Jump to content

False "save corruption" during gameplay


Ramagast

Recommended Posts

  • Replies 1.3k
  • Created
  • Last Reply

Top Posters In This Topic

I added the CC version of Survival to my game...corrupt within 30 min of install.

Was stable before.

Very interesting. One of Beth's very own "official" mods... should catch their attention, hopefully

Link to comment
Share on other sites

here is a quote from the creater of Qaxes Questorium. read it and weep! if one installs a huge mod, begins to play, then updates this mod but before even getting to the very first quest, the save is apt to be ruined. not maybe right away, but eventually.

 

 

https://www.nexusmods.com/skyrimspecialedition/mods/9480?tab=posts&BH=0
Qaxe's Questorium for SSE


""QaxeIsKaze supporter|

I mean "A character that has never been exposed to the mod. Period." Your progress or lack thereof in quests doesn't matter in terms of exposure.

It has been my experience that when you install and use a mod, information from that mod regarding quests, npc outfits, and AI packages is "baked" into your save game data. It doesn't matter if you actually started any quests or not, if "Smoky Death, level 20 bosmer" was used to play the game with a mod installed, and you hit "Save", then that mod's info is now part of the save-game.

Your save-game cannot comprehend changes made to quests, clothing outfits, or AI packages. Lets say that I edit an existing quest, by removing a stage (section). Pow! For you, that quest is now broken. Your save-game expects 1 thing, the mod data is offering something different. Maybe I fixed a quest by adding some missing data -- in your game however, that quest is still broken, even though the version of the mod says it's not. Again, doesn't matter if you never started that quest.

Outfits are similar. If I changed Captain Mead's sailor garb to an iron cuirass, and you installed the new version and hit "Play", Mead would appear naked. The iron cuirass will be in his inventory, but he won't be wearing it.

So what I meant was, if you have a character who is currently using this mod, and you want to continue using that character with this mod, you either have to:
1. Ignore my update and just keep playing. If you you come upon a broken quest, you will probably have to come here for help.
2. Or, follow the reset instructions and start all over. Reset after reset is how I burned out on Skyrim actually.

As a modder, it's my job to make sure that things run properly. The player always has to weigh the options.""

 

oh Dear. maybe one can update texture mods but how about crafting and quests and such?

 

I wonder if this is causing some of the save problems?! when one begins a new game, when you arrive on the playing field, everything around you is now baked into that very first save! change the mod? now the save has several changes made to it. down the road the wrench dropped thusly into the gears: might show up!

 

freestone

Link to comment
Share on other sites

While things can be updated in ways that break the game most mod updates (even for large mods) don't if the mod authors know what they are doing and avoid the problem cases. Sometimes problems can't be avoided and that's why you'll see some mod authors explicitly create a new version of a mod that they warn isn't compatible with existing games. But if you consider how many times the unofficial patch has been updated without significant problems you can see that updating mods isn't some huge problem in the general case.

 

I can think of plenty of things that can cause problems when values are captured in the savegame file, but not a single one of those explains the type of corruption being discussed in this thread.

Link to comment
Share on other sites

I'm about to just give up on SSE. This bug just randomly happens in my load order. I don't know how to solve it, it's annoying, and now it's gotten to the point where it happens every 15 minutes of playtime. Honestly I don't see the point of SSE if this bug persists. If it's a 'mod' problem (as in too many mods), then what the hell is the point in me using SSE? I used this version for greater stability. If it doesn't give greater stability, then it's useless.

 

I might just go back to Classic Edition and come back to SSE in a few years. Maybe the community will finally find what causes this bug, because at the moment I'm completely lost.

Edited by calfurius
Link to comment
Share on other sites

Okay guys lets try a different tactic. Have we tried examining our papyrus logs? Maybe if we all have a similiar error before the corrupt saved game image appears that can tell us what the underlying cause is? Before my game corrupted, my papyrus logs were spammed with this text.

 

 

[12/16/2017 - 03:01:02AM] warning: (FF0017D2): Ref is in an unloaded cell, so it cannot cast spells..
stack:
[ (3F00B4BD)].SPELL.Cast() - "<native>" Line ?
[ (FF0017D2)]._SPLMarkerSpawn06.OnTranslationAlmostComplete() - "_SPLMarkerSpawn06.psc" Line ?
[12/16/2017 - 03:01:02AM] warning: (FF000CBF): Ref is in an unloaded cell, so it cannot cast spells..
stack:
[ (3F00B4BD)].SPELL.Cast() - "<native>" Line ?
[ (FF000CBF)]._SPLMarkerSpawn01.OnTranslationAlmostComplete() - "_SPLMarkerSpawn01.psc" Line ?
[12/16/2017 - 03:01:02AM] warning: (FF0017C3): Ref is in an unloaded cell, so it cannot cast spells..
stack:
[ (3F00B4BD)].SPELL.Cast() - "<native>" Line ?
[ (FF0017C3)]._SPLMarkerSpawn07.OnTranslationAlmostComplete() - "_SPLMarkerSpawn07.psc" Line ?
[12/16/2017 - 03:01:02AM] warning: (FF0017D8): Ref is in an unloaded cell, so it cannot cast spells..
stack:
[ (3F00B4BD)].SPELL.Cast() - "<native>" Line ?
[ (FF0017D8)]._SPLMarkerSpawn09.OnTranslationAlmostComplete() - "_SPLMarkerSpawn09.psc" Line ?
[12/16/2017 - 03:01:02AM] warning: (FF000C19): Ref is in an unloaded cell, so it cannot cast spells..
stack:
[ (3F00B4BD)].SPELL.Cast() - "<native>" Line ?
[ (FF000C19)]._SPLMarkerSpawn09.OnTranslationAlmostComplete() - "_SPLMarkerSpawn09.psc" Line ?
[12/16/2017 - 03:01:02AM] warning: (FF00170D): Ref is in an unloaded cell, so it cannot cast spells..
stack:
[ (3F00B4BD)].SPELL.Cast() - "<native>" Line ?
[ (FF00170D)]._SPLMarkerSpawn05.OnTranslationAlmostComplete() - "_SPLMarkerSpawn05.psc" Line ?
[ (3F00B4BD)].SPELL.Cast() - "<native>" Line ?
[ (FF000E9B)]._SPLMarkerSpawn03.OnTranslationAlmostComplete() - "_SPLMarkerSpawn03.psc" Line ?
[12/16/2017 - 03:01:03AM] warning: (FF000E80): Ref is in an unloaded cell, so it cannot cast spells..
stack:
[ (3F00B4BD)].SPELL.Cast() - "<native>" Line ?
[ (FF00109B)]._SPLMarkerSpawn03.OnTranslationAlmostComplete() - "_SPLMarkerSpawn03.psc" Line ?

 

 

According to the Creation Kit Wiki, this is what this error means.

 

"(Ref ID): Ref is in an unloaded cell, so it cannot cast spells."
This warning is displayed when the functions Cast or RemoteCast are called by a reference that is in an unloaded cell. Check that the object's parent cell has loaded before calling these functions. If you still get these errors after testing that the cell is loaded, then try adding a Wait call to the script to give the object or its environment sufficient time to fully initialize and load before attempting to call the Cast or RemoteCast functions.

 

https://www.creationkit.com/index.php?title=Papyrus_Runtime_Errors

Edited by calfurius
Link to comment
Share on other sites

Well i fixed it for me maybe.

 

Did a complete reinstall again and have most mods back that triggerd the fake save game corruption for me. I could trigger it with certain mods specific to my game that the corruption would happen now i can play with them fine.

 

Played for 65 ish hours now and only had 1 Cdt also im crafting alot cant trigger it anymore. Most of the time i couldnt play over 2 hours longest around 20 hours before the fake corruption was back.

 

Still would love to know what the hell is responsible for the fake corruption. Still have no idea why it works now.

Cant add more mods or port stuff myself because of the fear that the fake corruption is returning. That sucks the most but i dont want to ruin my game again.

Link to comment
Share on other sites

Well i am about almost 100 hours into this save i was talking about before, and still i can play without issues no save corruption ever. So i did somehow truly fix the problem, and the fun part is i added mods instead of removed in terms of numbers, i did remove certain mods i didnt want to use but nothing specific per say, still using campfire,ineed,wet and cold (albeit disabled ingame, due to script lag/CTD). Frostfall is known to cause crashes so i wont bother with it, very script heavy aswell all the time. Best i can recommend is to wipe ur mod loadouts and start over, thats about the only fix that has worked for me so far.

Link to comment
Share on other sites

  • 2 weeks later...

Im also over 100 hours on the same save now still no corruption.

I also have around 60 mods more than before when it still did corrupt. Have 198 mods now active.

 

There is one error so far i found.

Every save in Whiterun will show up as unknown location. I guess some mod broke something or wasnt ported right.

 

I guess the corruption fixed itself after the new install or a patch did something.

 

Only thing left to try is port mods myself and see if it still will be fine. Which i guess it will be and this corruption thing will never be clear what caused it to happen.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.

×
×
  • Create New...