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False "save corruption" during gameplay


Ramagast

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I ask about a script since I use MO2 and using CK would involve a lot of file management, etc to get it done. I planned on doing it after my current playthrough is done because I thought CK changing the form was doing more to the mod than changing one little field. Using SSEEdit is easy enough but a script would be even faster.

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Personally, I've never gotten the SE version of the CK to work. It just crashes. So I've been playing with a large number of mods in my load order that use form 43 without any issue. Maybe eventually it'll be a problem but it hasn't been in over 1000 hours played so far. The main issues I've run into that do cause problems are mods with deleted navmeshes, mods with broken meshes, and sound conflicts.

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Thanks alt3rn1ty, that explains everything nicely.

 

I didnât mean to derail the discussion, itâs just crazy how much is involved in trying to understand one d@&n game. Itâs a lot to learn being new to the scene.

Eh, not much going on as far as fixes for this goes regardless, lol I just check in from time to time to see if there's progress, even though I haven't really had time to play within the last few weeks. I'm sure the mods have exploded since SKSE64, and I haven't even gotten to see whats new out there yet :(

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WOOOHOOOO! I have fixed my game!!!! Not sure if this helps you guys. I had the bug bad. real bad. about every 15 mins. I got so fustrated that I nuked my game and started over. I just ran 3 hours with hard core crafting and everything TRYING to get the bug....never did. Ran sooo smooth. I'm currently running 235 esps, with over 500 mods (using merges).

 

WHAT I DID DIFFERENT:

 

I kept a miticulous list of my old load order and my current. So I could track changes.

 

-First off I converted every single esp I had to make sure it was form 44. The is only 3 that aren't.

When I converted them I made sure to check for errors, and that I ESMified all the masters.

I did this for all my mods, pre merge.

 

-no subtitles

 

-updated all my mods

 

MODS I GOT RID OF:

Vivid weathers (Changed to Dolimite)

Lanterns of Skyrim (Changed to Claralux)

Warzones

Genesis

watchtowers reborn

Path of sorcery (just went with straight ordinator)

the eldar scroll tomes

EFF (went without a follower framework, becaume I'm using all custom followers anyways, and I just increased my max followers)

Royal Armory

Extended weapons

Weapons of the third era

Dyndolod

Audio overhual 2

Sounds of Skyrim

Skyrim flora Overhual/Simply bigger trees/Realistic Aspens (went with forest of Debella)

Monster Mod (went with SIC now that it is out)

visible favorite gear

notice board

Legendary Skyrim Crossbows

Convenient Horses (went with simple horse, and better horses)

wearable lanterns (went with quick light)

 

Otherwise my load order is the same. In fact I added other mods.

 

 

Other things of note:

-my total plugin list (counting disabled esps) is 269. myth busted

-I'm using SKSE64 and SKYUI -myth busted

-a few of my mods that i use have since been updated since my last game, so I can't rule that out.

I might try and add thos audio mods back in, I didn't think it was them, but I'm waiting on Audioovhual to be updated, which the mod author promisies soon.

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If I had to pin it down, I'm thinking the follower frameworks or the audio mods. Both are way outdated, and everyone has them. So we shall see. I'm going to add AFT and do a run later. Then I will let you know. But now that I have an awesome (dare I say stable) game....I can slowly add one mod at a time and test.

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Randomly reading through USSEP forum for some reason or another, stumbled across some comments about how loose files are terrible.

 

I always install loose file options instead of BSA. Wondering if there may be some sort of correlation here.

 

Also, waylander, we share about 3-4 mods, and I'm also going to remove the ones we had in common for our installs. I'm currently removing any and all form 43 mods regardless of what they are, though I did this before, I'm hoping this time around it may be different with a couple of other small tweaks. I'll likely convert veydosebrom's ESP though because I really enjoy that mod too much to completely remove it. So much more than verdant, but for now I'll do without considering I have little time to play anyways.

 

Removed sounds of skyrim, LoS, watchtowers, royal armory and notice board (there will be so few mobs to kill now... :sad: ) and removed rogue-like encounters because I had a patch somewhere that tweaked up a little with something and it kept throwing errors about a master or something. I'll be trying a brand new, fresh run with this... Down to 208 plugins... 0 form 43 files.

 

*edit* OH and I've already tried swapping EFF for AFT, made no difference.

Edited by Gothpunk4Christ
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that is an eye opener for me, just the last several posts!

 

waylander removing all sound mods and I see later that notice board might be suspect. I am, *was*, planning to use immersive sounds along with sounds of skyrim. and I will have to check to see if verdosen [sp] grass mod is form 43.

 

and weather mods! I too was going to use Vivid weather. duh! dolomite? then there is nat.

 

why is vivid so problematic?

 

yes, I can see why these mods might be trouble. there is a constant change in weather and sounds. I can imagine that change scripts might "stumble" over each other and trip up, corrupting the save.

 

I recall recently that I opened my file explorer on bootup "too early", once and the explorer went weird. not all of the program had loaded before I used it.

I had to reboot.

 

now I am going to try to find waylanders mod list. maybe I can use some of his mods.

 

freestone

 

 

 

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