Gothpunk4Christ Posted November 17, 2017 Share Posted November 17, 2017 This is absurd. Lol Link to comment Share on other sites More sharing options...
kkemno Posted November 18, 2017 Share Posted November 18, 2017 I swear just a few days ago my game magically and somehow worked fine, I don't know if I'm half dreaming or not but it worked fine for almost 10 hours which makes me not believing it myself, was it really fine that long or I remembered it wrong--I also had wet and cold, but now I've removed it for reasons I totally forgot and BAM! I got the corruption in 10 minutes. Maybe I'll try adding it back again. Sigh, seriously, what did I do before........................................ Link to comment Share on other sites More sharing options...
thatrabidhobo Posted November 18, 2017 Share Posted November 18, 2017 If you havenât already, now is the time to update to the latest Wrye Bash beta to redo your bashes. Makes me wonder if a new save is needed, though. Link to comment Share on other sites More sharing options...
yian Posted November 19, 2017 Share Posted November 19, 2017 If you havenât already, now is the time to update to the latest Wrye Bash beta to redo your bashes. Makes me wonder if a new save is needed, though. Where can I get the latest version of Wrye Bash? The one on Nexus is from last year. Link to comment Share on other sites More sharing options...
Gothpunk4Christ Posted November 19, 2017 Share Posted November 19, 2017 IDK if everyone here uses a Bashed Patch, but you may want to check out the most recent development version if plugin Headers and records being anything less than 44 is anything to do with it. From the sticky post :  Skyrim Special Edition users of Wrye Bash 307.beta1 Recommend you use the Utumno-WIP version 307.201711041935 (grab the Installer) which has now solved all issues with plugin Headers and Records which were not Version 44. The current consensus is that running SSE with any plugins that are not v44 slowly starts to cause problems with your game, so oldrim plugins not properly converted, AND that includes any Bashed Patch created with previous versions of Wrye Bash. When you have the development version of Wrye Bash installed, go to the mods tab, right click the Bashed Patch and rebuild it. Rebuilding it will correct any Header or Record versions to be correct for this game in the Bashed Patch - Other plugins with incorrect versioning for this game are your lookout. Apologies if this has already caused any issues, the problem could not be anticipated by Wrye Bash development, and it took time to correctly understand and solve it. This issue only applies to Skyrim Special Edition Wrye Bash. When 307.beta2 or 307 non beta goes live eventually .. Use that instead. page 113, and now 115. Link to comment Share on other sites More sharing options...
freestonew Posted November 19, 2017 Share Posted November 19, 2017 good grief! seems for every single "find", someone else runs this mods for 100 hours without a single problem!  I read once for maybe morrowind that every single install is different, on every computer. even ten computers with the same exact version of windows on it would have a slightly different file system for this install! the Problem of the saves might really be due to a "coincidental" tripping up of scripts with each other. some people might have this problem in one hour with ten mods, someone else might have the problem later with 250 mods.old form 43, too many scripts = potential disaster. I am still amazed at how someone runs THE GREAT SKYRIM NEXUS OVERHAUL, with many other mods, and finds the game more stable with this mod then without. the mod is not listed on the list of mods with heavy scripts but oh golly....the script files here are huge. ""Highlight Totals:New ingestables = 150New Ammunition = 90New Armors = 4,755 (Most are enchanted variants)New Spells = 717 (Care was taken to prevent duplicates)New Enchantments = @160 (I don't have a proper count right now)New Ingredients = 11New Misc Items = 33New Shouts = 29New Weapons = 11,090 (Most are enchanted variants)Many new powers & abilities (I've lost track on these) Hundreds of improvements made to quests, dialog, crafting systems, leveled lists and logical changes/edits.A completely new level and take on Quest-line based equipment.Items from the DLC are now in the other areas so it seams like the DLC were all a original part of Skyrim.I have added full WAFR & CCOR mod keywords, and smithing menu settings to better enhance your crafting. While her mods are not required they are HIGHLY suggested as they compliment this well. Made sure all all spike keywords were included for guard dialog overhaul. "" https://www.nexusmods.com/skyrimspecialedition/mods/10472/?  1.857,000 , zipped. 1.8 gigs worth, probably 5 to 6 gigs, unzipped. just how can one run this without save problems?! probably, possibly, he integrated the mods together so that they play nice with each other. might actually be that this huge mod compilation , in the light of this script problem, be *required* for a stable game!! freestone Link to comment Share on other sites More sharing options...
Kelsenellenelvian Posted November 19, 2017 Share Posted November 19, 2017 good grief! seems for every single "find", someone else runs this mods for 100 hours without a single problem!      I read once for maybe morrowind that every single install is different, on every computer. even ten computers with the same exact version of windows on it would have a slightly different file system for this install! the Problem of the saves might really be due to a "coincidental" tripping up of scripts with each other.     some people might have this problem in one hour with ten mods, someone else might have the problem later with 250 mods.old form 43, too many scripts = potential disaster. I am still amazed at how someone runs THE GREAT SKYRIM NEXUS OVERHAUL, with many other mods, and finds the game more stable with this mod then without.  the mod is not listed on the list of mods with heavy scripts but oh golly....the script files here are huge. ""Highlight Totals:New ingestables = 150New Ammunition = 90New Armors = 4,755 (Most are enchanted variants)New Spells = 717 (Care was taken to prevent duplicates)New Enchantments = @160 (I don't have a proper count right now)New Ingredients = 11New Misc Items = 33New Shouts = 29New Weapons = 11,090 (Most are enchanted variants)Many new powers & abilities (I've lost track on these) Hundreds of improvements made to quests, dialog, crafting systems, leveled lists and logical changes/edits.A completely new level and take on Quest-line based equipment.Items from the DLC are now in the other areas so it seams like the DLC were all a original part of Skyrim.I have added full WAFR & CCOR mod keywords, and smithing menu settings to better enhance your crafting. While her mods are not required they are HIGHLY suggested as they compliment this well. Made sure all all spike keywords were included for guard dialog overhaul. "" https://www.nexusmods.com/skyrimspecialedition/mods/10472/?  1.857,000 , zipped. 1.8 gigs worth, probably 5 to 6 gigs, unzipped. just how can one run this without save problems?! probably, possibly, he integrated the mods together so that they play nice with each other.    might actually be that this huge mod compilation , in the light of this script problem, be *required* for a stable game!! freestoneEasily well over a thousand hours of work was done by me making NSO. Every mod included was gone over in tesedit and many fixes and tweaks were done. Every inclusion was checked against the rest and all conflicts were resolved. I even rewrote several scripts from included mods with the help of sirjesto and skylover.  It is altogether possible that somehow, somewhere i have fixed a couple of things, or many for that matter that could be contributing to this issue. While there are a ton of scripts included in there most of them are run once or specific to certain situations. Script load while running NSO shouldn't be too heavy.  I've also fixed any reports from papyrus of script errors including spamming functions and eronius entries. I also received help from mod authors like sirjesto, skylover, homercide and others rewriting scripts for things included like left hand rings so beyond simple fixes there are many improvements. Yes, these fixes were all forwarded to the mod authors or noted on their pages, but many of them have not be adapted and likely never will be as many of the authors are simply gone or no longer modding any more. Link to comment Share on other sites More sharing options...
Gothpunk4Christ Posted November 20, 2017 Share Posted November 20, 2017 Just because something is changed, doesn't mean it's bad, or a heavy change. As kelsen points out, effort was made to resolve certain conflicts and issues, and if things are optimized, that could be why some users reported having less issue running this "extensive" mod and fewer occurrences with the bug. Good mod authoring, and for that, thank you kelsen. If we could just get the cause of this bug finally found out and squashed before TES:VI. Link to comment Share on other sites More sharing options...
aleksi134 Posted November 20, 2017 Share Posted November 20, 2017 Im having weird experience no save corruption even tho i have 376 mods active and that includes SKSE64+skyUI 5.2,matter of time,morehud,immersive hud,caranthir tower reborn and tons of other mods that started detecting SKSE64 and SkyUI MCM. I played for long time did dungeons, fast travel,saving etc..nothing happened this time around, im not gonna jinx it exactly but so far this save is clean and works suprisingly well with SKSE64 considering im using campfire and ineed and so on. Campfire doesnt work in MCM tho and frostfall i would use but it crashes my game and others. Link to comment Share on other sites More sharing options...
Kelsenellenelvian Posted November 21, 2017 Share Posted November 21, 2017 Just because something is changed, doesn't mean it's bad, or a heavy change. As kelsen points out, effort was made to resolve certain conflicts and issues, and if things are optimized, that could be why some users reported having less issue running this "extensive" mod and fewer occurrences with the bug. Good mod authoring, and for that, thank you kelsen. If we could just get the cause of this bug finally found out and squashed before TES:VI.I try, thank you for the nod. Link to comment Share on other sites More sharing options...
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