Khumak Posted October 19, 2017 Share Posted October 19, 2017 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. Link to comment Share on other sites More sharing options...
sheak15 Posted October 21, 2017 Share Posted October 21, 2017 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... Link to comment Share on other sites More sharing options...
Gothpunk4Christ Posted October 22, 2017 Share Posted October 22, 2017 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. Link to comment Share on other sites More sharing options...
Deleted133263User Posted October 24, 2017 Share Posted October 24, 2017 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 .. Link to comment Share on other sites More sharing options...
ebkidd Posted October 24, 2017 Share Posted October 24, 2017 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 .. Or run them through the Creation Kit and change them yourself. Link to comment Share on other sites More sharing options...
Deleted133263User Posted October 25, 2017 Share Posted October 25, 2017 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 .. 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. Link to comment Share on other sites More sharing options...
Ramagast Posted October 25, 2017 Author Share Posted October 25, 2017 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. Link to comment Share on other sites More sharing options...
Gothpunk4Christ Posted October 25, 2017 Share Posted October 25, 2017 (edited) Removed for redundancy. Apparently my page load was behind. Edited October 25, 2017 by Gothpunk4Christ Link to comment Share on other sites More sharing options...
thatrabidhobo Posted October 25, 2017 Share Posted October 25, 2017 (edited) Is that all it really takes to update a mod for SSE is to change that one field? Is there a script somewhere that will search all mods and change it? Edit: I know meshes needed to be updated too, etc. Edited October 25, 2017 by thatrabidhobo Link to comment Share on other sites More sharing options...
aleksi134 Posted October 25, 2017 Share Posted October 25, 2017 You just resave in CK and done, form 44 is there now. Meshes and whatever have nothing to do with forms. Link to comment Share on other sites More sharing options...
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