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False "save corruption" during gameplay


Ramagast

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one eye opener when I checked the form 43 in tes edit!!

 

I was happy to find that I can check all of my mods in one run, with tes edit. just run the edit with all of your mods, then just expand each one without doing the filter.

 

I was amazed.....shock, actually. I have a rather small mod list, lets see....

 

ice penguins world map......I think this one is form 40.

83 willows bugs.

valuables worth stealing.

the Cleaner.

better quest objectives is OK, but all of the patches for it are form 43. paarax. dilemma and cutting room floor patches are 43

populated prison cells.

 

I wonder if there is a list of form 43 mods, out there, somewhere.

 

I am beginning to wonder if I will end up just running an unmodded game?! I keep pruning away!

 

freestone

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Not sure of the original sources but here are scripts based off of updating original mods to sse:

 

Change form version: Will change EVERY line entry to the designated form ##

{
  Find and update records with Form Version less than FV_Check.
  FV_Set is a new value to set.
  Can be used for any game, but has a meaning only for Skyrim currently.
}
unit UserScript;

const
  FV_Check = 43;
  FV_Set = 44;

function Process(Rec: IInterface): integer;
var
  fv: integer;
begin
  Result := 0;
  
  fv := GetFormVersion(Rec);
  
  if fv >= FV_Check then begin
    AddMessage(Format('Found form version %d on %s', [fv, Name(Rec)]));
    SetFormVersion(Rec, FV_Set);
  end;
  
end;

end.

Fix the weapon reference:

unit UserScript;
 
uses 'lib/mteFunctions';
 
var
i : Integer;
 
function Initialize: integer;
begin
i := 0;
end;
 
function Process(rec: IInterface): integer;
var
sEffect : string;
begin
if (Signature(rec) = 'WEAP') then begin
sEffect := geev(rec, 'CRDT\Effect');
if (sEffect = '') then begin
seev(rec, 'CRDT\Effect', 0);
i := i + 1;
end;
end;
end;
 
function Finalize: integer;
begin
if (i > 0) then
AddMessage('Corrected ' + IntToStr(i) + ' weapons')
else
AddMessage('No weapons require correction.');
end;
 
end.
 

Fix the waterflow references:

{
  New script template, only shows processed records
  Assigning any nonzero value to Result will terminate script
}
unit userscript;
var
water : string;

function Initialize: integer;
var
i:integer;
begin
  for i := 0 to 60 do addmessage('');
  water := 'XCWT - Water';
  addmessage('Applying script...');
end;

function Process(e: IInterface): integer;
var
i : integer;
uxcwt, xcwt, m : IInterface;
fHeight, fWeight : float;
update, s : string;
begin  
  if signature(e) <> 'CELL' then exit;
  XCWT := ElementByPath(e, water);
  m := masterorself(e);
  for i := 0 to pred(OverrideCount(m)) do begin
	update := GetFileName(GetFile(OverrideByIndex(m, i)));
	if update = 'Update.esm' then break;
  end;
  if update <> 'Update.esm' then exit;
  uxcwt := ElementByName(OverrideByIndex(m,i), water);
  if not assigned(uxcwt) then exit;
  AddRequiredElementMasters(LinksTo(uxcwt), GetFile(e), true);
  if not assigned(xcwt) then begin
	  addMessage('Processing ' + fullpath(e));
	  wbCopyElementToRecord(uxcwt, e, true, true);
		  end else if GetNativeValue(xcwt) <> GetNativeValue(uxcwt) then begin
		  addMessage('Processing ' + fullpath(e));
		  SetNativeValue(xcwt, GetNativeValue(uxcwt));
  end;
end;

end.

requires https://github.com/matortheeternal/mteFunctions

 

For those who cannot run the se creationkit these do all the same job in sseedit that creationkit does.

 

Can do a whole load list but warning the form id change one will take forever on a large load order...

 

Edit = Uploaded the 3 scripts: https://www.mediafire.com/file/bfes9381el15t0e/Edit%20Scripts.7z

Edited by Kelsenellenelvian
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he says that the form 43 issue does not exist and even the skyrm esm has form 40...43...in it.

 

freestone

 

bah!

paste does not work.

insert a link does not work.

I cannot even add a spoiler link!

 

must be explorer 11 with win 10.

Edited by freestonew
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he says that the form 43 issue does not exist and even the skyrm esm has form 40...43...in it.

 

freestone

 

bah!

paste does not work.

insert a link does not work.

I cannot even add a spoiler link!

 

must be explorer 11 with win 10.

All official esm files have mixed form numbers throughout. Just load them up and look around.

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Freestonew: I have used immersive sounds, vivid weather, and veydosebrom (and even used - and later removed - SFO and/or Verdant) throughout a 120 hour save and have never experienced the save game bug.

 

Again, it looks like this bug is not due to a single mod but a game engine problem. I also have several form 43 mods. I have not merged any mods though.

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There are exceptions in place in the form reader for the official files. That's why they can get away with having mixed forms and other stuff can't. When even the game's developer flat out says you have to resave the ESP in the new CK, there's no excuse for not actually doing it.

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For those who cannot run the se creationkit these do all the same job in sseedit that creationkit does.

People who can't run the SE Creation Kit need to resolve whatever problem they are having because it will also likely affect the game itself.

 

I would very normally agree, but having spent numerous hours inside of SSECK, I can honestly say most end users experiencing trouble will not be able to fix it themselves, Beth really messed up when coding this one.

 

If it doesn't randomly crash, or error out, I can usually only get it to throw an error when I try and exit, but after losing a solid 15 minutes worth of work last time, I decided to take a break. It literally crashed on save, without saving.

 

*edit* and considering I haven't gotten to work on my wifes truck today (lack of tools) I found some spare time to actually play around again. :'D Removed all form 43 mods (converted veydosebrom, refuse to run without that) and down to 208 plugins... Had to give up my khajiit eyes mod... will miss that.. but everything else, I'm not overly attached to.

Edited by Gothpunk4Christ
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The CK (and GECK and CS before it) has always been temperamental but for the purposes of converting mods that shouldn't matter since the user doesn't need to do any of the things that typically cause problems. You aren't going to be losing any work because you literally just open the mod and then save it.

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But it also shouldn't be up to the people using the mods to fix it. If you're going to release a mod, at least do what you can to ensure that it's functional, and for SSE that also means form 44.

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