41.8k strings. I am using Interesting NPCs and Inconsequential NPCs. Also using DynDOLOD without the beta scripts. Don't think my mod list is getting much larger though.

 

Do dungeon mods that use vanilla assets only without new dialogue add string count? What about mods that add new weapons based on vanilla assets with no scripts and add them to level lists? What about spawning NPCs via console commands? Or decorating houses with armor and weapons?

 

HeatedSun's save file: 29641

Mine: 30088

 

I wonder how HeatedSun's save file has less strings than mine and even has SkyUI installed for the 'vanilla' save... Maybe it's because I switched to USLEEP from USKP in my save... I can't just delete strings can I? I'm sure there has to be SOME strings in there that are useless...

Edited by dark_wizzie
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Scripts are the only thing that add strings as far as I know. Specifically, script properties and script variables.

If you are using mod organizer it has little symbols that tell you the contents of the mod. One for meshes, one for textures and one for scripts etc. For scripts they look like little spanners I think. I can't remember if MO can look inside bsa files though. I have MO set to extract all my bsas anyway. But if a mod has no scripts it should be as safe as it gets (string wise).

 

Good to know about that vanilla save. There might be some method mods use that have a disproportionate effect on the string table. By that I mean that maybe only certain types of mods cause the string table to grow.

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Scripts are the only thing that add strings as far as I know. Specifically, script properties and script variables.

If you are using mod organizer it has little symbols that tell you the contents of the mod. One for meshes, one for textures and one for scripts etc. For scripts they look like little spanners I think. I can't remember if MO can look inside bsa files though. I have MO set to extract all my bsas anyway. But if a mod has no scripts it should be as safe as it gets (string wise).

 

Good to know about that vanilla save. There might be some method mods use that have a disproportionate effect on the string table. By that I mean that maybe only certain types of mods cause the string table to grow.

Ok, I see. So the dialogue in, say, Interesting NPCs contain script variables. So dialogue in general contains script variables.

 

There's no way to delete strings that aren't used? Maybe not directly with TESV ESS editor, but rather by removing scripts via save game cleaner. I just did some tests:

 

My 99% completed save: 30088

Save + Mods w/o DynDOLOD, just loaded mods and sat still: 41866

Same as above but with DynDOLOD, old scripts: 42644

Same as above but with beta scripts: 41992

 

Reddit discussions:

https://www.reddit.com/r/skyrimmods/comments/4c930s/great_description_of_one_root_cause_of_save/

https://www.reddit.com/r/skyrimmods/comments/48ygxm/interesting_discussion_in_ll_about_corrupted

 

EDIT:

I have run around, TCL speedmult 1000, all over Skyrim exterior. The string count actually dropped very slightly from 41992.

Edited by dark_wizzie
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Dialogs problem is mainly properties. Removing them would undoubtably break things. Unfortunately the system implemented by Beth is piss poor.

 

We're examining the possibility of using duplicate property names across scripts to reduce string count.

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Okay, a bit of data on string growth. I have a current playthrough I started with this thread with roughly 350 mods or so. In the LAL cell the save had 51,055 strings. Now, 87 hours in with no mods removed but several added (although none that added many strings as I checked as I added them) I'm sitting at 55,700 strings.

 

So, one test with a single modlist the growth was 53.4 strings per hour.

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LAL cell - 48,457

5.5 hours later - 50,090

Difference - 1,633

296 strings per hour :D

 

Only 95 esps. No merged mods.

 

There's probably something wrong there. Laptop again. I'll have better stats when I can get back to my main rig. I started keeping a rolling save count of 500 saves since this started.

Edited by bcsp
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Finally managed to get the mod loaded onto an existing save. Had to reduce the number of variables per script down to 9000. Not sure why I can load 20,000 at the start of a new game and only 9,000 on a save.

No matter, I added 7 more scripts to the quest so total scripts = 11. 9000 variables per script = 99,000 strings. I'm installing it on to a save with 45,608 existing strings.

65,535 - 45,608 = 19,927 strings needed to fill the string table to 0xFFFF, which leaves

99,000 - 19,927 = 79,073 strings for the pointer wrap around.

It should, in theory, obliterate the existing string table.

 

Nope. MCMs look fine. Opened some sliders. Set some values. Exited. Returned to MCM and everything is the way I left it.

Debug traces to the papyrus log from the 11 active scripts are correctly reporting back a value of 1 for the first and last variable in each script.

Papyrus log size: 135KB. Lines: 959

 

 

[03/29/2016 - 04:44:25AM] Script5: First variable = 1. Last variable = 1
[03/29/2016 - 04:44:25AM] Script1: First variable = 1. Last variable = 1
[03/29/2016 - 04:44:25AM] Script7: First variable = 1. Last variable = 1
[03/29/2016 - 04:44:25AM] Script6: First variable = 1. Last variable = 1
[03/29/2016 - 04:44:25AM] Script11: First variable = 1. Last variable = 1
[03/29/2016 - 04:44:25AM] Script2: First variable = 1. Last variable = 1
[03/29/2016 - 04:44:25AM] Script10: First variable = 1. Last variable = 1
[03/29/2016 - 04:44:25AM] Script4: First variable = 1. Last variable = 1
[03/29/2016 - 04:44:25AM] Script8: First variable = 1. Last variable = 1
[03/29/2016 - 04:44:25AM] Script3: First variable = 1. Last variable = 1
[03/29/2016 - 04:44:25AM] Script9: First variable = 1. Last variable = 1
[03/29/2016 - 04:45:40AM] [DLC2PillarBuilderActorScript < (040177DB)>]OnPackageStart()
[03/29/2016 - 04:45:51AM] Script1: First variable = 1. Last variable = 1
[03/29/2016 - 04:45:51AM] Script5: First variable = 1. Last variable = 1
[03/29/2016 - 04:45:51AM] Script6: First variable = 1. Last variable = 1
[03/29/2016 - 04:45:51AM] Script11: First variable = 1. Last variable = 1
[03/29/2016 - 04:45:51AM] Script7: First variable = 1. Last variable = 1
[03/29/2016 - 04:45:51AM] Script2: First variable = 1. Last variable = 1
[03/29/2016 - 04:45:51AM] Script10: First variable = 1. Last variable = 1
[03/29/2016 - 04:45:51AM] Script9: First variable = 1. Last variable = 1
[03/29/2016 - 04:45:51AM] Script8: First variable = 1. Last variable = 1
[03/29/2016 - 04:45:51AM] Script4: First variable = 1. Last variable = 1
[03/29/2016 - 04:45:51AM] Script3: First variable = 1. Last variable = 1

I will try with string variables next.

 

More test results. Modified the mod this time using 99,0000 string variables.

Loaded the save I've been using. Opened some MCMs, set some sliders, toggled some toggles. Exited menu and opened again. Everything is the way I left it. Fired up frostfall and realistic needs and diseases.

 

Nothing wrong that I can see except that I can't load the save I made afterwards.

Papyrus log size: 184KB. # of lines: 1413.

Scripts are reading correct variable contents:

 

 

[03/29/2016 - 07:05:50PM] Script1: First variable = strCountTestVariable0 . Last variable = strCountTestVariable8999
[03/29/2016 - 07:05:50PM] Script3: First variable = strCountTest3Variable0 . Last variable = strCountTest3Variable8999
[03/29/2016 - 07:05:50PM] Script9: First variable = strCountTest9Variable0 . Last variable = strCountTest9Variable8999
[03/29/2016 - 07:05:50PM] Script8: First variable = strCountTest8Variable0 . Last variable = strCountTest8Variable8999
[03/29/2016 - 07:05:50PM] Script5: First variable = strCountTest5Variable0 . Last variable = strCountTest5Variable8999
[03/29/2016 - 07:05:50PM] Script2: First variable = strCountTest2Variable0 . Last variable = strCountTest2Variable8999
[03/29/2016 - 07:05:50PM] Script11: First variable = strCountTest11Variable0 . Last variable = strCountTest11Variable8999
[03/29/2016 - 07:05:50PM] Script7: First variable = strCountTest7Variable0 . Last variable = strCountTest7Variable8999
[03/29/2016 - 07:05:50PM] Script10: First variable = strCountTest10Variable0 . Last variable = strCountTest10Variable8999
[03/29/2016 - 07:05:50PM] Script6: First variable = strCountTest6Variable0 . Last variable = strCountTest6Variable8999
[03/29/2016 - 07:05:50PM] Script4: First variable = strCountTest4Variable0 . Last variable = strCountTest4Variable8999
[03/29/2016 - 07:05:52PM] [Frostfall]======================================================================================================
[03/29/2016 - 07:05:52PM] [Frostfall] Frostfall is now performing compatibility checks. Papyrus warnings about missing or
[03/29/2016 - 07:05:52PM] [Frostfall] unloaded files may follow. This is NORMAL and can be ignored.
[03/29/2016 - 07:05:52PM] [Frostfall]======================================================================================================
[03/29/2016 - 07:05:52PM] [Frostfall] Upgraded to 3.0.1.
[03/29/2016 - 07:05:52PM] [Frostfall] Upgraded to 3.0.2.
[03/29/2016 - 07:05:52PM] [Frostfall] Detected SKSE version 1.070300 (expected 1.070300 or newer, success!)
[03/29/2016 - 07:05:52PM] [Frostfall] Detected Campfire version 1.710000 (expected 1.700000 or newer, success!)
[03/29/2016 - 07:05:52PM] [Frostfall] Loaded: SkyUI.esp
[03/29/2016 - 07:05:52PM] [Frostfall] Loaded: Dawnguard.esm
[03/29/2016 - 07:05:52PM] [Frostfall] Loaded: Dragonborn.esm
[03/29/2016 - 07:05:52PM] [Frostfall] Loaded: HearthFires.esm
[03/29/2016 - 07:05:52PM] [Frostfall]======================================================================================================
[03/29/2016 - 07:05:52PM] [Frostfall] Frostfall compatibility check complete.
[03/29/2016 - 07:05:52PM] [Frostfall]======================================================================================================
[03/29/2016 - 07:05:52PM] [Campfire] Registered Campfire Skill System mod: Frostfall.esp
[03/29/2016 - 07:05:52PM] [bYOHHouseBuildingPlayerScript <alias Player on quest BYOHHouseBuilding (0300305D)>]OnItemAdded [Armor < (4106DD02)>], itemCount=1
[03/29/2016 - 07:05:52PM] [byohhousebuildingscript <BYOHHouseBuilding (0300305D)>] UpdateLogCount
[03/29/2016 - 07:05:52PM] [bYOHHouseBuildingPlayerScript <alias Player on quest BYOHHouseBuilding (0300305D)>]OnItemAdded [Armor < (4106DD04)>], itemCount=1
[03/29/2016 - 07:05:52PM] [byohhousebuildingscript <BYOHHouseBuilding (0300305D)>] logcount=0
[03/29/2016 - 07:05:52PM] [bYOHHouseBuildingPlayerScript <alias Player on quest BYOHHouseBuilding (0300305D)>]OnItemAdded [Armor < (4106DD03)>], itemCount=1
[03/29/2016 - 07:05:52PM] [byohhousebuildingscript <BYOHHouseBuilding (0300305D)>] UpdateLogCount
[03/29/2016 - 07:05:52PM] [bYOHHouseBuildingPlayerScript <alias Player on quest BYOHHouseBuilding (0300305D)>]OnItemAdded [Armor < (4106DD01)>], itemCount=1
[03/29/2016 - 07:05:52PM] [byohhousebuildingscript <BYOHHouseBuilding (0300305D)>] UpdateLogCount
[03/29/2016 - 07:05:52PM] [bYOHHouseBuildingPlayerScript <alias Player on quest BYOHHouseBuilding (0300305D)>]OnItemAdded [Armor < (4106DD07)>], itemCount=1
[03/29/2016 - 07:05:52PM] [byohhousebuildingscript <BYOHHouseBuilding (0300305D)>] logcount=0
[03/29/2016 - 07:05:52PM] [byohhousebuildingscript <BYOHHouseBuilding (0300305D)>] UpdateLogCount
[03/29/2016 - 07:05:52PM] [byohhousebuildingscript <BYOHHouseBuilding (0300305D)>] logcount=0
[03/29/2016 - 07:05:52PM] [byohhousebuildingscript <BYOHHouseBuilding (0300305D)>] UpdateLogCount
[03/29/2016 - 07:05:52PM] [byohhousebuildingscript <BYOHHouseBuilding (0300305D)>] logcount=0
[03/29/2016 - 07:05:53PM] [byohhousebuildingscript <BYOHHouseBuilding (0300305D)>] logcount=0
[03/29/2016 - 07:05:53PM] [bYOHHouseBuildingPlayerScript <alias Player on quest BYOHHouseBuilding (0300305D)>]OnItemRemoved [Armor < (2F000D77)>], itemCount=1
[03/29/2016 - 07:05:53PM] [byohhousebuildingscript <BYOHHouseBuilding (0300305D)>] UpdateLogCount
[03/29/2016 - 07:05:53PM] [byohhousebuildingscript <BYOHHouseBuilding (0300305D)>] logcount=0
[03/29/2016 - 07:06:16PM] [bYOHHouseBuildingPlayerScript <alias Player on quest BYOHHouseBuilding (0300305D)>]OnItemRemoved [Armor < (4106DD02)>], itemCount=1
[03/29/2016 - 07:06:16PM] [byohhousebuildingscript <BYOHHouseBuilding (0300305D)>] UpdateLogCount
[03/29/2016 - 07:06:16PM] [bYOHHouseBuildingPlayerScript <alias Player on quest BYOHHouseBuilding (0300305D)>]OnItemRemoved [Armor < (4106DD04)>], itemCount=1
[03/29/2016 - 07:06:16PM] [byohhousebuildingscript <BYOHHouseBuilding (0300305D)>] UpdateLogCount
[03/29/2016 - 07:06:16PM] [byohhousebuildingscript <BYOHHouseBuilding (0300305D)>] logcount=0
[03/29/2016 - 07:06:16PM] [bYOHHouseBuildingPlayerScript <alias Player on quest BYOHHouseBuilding (0300305D)>]OnItemRemoved [Armor < (4106DD03)>], itemCount=1
[03/29/2016 - 07:06:16PM] [byohhousebuildingscript <BYOHHouseBuilding (0300305D)>] logcount=0
[03/29/2016 - 07:06:16PM] [bYOHHouseBuildingPlayerScript <alias Player on quest BYOHHouseBuilding (0300305D)>]OnItemRemoved [Armor < (4106DD01)>], itemCount=1
[03/29/2016 - 07:06:16PM] [byohhousebuildingscript <BYOHHouseBuilding (0300305D)>] UpdateLogCount
[03/29/2016 - 07:06:16PM] [bYOHHouseBuildingPlayerScript <alias Player on quest BYOHHouseBuilding (0300305D)>]OnItemRemoved [Armor < (4106DD07)>], itemCount=1
[03/29/2016 - 07:06:16PM] [byohhousebuildingscript <BYOHHouseBuilding (0300305D)>] UpdateLogCount
[03/29/2016 - 07:06:16PM] [byohhousebuildingscript <BYOHHouseBuilding (0300305D)>] logcount=0
[03/29/2016 - 07:06:16PM] [byohhousebuildingscript <BYOHHouseBuilding (0300305D)>] UpdateLogCount
[03/29/2016 - 07:06:16PM] [byohhousebuildingscript <BYOHHouseBuilding (0300305D)>] logcount=0
[03/29/2016 - 07:06:16PM] [byohhousebuildingscript <BYOHHouseBuilding (0300305D)>] logcount=0
[03/29/2016 - 07:06:24PM] [bYOHHouseBuildingPlayerScript <alias Player on quest BYOHHouseBuilding (0300305D)>]OnItemAdded [Armor < (2F000D77)>], itemCount=1
[03/29/2016 - 07:06:24PM] [byohhousebuildingscript <BYOHHouseBuilding (0300305D)>] UpdateLogCount
[03/29/2016 - 07:06:24PM] [byohhousebuildingscript <BYOHHouseBuilding (0300305D)>] logcount=0
[03/29/2016 - 07:06:25PM] Script1: First variable = strCountTestVariable0 . Last variable = strCountTestVariable8999
[03/29/2016 - 07:06:25PM] Script3: First variable = strCountTest3Variable0 . Last variable = strCountTest3Variable8999
[03/29/2016 - 07:06:25PM] Script8: First variable = strCountTest8Variable0 . Last variable = strCountTest8Variable8999
[03/29/2016 - 07:06:25PM] Script9: First variable = strCountTest9Variable0 . Last variable = strCountTest9Variable8999
[03/29/2016 - 07:06:25PM] Script5: First variable = strCountTest5Variable0 . Last variable = strCountTest5Variable8999
[03/29/2016 - 07:06:25PM] Script6: First variable = strCountTest6Variable0 . Last variable = strCountTest6Variable8999
[03/29/2016 - 07:06:25PM] Script2: First variable = strCountTest2Variable0 . Last variable = strCountTest2Variable8999
[03/29/2016 - 07:06:25PM] Script11: First variable = strCountTest11Variable0 . Last variable = strCountTest11Variable8999
[03/29/2016 - 07:06:25PM] Script10: First variable = strCountTest10Variable0 . Last variable = strCountTest10Variable8999
[03/29/2016 - 07:06:25PM] Script7: First variable = strCountTest7Variable0 . Last variable = strCountTest7Variable8999
[03/29/2016 - 07:06:25PM] Script4: First variable = strCountTest4Variable0 . Last variable = strCountTest4Variable8999

 

 

I will upload this version to the nexus download page for people to try themselves.

 

In theory, if the game engine was not capable of strCount > 0xFFFF there should have been all sorts of problems....

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Okay, a bit of data on string growth. I have a current playthrough I started with this thread with roughly 350 mods or so. In the LAL cell the save had 51,055 strings. Now, 87 hours in with no mods removed but several added (although none that added many strings as I checked as I added them) I'm sitting at 55,700 strings.

 

So, one test with a single modlist the growth was 53.4 strings per hour.

 

Could you tell me which mods you are using? I'm going to test extensively on my own planned modlist but I'd like to know what other people are experiencing around this issue.

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Ok. Here's my load order. It is a modified version of STEP Extended/SRLE/REGS. I have over 100 mods merged. I've tried to replace several of the mods recommended by those lists with mods that have fewer/none scripts.

 

Skyrim.esm
Update.esm
Dawnguard.esm
HearthFires.esm
Dragonborn.esm
Unofficial Skyrim Legendary Edition Patch.esp
UnlimitedBookshelves.esp
Skyrim Project Optimization - No Homes - Full Version.esm
Falskaar.esm
Wyrmstooth.esp
SGHairPackBase.esm
Lanterns Of Skyrim - All In One - Main.esm
RSkyrimChildren.esm
WM Flora Fixes.esp
ETaC - RESOURCES.esm
WinterholdDestruction.esm
ClimatesOfTamriel.esm
RaceCompatibility.esm
Cutting Room Floor.esp
RaceMenu.esp
SkyUI.esp
FISS.esp
UIExtensions.esp
Grimy Utilities Interface.esp
SkyTweak.esp
iHUD.esp
LessIntrusiveHUD.esp
JaxonzEnhGrab.esp
JaxonzDroppableStatics.esp
StorageHelpers.esp
00RadialContainers.esp
SMC ENVIRONMENTAL MERGE.esp
BetterQuestObjectives.esp
COSMETIC SHEBB.esp
CustomRaces.esp
CitrusHead - Standalone.esp
EnhancedLightsandFX.esp
ETaC - Complete.esp
ETaC - Dragon Bridge South.esp
Immersive Orc Strongholds.esp
Immersive Solstheim.esp
Immersive Whiterun.esp
ExpandedWinterholdRuins.esp
Lanterns Of Skyrim - All In One - 1_5x Brighter.esp
Weapons & Armor Fixes_Remade.esp
Clothing & Clutter Fixes.esp
CollegeOfWinterholdImmersive.esp
TCoW Improvement.esp
aMidianBorn_ContentAddon.esp
Complete Crafting Overhaul_Remade.esp
Book Covers Skyrim.esp
proudspiremanortnf.esp
VHTNF.esp
hjerimtnf.esp
KAMR HIDEOUTS DUNGEONS.esp
SkyFalls + SkyMills + DG + DB + FS + WT.esp
Solitude Reborn.esp
DawnofSkyrim-AllMajorCities.esp
CITIES FOLIAGE.esp
SolitudeWolfTower.esp
Complete Crafting_TrueWeaponsLvlLists.esp
REGS - Better Docks.esp
BHTNF_Eli.esp
RealisticNeedsandDiseases.esp
Hothtrooper44_ArmorCompilation.esp
Skyrim Immersive Creatures.esp
WAF_CCF_SIC Patch.esp
OBIS.esp
Skyrim Immersive Creatures - DLC2.esp
High Level Enemies - SIC.esp
CCO_SIC_Patch.esp
OBISDB.esp
OBISCCOR&IA8.esp
High Level Enemies - SIC Falskaar.esp
DeadlyDragons.esp
hearthfireextended.esp
RelightingSkyrim-FULL.esp
The Elder Scroll Series.esp
RSChildren_CompleteUSKP.esp
NPCs Protected and Uncapped.esp
NoAnimalsReportCrimes-DG+DB+Falskaar.esp
TheChoiceIsYours.esp
AuroraVillage.esp
Better Docks DLC's - Compatible Version.esp
TheFrontier.esp
Volundr.esp
TheDomain.esp
SMIM-Merged-All.esp
AdalMatar.esp
WELLS and DRINKING FOUNTAINS of SKYRIM.esp
Skysan_ELFX_SMIM_Fix.esp
CWIELnFXPatch.esp
RavenNest.esp
ThiefsHideout.esp
KRUZIIK.ESP
Populated Solstheim.esp
Immersive Patrols II.esp
SkyrimSewers.esp
Skyrim Flora Overhaul.esp
SFO - Dragonborn.esp
EnhancedLandscapes.esp
quest_seaofghosts.esp
northern_encounters2.esp
HolmwoodNahkin.esp
HearthfireExtended CRF RND Patch.esp
RSChildrenPatches.esp
imp_helm_legend.esp
Differently Ebony.esp
WWW.esp
WEAPONS COMPENDIUM.esp
ARMORS SIGNET RINGS.esp
aMidianborn_Skyforge_Weapons.esp
Glass Variants.esp
FEMALE CLOTHING AND ARMOR.esp
WarmongerArmory_Vanilla.esp
Immersive Jewelry.esp
MUSIC MERGE FSPSoSNMLLOH.esp
TimingIsEverything.esp
Chemistry.esp
83Willows_101BUGS_V4_HighRes.esp
ABT - Arrows and Bolt Tweaks Merged.esp
Smithing Perks Overhaul_Remade.esp
KAMR FIXES AND SPELLS.esp
ForgottenMagic_Redone.esp
LostGrimoire.esp
beginnersshack.esp
Worlds Dawn.esp
Underwater_Treasure.esp
Combat Evolved.esp
RevampedExteriorFog.esp
TrueStorms.esp
ClimatesOfTamriel-Dawnguard-Patch.esp
WetandCold.esp
WetandCold - Ashes.esp
ClimatesOfTamriel-Dragonborn-Patch.esp
Vividian - Extended Weathers - CoT.esp
RaceCompatibilityUSKPOverride.esp
AmazingFollowerTweaks.esp
Dynamic Dialogue Followers.esp
Alternate Start - Live Another Life.esp
FarmhouseChimneys.esp
RealisticWaterTwo.esp
AOS.esp
STEP FIXES ANIMATIONS SOUNDS.esp
Vividian - Weather Patch CoT - AOS.esp
STEP GAMEPLAY.esp
ELE_Legendary_Fs_Wt_Lite.esp
ETaC - Complete CRF Patch.esp
ETaC - Complete AS-LAL Patch.esp
ETaC - Complete Patches.esp
KAMR INTERIORS.esp
BijinAIO-2016_3.1.esp
Bijin Lydia.esp
Weapons & Armor_TrueWeaponsLvlLists.esp
XPMSE.esp
Dual Sheath Redux.esp
FNIS.esp
Dual Sheath Redux Patch.esp
MergedPatch 31816.esp

Bashed Patch, 0.esp

 

 

Level 2 (Riverwood) = 39992 strings

Level 10 (Whiterun) = 40279

Level 13 = 40346

Level 18 = 40371

Level 21 = 40386

Level 24 = 40411

Level 26 = 40409

Level 28 = 40447 (at this point I am the Thane of Whiterun, have retrieved the Horn of Jurgen Windcaller, killed 6 dragons, explored 3 mod added dungeons, and completed 3 bounties)

 

I hope this helps somebody. :smile:

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