BlueGunk Posted October 17, 2017 Share Posted October 17, 2017 BlueGunk (or anyone with a known problem save for that matter) do you have an DINPUT8.dll file in your root SkyrimSE install folder? I still haven't encounter the bug after switching to SKSE with new official SkyUI. I dropped xSHADOWMANx's DLL Loader, but I'm still using plugin loader for SSE Fixes.Did you make this switch on your existing save?Do you use Achievements Enabler or no? Yes I use DINPUT8.DLL - but I have also read the conflicting information on this thread that it may not be the cause of the dialogue / save bug. So I have persisted with it. Link to comment Share on other sites More sharing options...
Ramagast Posted October 17, 2017 Author Share Posted October 17, 2017 Personally I encountered the bug for the first time while using Shadowman's DLL Loader. I thought it was the case, so I deleted the loader and my save stayed broken, the bug persisted.It was really bad at the time - even tidy, safe mod lists triggered it 15 minutes into the game.In a few months I've rebuilt my Skyrim from scratch and the intensity of the bug gone down. One more rebuild and I could play with any load order I wanted as long as I kept away from SkyUI and general subtitles.Now I'm playing with SKSE, SkyUI, SSE Fixes and a huge number of mods compressed in 200 plugins without issues. Still keeping away from general subtitles though.I'm not using any INI tweaks unless they are required by mods. Link to comment Share on other sites More sharing options...
walshy71 Posted October 17, 2017 Share Posted October 17, 2017 (edited) Personally I encountered the bug for the first time while using Shadowman's DLL Loader. I thought it was the case, so I deleted the loader and my save stayed broken, the bug persisted.It was really bad at the time - even tidy, safe mod lists triggered it 15 minutes into the game.In a few months I've rebuilt my Skyrim from scratch and the intensity of the bug gone down. One more rebuild and I could play with any load order I wanted as long as I kept away from SkyUI and general subtitles.Now I'm playing with SKSE, SkyUI, SSE Fixes and a huge number of mods compressed in 200 plugins without issues. Still keeping away from general subtitles though.I'm not using any INI tweaks unless they are required by mods. Good to hear Ramagast, I'm currently in the process of doing the exact same thing as you, I didn't install Shadowman's DLL until March, but after two rebuilds and staying away from mods that I ported myself my dance with the bug has gone down drastically as well. I used to get the bug after about 30 mins gameplay, and that was just wandering around the open world, to now of just getting it when crafting and then only if I don't know what I'm crafting, most of the time I can even then dodge the bug! If I spend too much dithering about in smithing and tanning rack menus I WILL get the bug for definite! Edited, going back to drawing board again ........................ I haven't a clue and I'm poking around the dark! I do know one thing I don't get it as much as I did! Load order has changed a bit so is it a combination of mods? I'm using Better Message Box Controls and Better Dialogus Controls ... Edited October 17, 2017 by walshy71 Link to comment Share on other sites More sharing options...
Khumak Posted October 17, 2017 Share Posted October 17, 2017 (edited) My game has finally gotten to the point where I can test this and so far I have not seen any adverse impact from going over 65k strings. My current save has 74281 strings and I can load and save without issue and have not seen any glitches in game. Is this the kind of thing that would cause my save to immediately be unusable after crossing the 65k strings count or would it cause issues at some random later time? If it should immediately cause problems then the strings count is definately not an issue in SE. I'm using the latest version of SKSE and SKYUI. I tried both with and without SSE Fixes and it works fine either way. In case any of the other stats seen by Fallrimtools are relevant here is what it sees for my game: Plugins 178Strings 74281Scripts 9295Script Instances 145662Arrays 13180Active Scripts 7Function Messages 3Changeforms 50476 Everything else is zero. I have 311 mods and my modlist in MO comes to 115GB in case that matters. I also use the SKSE plugin for the Achievements enabler, Keyboard Shortcuts Fix, Skyrim Uncapper, ECE, More Hud, and SkyUI - show armor slots. Edited October 17, 2017 by Khumak Link to comment Share on other sites More sharing options...
walshy71 Posted October 17, 2017 Share Posted October 17, 2017 My game has finally gotten to the point where I can test this and so far I have not seen any adverse impact from going over 65k strings. My current save has 74281 strings and I can load and save without issue and have not seen any glitches in game. Is this the kind of thing that would cause my save to immediately be unusable after crossing the 65k strings count or would it cause issues at some random later time? If it should immediately cause problems then the strings count is definately not an issue in SE. I'm using the latest version of SKSE and SKYUI. I tried both with and without SSE Fixes and it works fine either way. In case any of the other stats seen by Fallrimtools are relevant here is what it sees for my game: Plugins 178Strings 74281Scripts 9295Script Instances 145662Arrays 13180Active Scripts 7Function Messages 3Changeforms 50476 Everything else is zero. I have 311 mods and my modlist in MO comes to 115GB in case that matters. I also use the SKSE plugin for the Achievements enabler, Keyboard Shortcuts Fix, Skyrim Uncapper, ECE, More Hud, and SkyUI - show armor slots. Truth is we don't know, but keep an eye on it incase it does rear it's ugly head, in my last iteration of a load order I found I was getting the bug just out adventuring after about 30 mins of gameplay with a load order of 173 plugins, when I went over a critical 165 plugins was when I saw the bug develop. I think it could be a combination of mods not playing well together that is causing this or it very well could be something completely hidden and un-related! Do keep us posted though ... Link to comment Share on other sites More sharing options...
Khumak Posted October 17, 2017 Share Posted October 17, 2017 My game has finally gotten to the point where I can test this and so far I have not seen any adverse impact from going over 65k strings. My current save has 74281 strings and I can load and save without issue and have not seen any glitches in game. Is this the kind of thing that would cause my save to immediately be unusable after crossing the 65k strings count or would it cause issues at some random later time? If it should immediately cause problems then the strings count is definately not an issue in SE. I'm using the latest version of SKSE and SKYUI. I tried both with and without SSE Fixes and it works fine either way. In case any of the other stats seen by Fallrimtools are relevant here is what it sees for my game: Plugins 178Strings 74281Scripts 9295Script Instances 145662Arrays 13180Active Scripts 7Function Messages 3Changeforms 50476 Everything else is zero. I have 311 mods and my modlist in MO comes to 115GB in case that matters. I also use the SKSE plugin for the Achievements enabler, Keyboard Shortcuts Fix, Skyrim Uncapper, ECE, More Hud, and SkyUI - show armor slots. Truth is we don't know, but keep an eye on it incase it does rear it's ugly head, in my last iteration of a load order I found I was getting the bug just out adventuring after about 30 mins of gameplay with a load order of 173 plugins, when I went over a critical 165 plugins was when I saw the bug develop. I think it could be a combination of mods not playing well together that is causing this or it very well could be something completely hidden and un-related! Do keep us posted though ... Well I've been using roughly this same mod list for several hundred hours now without any crashes and over 1000 hours for about half of them. I added sexlab light and Footprints today specifically to push myself over the 65k strings limit just to test. Was at about 63000 prior to that. I've played for several hours today with strings at 74k+ without issue and since I plan on starting over soon anyway when one of my mods gets updated I'll go ahead and just keep playing like this for now. Link to comment Share on other sites More sharing options...
walshy71 Posted October 18, 2017 Share Posted October 18, 2017 My game has finally gotten to the point where I can test this and so far I have not seen any adverse impact from going over 65k strings. My current save has 74281 strings and I can load and save without issue and have not seen any glitches in game. Is this the kind of thing that would cause my save to immediately be unusable after crossing the 65k strings count or would it cause issues at some random later time? If it should immediately cause problems then the strings count is definately not an issue in SE. I'm using the latest version of SKSE and SKYUI. I tried both with and without SSE Fixes and it works fine either way. In case any of the other stats seen by Fallrimtools are relevant here is what it sees for my game: Plugins 178Strings 74281Scripts 9295Script Instances 145662Arrays 13180Active Scripts 7Function Messages 3Changeforms 50476 Everything else is zero. I have 311 mods and my modlist in MO comes to 115GB in case that matters. I also use the SKSE plugin for the Achievements enabler, Keyboard Shortcuts Fix, Skyrim Uncapper, ECE, More Hud, and SkyUI - show armor slots. Truth is we don't know, but keep an eye on it incase it does rear it's ugly head, in my last iteration of a load order I found I was getting the bug just out adventuring after about 30 mins of gameplay with a load order of 173 plugins, when I went over a critical 165 plugins was when I saw the bug develop. I think it could be a combination of mods not playing well together that is causing this or it very well could be something completely hidden and un-related! Do keep us posted though ... Well I've been using roughly this same mod list for several hundred hours now without any crashes and over 1000 hours for about half of them. I added sexlab light and Footprints today specifically to push myself over the 65k strings limit just to test. Was at about 63000 prior to that. I've played for several hours today with strings at 74k+ without issue and since I plan on starting over soon anyway when one of my mods gets updated I'll go ahead and just keep playing like this for now. Great stuff hope you'll never get the bug to appear, ya lucky s#*! :pinch: joking, but do keep an eye on proceedings and let us know from time to time if you're still bug free! In the meantime I'm going to run off to a sacrificial site with 10,000 goats to sacrifice to RNGesus in the vain attempt to the lift curse of my own problems with the bug! Link to comment Share on other sites More sharing options...
BlueGunk Posted October 19, 2017 Share Posted October 19, 2017 My game has finally gotten to the point where I can test this and so far I have not seen any adverse impact from going over 65k strings. My current save has 74281 strings and I can load and save without issue and have not seen any glitches in game. Is this the kind of thing that would cause my save to immediately be unusable after crossing the 65k strings count or would it cause issues at some random later time? If it should immediately cause problems then the strings count is definately not an issue in SE. I'm using the latest version of SKSE and SKYUI. I tried both with and without SSE Fixes and it works fine either way. In case any of the other stats seen by Fallrimtools are relevant here is what it sees for my game: Plugins 178Strings 74281Scripts 9295Script Instances 145662Arrays 13180Active Scripts 7Function Messages 3Changeforms 50476 Everything else is zero. I have 311 mods and my modlist in MO comes to 115GB in case that matters. I also use the SKSE plugin for the Achievements enabler, Keyboard Shortcuts Fix, Skyrim Uncapper, ECE, More Hud, and SkyUI - show armor slots. That's useful to know, thank you. I've reached around 65,000 strings and I thought I was knitting a blanket it was so big. I was considering trying to find a way to reduce string count, but I'll now hold off.Thanks! Link to comment Share on other sites More sharing options...
Ramagast Posted October 19, 2017 Author Share Posted October 19, 2017 As I posted previously, the good way to measure the danger of the growing number of strings is to use the "save breaker" plugin from Oldrim and play with it for a while.In my experience, nothing happens. Simply nothing. There is no growing intensity of our bug, no other noticeable problems.In Oldrim going over 65k strings had only one negative effect - this save could not be loaded. Ever. It doesn't seem to be the case for SSE and there is no visible connection between the number of strings and the "false corruption" bug. Link to comment Share on other sites More sharing options...
Gothpunk4Christ Posted October 19, 2017 Share Posted October 19, 2017 I did notice that my save files would start getting over 7MB although my usual string usage was around 40-50K. Then I loaded into Falskaar and though my save file didn't really increase much (if I remember right) my strings hyperinflated to over 70K within about an hour. I didn't appreciate that, as for me, going above 45K strings is a massive jump, although I didn't have any issues loading into a game that had a super-high string count. That, and I think I'm one of the maybe 2 people here that consistently stay under 50K strings and still have issues. I want to say my normal starting string value is right under 32K. Link to comment Share on other sites More sharing options...
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