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False "save corruption" during gameplay


Ramagast

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I'm pretty diligent about keeping track of what my mod list was the last time I had perfect stability. When I add new mods if I get even 1 crash that I can't fix, that mod doesn't make the cut. It's really helpful to use a mod manager that lets you use a separate profile when you're adding mods so you can be 100% sure that you can go back to a state that you know has perfect stability if one or more of them are messing things up for you.

 

The key is to only add a small number of mods at a time so when you do crash you can be pretty sure the culprit was one of the last few mods you just added. If i can fix it with a patch, great. If not that mod gets the axe.

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This is probably an uneducated question, as I am not well versed in software the least bit; regardless.

 

Is it possible to shrink the search area for the cause of this bug by referencing changes ( I.e. files, values, codes) in Skyrim SE now and from updates before this issue appeared? Or major changes from Oldrim to SE?

 

There does not appear to be a pattern in what mods are used and exactly how they cause this, only that mods are used. Therefore the issue is caused by a reaction between the software and a change the mods make when run, either directly or in combination. Since there seems to have been a period when this bug did not occur (Ante December-ish?) and Oldrim, a reverse approach to the problem may lend some light. Only if it is possible do...

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This is probably an uneducated question, as I am not well versed in software the least bit; regardless.

 

Is it possible to shrink the search area for the cause of this bug by referencing changes ( I.e. files, values, codes) in Skyrim SE now and from updates before this issue appeared? Or major changes from Oldrim to SE?

 

There does not appear to be a pattern in what mods are used and exactly how they cause this, only that mods are used. Therefore the issue is caused by a reaction between the software and a change the mods make when run, either directly or in combination. Since there seems to have been a period when this bug did not occur (Ante December-ish?) and Oldrim, a reverse approach to the problem may lend some light. Only if it is possible do...

I wouldn't have any clue how to do this, but I'm still mostly holding onto the notion it's an engine issue caused inadvertently by bethesda in the last update or two, but will still help test possible theories in regards to setups that are directly comparable to my own, just in case there really is something out there that's being overlooked, or if we may be able to narrow it down.

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Guys

 

If you have any mods which have not been converted properly (in the new SSE Creation Kit) .. Get rid of them. Start a new game.

 

 

Q. "How do I tell"

 

A. Use SSEEdit to load the mod. Expand the File Header. In the pane on the right look for Form Version. If it reads 44 its fine, if it reads 43 its an oldrim plugin and long term you are inducing problems by keeping them in your game. If you have had these mods which have not been converted properly for a while all of your saves can probably be considered unfit to continue, and you would be better off starting a new game.

 

Here's one example on SSE Nexus that still needs converting properly ..

 

hIUGXIU.jpg

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Guys

 

If you have any mods which have not been converted properly (in the new SSE Creation Kit) .. Get rid of them. Start a new game.

 

 

Q. "How do I tell"

 

A. Use SSEEdit to load the mod. Expand the File Header. In the pane on the right look for Form Version. If it reads 44 its fine, if it reads 43 its an oldrim plugin and long term you are inducing problems by keeping them in your game. If you have had these mods which have not been converted properly for a while all of your saves can probably be considered unfit to continue, and you would be better off starting a new game.

 

Here's one example on SSE Nexus that still needs converting properly ..

 

hIUGXIU.jpg

 

 

Or run them through the Creation Kit and change them yourself.

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Guys

 

If you have any mods which have not been converted properly (in the new SSE Creation Kit) .. Get rid of them. Start a new game.

 

 

Q. "How do I tell"

 

A. Use SSEEdit to load the mod. Expand the File Header. In the pane on the right look for Form Version. If it reads 44 its fine, if it reads 43 its an oldrim plugin and long term you are inducing problems by keeping them in your game. If you have had these mods which have not been converted properly for a while all of your saves can probably be considered unfit to continue, and you would be better off starting a new game.

 

Here's one example on SSE Nexus that still needs converting properly ..

 

hIUGXIU.jpg

 

 

Or run them through the Creation Kit and change them yourself.

 

 

Yep, I cant say conclusively if what I suggest is the answer to all problems in this topic, but if nothing else its a good practice that has kept my Skyrim SE free of the same issues.

 

A lot of new people carrying over oldrim mods, without the original authors technical knowledge, and not using best practices is a recipe for disasters happening.

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The advice is good, even if it doesn't have to do anything with our bug.
We sorta established it during the first month or two of this topic existence.

Form 43 is to be avoided, sure. But Form 44 by itself means nothing. Plugin was probably saved in new CK, ok, but it also could also be modified in SSEEdit. It can also carry all sort of errors, including wrong woldspace and waterflow data, dirty edits, old SKSE remains and so on.

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