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False "save corruption" during gameplay


Ramagast

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I moved to SKSE and ditched the old DLL Loader I used for Achievements Enabler and Uncapper (it was causing my crashes at start-up, actually). For the last couple of hours I didn't see the bug using the new SkyUI.

For something completely unrelated: anyone else had the 100% repeatable crash while walking from Riften towards Dayspring Canyon?

I discovered it not long ago I can't for life of me figure what is the source of it.
There are some old topics about it been a bug with Dawnguard DLC, but nothing resolved.

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hi all.

 

I dimly remember that somewhere, maybe nexus, there was a mod that somehow lengthened the time that game scripts were written to papyrus.

 

sometimes a script would get cut off before the allotted time.

 

is this so? does anyone know of this mod?

I will also go look.

 

freestone

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hi all.

 

I dimly remember that somewhere, maybe nexus, there was a mod that somehow lengthened the time that game scripts were written to papyrus.

 

sometimes a script would get cut off before the allotted time.

 

is this so? does anyone know of this mod?

I will also go look.

 

freestone

This should be achievable using INI tweaks in your Skyrim.ini file in your documents/My Games/Skyrim Special Edition folder.

I believe the

"fExtraTaskletBudgetMS" and "fUpdateBudgetMS" values control this. Someone correct me if I'm wrong.

"fPostLoadUpdateTimeMS" probably also has an effect on this, though I don't exactly remember what right now.

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Try changing or adding the following lines in your Skyrim.ini

 

[General]

sLanguage=ENGLISH / (English for me, what ever language you use for you.)

 

uGridsToLoad=5

uExterior Cell Buffer= 36

bPreemptivelyUnloadCells=0

iPreloadSizeLimit= 4194304000 / (for systems with 8GB or more of RAM, you can multiply it x2 for 16gb operational Ram systems)

bUseHardDriveCache=1 / (set to 0 if you have normal, "old" hard drive)

bUseBackgroundFileLoader=1

bSelectivePurgeUnusedOnFastTravel=1

uStaticNeverFade=1

iPostProcessMillisecondsLoadingQueuedPriority=5

bForceFullLOD=1

 

 

The standard preload size is iPreloadSizeLimit= 262144000

So how much is it actually allocating?

Well it is simple : divide it by 1024 to get number of kB, and then divide again by 1024 to get

MB.

So it is only 250Mb . Not very much.

 

Does it work? It seem to work for me. I have over 380 mods, 233 plugins, and over 39,000 strings. Make sure to make a save of your INI file so if it doesn't work for you, you will have a fall back.

 

I am running hundreds of mods with bashed patch (some with bad form id, my current save is the same one I've been using since I first started playing Skyrim on PC with oldrim (early 2013) and I ported it to SSE myeslf when it came out and picked up. It's 10.6 MB (it was 7.8 or so when I ported it to SSE) with 245 plugins (active, including bashed patch with has another ton) with 43,780k strings / 6643 scripts / 204276 script instances / 57 references / 916 arrays / 83 active scripts (rest 1 or zero besides change forms which is @146801k)

 

I just wanted to add that after finally deciding to search something about this (as mentioned by most others in this thread - I read eveyr post - their skyrim was stable with no crashes just required the restart to reload any prior save when you die) I didn't try a single fix until this one, and this is literally all I did.

 

My load order (minus like half, since I've modded/created a lot are here on imgur incaes it helps: http://imgur.com/a/gs4s1 (one month out of date, but only really textures and stuff installed/changed since then).

 

I'm so glad this fix worked for me and Ihope my details/info can help find a fix for everyone else too! Just comment or add me on steam for PM (http://steamcommunity.com/profiles/76561198043711805/) if you need any other info from my setup I can help with

 

EDIT: and for the PC save I got it from my Xbox 360 which I had first started the game on (2011-11-11) I have a few TB of backed up game saves but they're all from this year or thereabouts

 

 

Checking back in to update that I've had only very very few times where I still get the save corruption and only when sand of times spawner is going crazy (I like a challenge, lol).

After doing the method in this thread: https://forums.nexusmods.com/index.php?/topic/2229709-multiple-skyrim-setups-without-profiles/page-3&do=findComment&comment=54380953

I gave it a go and can confirm it works with easily backing EVERYTHING up so I was able to mess around with my specific skyrim install and after much much troubleshooting I am safe to say the save corruption I have is baked into my save (same save from years ago, so not un-expected) but wiht a fresh save none of that happened what so ever.

 

Does this info help? I doubt it, this seems to be more of an engine issue than anything (at least in my case, there's plenty out there in this thread that haven't been able to find out more info/solve it yet) but I tell myself I had better post this because if nothing else it's a record for if/when the cause of this is found.

 

 

 

Perhaps something still in the save data itself that was generated while SSE Fixes was active during character creation? I guess I can try with a new character....

 

Confirmed in my case, if that helps but I don't mean like you said. Thta's already a known issue with stuff being "baked" into the save game files

Edited by SHARKEBYTE
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hi all.

 

I dimly remember that somewhere, maybe nexus, there was a mod that somehow lengthened the time that game scripts were written to papyrus.

 

sometimes a script would get cut off before the allotted time.

 

is this so? does anyone know of this mod?

I will also go look.

 

freestone

This should be achievable using INI tweaks in your Skyrim.ini file in your documents/My Games/Skyrim Special Edition folder.

I believe the

"fExtraTaskletBudgetMS" and "fUpdateBudgetMS" values control this. Someone correct me if I'm wrong.

"fPostLoadUpdateTimeMS" probably also has an effect on this, though I don't exactly remember what right now.

 

Changing Papyrus settings is the path to ruin. All of those settings are specifically there to prevent Papyrus from consuming all of the game's resources at the expense of AI, graphics, and everything else that makes the game work. Raising them by any substantial amount will cause far more problems than they solve because the frame rate will drop and that kills script performance. The only one that's safe to increase by anything other than very tiny amounts is fPostLoadUpdateTimeMS. That one can be raised as much as you like but it will also increase the time you spend on each load screen. You'll know you need to increase it if you find the mannequins walking around your house and weapons flying back to their racks and holders when you get home. Any tweaks that you make to Papyrus which lowers the overall frame rate will make whatever problems you're seeing worse.

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Changing Papyrus settings is the path to ruin. All of those settings are specifically there to prevent Papyrus from consuming all of the game's resources at the expense of AI, graphics, and everything else that makes the game work. Raising them by any substantial amount will cause far more problems than they solve because the frame rate will drop and that kills script performance. The only one that's safe to increase by anything other than very tiny amounts is fPostLoadUpdateTimeMS. That one can be raised as much as you like but it will also increase the time you spend on each load screen. You'll know you need to increase it if you find the mannequins walking around your house and weapons flying back to their racks and holders when you get home. Any tweaks that you make to Papyrus which lowers the overall frame rate will make whatever problems you're seeing worse.

 

 

I have none of those issues, and aside from the save corruption bug, I also have no script lag now.

 

[Papyrus]
bEnableLogging=0
bEnableProfiling=0
bEnableTrace=0
bLoadDebugInformation=0
fExtraTaskletBudgetMS=4 ;800
fPostLoadUpdateTimeMS=1000 ;2000
fUpdateBudgetMS=4 ;800
iMaxAllocatedMemoryBytes=153600
iMaxMemoryPageSize=512
iMinMemoryPageSize=256
*edit* to be clear I was having the corruption BEFORE these tweaks. Also, these tweaks were specifically customized to MY machine, they won't work for everyone.
Edited by Gothpunk4Christ
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ah...*that* was the tweak that I was trying to think of to allow more script writing time!

 

thanks.

 

I did a quick look at google and I find that some people say *never* to touch these settings in papyrus except the ipost setting. and here you changed many, and you have a very stable game!!

 

the consensus of the google answer point to lower framerate if you change other values.

 

freestone

Edited by freestonew
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I moved to SKSE and ditched the old DLL Loader I used for Achievements Enabler and Uncapper (it was causing my crashes at start-up, actually). For the last couple of hours I didn't see the bug using the new SkyUI.

 

For something completely unrelated: anyone else had the 100% repeatable crash while walking from Riften towards Dayspring Canyon?

I discovered it not long ago I can't for life of me figure what is the source of it.

There are some old topics about it been a bug with Dawnguard DLC, but nothing resolved.

 

I also made the switch tro skse and SkyUI 5.SE. I've also seen a dramatic increase in the time it take the bug to appear as i have stated a few posts back (its still present but only after a long crafting session). Also the only DLL loader i'm using is the one for SE fixes. I have never used uncapper of Achievments enabler.

 

as for your crash near dayspring canyon It's most likely casued by a mod that has added something to that area.

 

I had the same problem near Dustman's cairn with the mod Death mountain SE, it caused a CTD anytime i walked in to the area the mod had changed. from what i have read the CTD could have been caused by meshes from the mod not being optimised for SE but i havent confirmed this as i chose to just remove the mod. after i removed the mod the CTD's in that area stopped. so if you know of any of the mods you have installed change or add to that area then i'd investigate those.

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I've been trying to keep tabs on this discussion because my game suffers dialogue option loss, usually after around 15 minutes of play. Like most of you I have a whole pile of mods running, and unlike a lot of beginners I've been around modding since my Oblivion days so have a pretty shrewd idea of what I am doing.

 

I get save corruption, but I can usually guess it's coming up because something like an animation will stick, or an event will fail to call and play. So it's roll eyes and reload last good save. I'm used to it.

 

But as my game progresses, the increasing need to quit and restart the game just to get to talk to someone, or try to get on my increasingly Inconvenient Horse, is beginning to frustrate me. I am not using SKSE or anything - waiting on the Beta for that.

 

I've rummaged around this thread and has anyone please made any progress on likely causes of the dialogue vanishing? I can't see any solid conclusions.

 

For the record, yes I've got a barnyard full of strings (63486!) and I use a controller to play.

 

Many thanks for any info!

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ah...*that* was the tweak that I was trying to think of to allow more script writing time!

 

thanks.

 

I did a quick look at google and I find that some people say *never* to touch these settings in papyrus except the ipost setting. and here you changed many, and you have a very stable game!!

 

the consensus of the google answer point to lower framerate if you change other values.

 

freestone

Actually, my tweaks reduce the amount of time allowed for scripts to be written, and it was fine tuned custom to my system. I forgot where I found the initial thread (maybe it was reddit) but the consensus there was that 1000-2000MS for a script to update and float around was a massive waste of resources. Some of the other values were to make use of the 32GB RAM in my system, the extremely low settings on the script update times are because I have a powerful enough processor to be forcing the scripts to update that quickly (IIRC correctly). There was a step by step instructional on how to change and what to change, you can see I commented the original values after the ';' and the 800's were reduced to 4. I believe 800 was also a non-stock tweak, the original was either 1000 or 2000 if I remember correctly. 800 was a test tweak.

 

Do not copy over my tweaks unless you're running on 32GB RAM and a i7-6700K or equivalent, on dual SSD's in RAID 0. It will probably ruin your stability.

 

I've been trying to keep tabs on this discussion because my game suffers dialogue option loss, usually after around 15 minutes of play. Like most of you I have a whole pile of mods running, and unlike a lot of beginners I've been around modding since my Oblivion days so have a pretty shrewd idea of what I am doing.

 

I get save corruption, but I can usually guess it's coming up because something like an animation will stick, or an event will fail to call and play. So it's roll eyes and reload last good save. I'm used to it.

 

But as my game progresses, the increasing need to quit and restart the game just to get to talk to someone, or try to get on my increasingly Inconvenient Horse, is beginning to frustrate me. I am not using SKSE or anything - waiting on the Beta for that.

 

I've rummaged around this thread and has anyone please made any progress on likely causes of the dialogue vanishing? I can't see any solid conclusions.

 

For the record, yes I've got a barnyard full of strings (63486!) and I use a controller to play.

 

Many thanks for any info!

To tie in with what I just posted, I noticed these things happening beforehand as well, and it was mostly script lag. Heavy, massive script lag. This would not always happen before the bug, but if it ever did happen, the bug was right around the corner. Instances where I'd try to talk to an NPC and the NPC just stares at me, not doing anything. I'd try and jump with my horse, only to be slingshot across terrain in the opposite direction, flying through the air. Followers would start running around without heads or in their T pose form.

 

Initial help would be to get rid of some of the heavier scripted mods, find out which ones are causing the most issue for you.

Next step, after a moderate level of research, would be to tweak papyrus settings to your own custom system. I know the downsides of papyrus tweaks. I also know that each system is different, has different performance, and different responses to stress testing, and the general blanket setting of papyrus provided by bethesda are not optimized for probably half of the systems out there. Its just like changing settings, some systems can handle massive shadows, others can't. Some system struggle with AA, some systems run SSD's others don't. Some have 32GB RAM others have 8GB.

 

*edit* This isn't the original thread but this covers a lot of the same information with good in-depth explanations. Raising values too high will hurt, same as lowering them too low. http://mrskyrim.blogspot.com/2014/07/skyrim-ini-tweaks-papyrus-and-scripts.html

Edited by Gothpunk4Christ
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