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False "save corruption" during gameplay


Ramagast

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Free stones: for every person that finds a mod or situation that causes the bug, there is another that uses the mod or has the same situation without the bug. I run about 90 mods on skyrim and have never experienced the bug.

 

I update skse as new versions come out and then update skyrim. Meaning I don’t let skyrim update automatically. Skse first, then skyrim to match.

 

You can find my mod order on video 1 or 2 of my 2018 playthru on my YouTube channel in case you care to see, and of course tons of videos using the listed mods. Https://YouTube.com/dragonkastle

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Yeah Tony, I don't think it's a mod or even a specific combination. It's basically a lesser CTD and most likely a soft limitation of the game's engine.

 

Some assume that because they have an overclocked i7, 12 gigs of VRAM and 64 gigs of DDR4 that there aren't enough 4k textures, overhauls pumping meshes into the interior of every city, weather scripts, bird scripts, footprint scripts, turning head scripts, big tiddy physics, and grass mods to give them issues. There's more to "performance" than FPS. If a game isn't stable then it is performing like crap regardless of whether it's running at 60 FPS or 15.

 

Unless the only reason you're playing the game is to role play as a slutty, meteorologist, rock collecting bird watcher then breaking your game for certain mods just doesn't make sense IMO.

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Well I'm on 400 Mods and after a lot of tweaking, optimization mods, skse64, etc I do not have the error anymore

 

If I had to guess It was all the huge mods I had (I noticed specific mods like that mod that adds creatures to the sea of ghosts caused it), maybe go through you're big mods if you're still getting it and disable them to see if it works

 

Looking back through the other reasons, It seems like an overload in actors OR Items by mods that add in custom models can cause this bug however I'm not too sure

Edited by reper333
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Looking back through the other reasons, It seems like an overload in actors OR Items by mods that add in custom models can cause this bug however I'm not too sure

You may be on to something. It could also have to do with the frequency of actor or item spawns added by mods or frequency of actors being spawned with custom models and/or items. Maybe it happens when a cell resets. It certainly doesn't seem to be all that specific.

 

The most obnoxious instance of this glitch that I've experienced was when fast-traveling to Heljarchen Farm, 5+ bandits spawned nearby. I could not attack, even after reassigning the function to another key. The player character just breaks. NPCs will refuse to speak to you and some will become hostile even if you use the console to stop combat, change their disposition and re enable them. They almost immediately become hostile again, and if you have AI mods installed, they will run away like you become half bandit/vampire/wherewolf in the eyes of certain NPCs.

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I was struggling with the false savegame corruption quite a lot. I had about 245-255 active plugins running and the corruption reared its ugly head mainly after going through various crafting menus. It drove me crazy.

I decided to begin again with a fresh start and deleted everything. This time I installed SKSE64 and left out a few mods, merged the hell out of the patches, merged a whole lot in a bashed patch, resulting in bringing 299 plugins down to currently 209 active plugins (total of 549 mods, lots of texture replacers). Guess what: no save corruption whatsoever! Got some CTD's from testing out a few mods, but it's the most stable game I ever had. I cannot pinpoint it to a specific culprit and it's nothing more than a gut feeling, but what I did differently this time:

  1. SKSE64
  2. Keeping the active plugins below 210
  3. Ditched LOOT and organised everything manually
  4. Checked every plugin in SSEEdit for errors and compatibility issues
  5. Made my own patch with a bunch of tweaks and overrides
  6. Always cleaned my save files after uninstalling any mod

It allowed me to change so much more to my liking than before and now I really can enjoy the game. I still have some optimization to do, but no more feelings of frustrations and rage quit!

This post might not be helpful at all, but keep hope and keep on trying. One day you will create the Skyrim you dream of!

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My best guess is some sort of mod corruption that they were not installed properly that led to the save game corruption. Or something more hidden like with the waterflow bug.

 

Im 128h in and added some more mods i have 228 active mods now still everything fine even self ported stuff.

 

I dont think its some kind of mod overload that causes this then it would be a more known issue.

I have some larger ones and also lots of crafting stuff and all is fine now.

 

I now tested what i could but i cant get it to corrupt again so i cant bring anything new to the discussion.

 

I guess it will stay a mistery why it did happen and now it is fine with almost twice as many mods.

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c) If the fluctuation is significant yet never exceeds the available system memory, yet is outside of the range of what the engine, system, or combination of the two is optimized to utilize, then this glitch occurs because the application can no longer properly access system memory or the data contained in the memory has become altered. This will also cause other functions of the game to stop working.

This goes back more to the ideology that it's an inherent engine flaw that some of have suggested before, this is just a bit more of a technical suggestion than some of us offered. It makes sense, accurate or not. I may be giving up on Skyrim soon, much as I don't want to. Fallout 4 has become a bit stale after well over 1200 hours into it, and I REALLY want to play SSE, but it seems it still needs work. Just hoping Beth hurries up and does something with TES:VI

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(Apparently my page was going off an older load without the newer replies)

 

 

Looking back through the other reasons, It seems like an overload in actors OR Items by mods that add in custom models can cause this bug however I'm not too sure

You may be on to something. It could also have to do with the frequency of actor or item spawns added by mods or frequency of actors being spawned with custom models and/or items. Maybe it happens when a cell resets. It certainly doesn't seem to be all that specific.

 

The most obnoxious instance of this glitch that I've experienced was when fast-traveling to Heljarchen Farm, 5+ bandits spawned nearby. I could not attack, even after reassigning the function to another key. The player character just breaks. NPCs will refuse to speak to you and some will become hostile even if you use the console to stop combat, change their disposition and re enable them. They almost immediately become hostile again, and if you have AI mods installed, they will run away like you become half bandit/vampire/wherewolf in the eyes of certain NPCs.

 

I'm not entirely sure about this because I run very heavy NPC additions, and running all of those specifically by themselves, I never had issue. This was with dozens upon dozens of warzones activated, rendered, and cleared, only to be reset by my going to the next, extra NPCs, deadly wenches, genesis (AND SoT at the same time) along with BIS and numerous Mihail moster mods/SIC. When this was done by itself, I never had issue. I would load up a game where I left inside the basement of Winstad Manor, and start crafting and immediately get the corruption without ever leaving the house, specifically to rule this out.

 

Granted, my overall stability has suffered some with certain mods being updated, and surprisingly my game runs smoother without Genesis and only using the SoT mod, instead of just Genesis or both. I prefer the extra monsters to fight and extra customization regardless, but also removed Assault Attack by Warzones, still keeping the main mod and just removing the AA, I had only experienced 1 lockup, and monitoring my script latency, I've had instances where my max script times crept up to 76ms, but generally stayed below 50ms. I had to update a BUNCH of mods though, so newer versions of mods may have introduced slight stability issues. Prior, I had little to no issue ever, but after, removing Genesis, WZ:AA (keeping WZ) seems to have alleviated most of the lockups and CTDs I started experiencing after updating. Regardless, my last post still stands (page or so ago) about not having the corruption s long as I had removed a handful of armor/crafting mods and scrolling through different tabs and very slowly through the list.

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I was struggling with the false savegame corruption quite a lot. I had about 245-255 active plugins running and the corruption reared its ugly head mainly after going through various crafting menus. It drove me crazy.

I decided to begin again with a fresh start and deleted everything. This time I installed SKSE64 and left out a few mods, merged the hell out of the patches, merged a whole lot in a bashed patch, resulting in bringing 299 plugins down to currently 209 active plugins (total of 549 mods, lots of texture replacers). Guess what: no save corruption whatsoever! Got some CTD's from testing out a few mods, but it's the most stable game I ever had. I cannot pinpoint it to a specific culprit and it's nothing more than a gut feeling, but what I did differently this time:

  1. SKSE64
  2. Keeping the active plugins below 210
  3. Ditched LOOT and organised everything manually
  4. Checked every plugin in SSEEdit for errors and compatibility issues
  5. Made my own patch with a bunch of tweaks and overrides
  6. Always cleaned my save files after uninstalling any mod

It allowed me to change so much more to my liking than before and now I really can enjoy the game. I still have some optimization to do, but no more feelings of frustrations and rage quit!

This post might not be helpful at all, but keep hope and keep on trying. One day you will create the Skyrim you dream of!

Im pretty sure plugins have nothing to do with this otherwise my current save would be pretty fuked. I have noticed as much as changing cells and fast traveling causes issues sometimes but this is not consistant.

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"" c) If the fluctuation is significant yet never exceeds the available system memory, yet is outside of the range of what the engine, system, or combination of the two is optimized to utilize, then this glitch occurs because the application can no longer properly access system memory or the data contained in the memory has become altered. This will also cause other functions of the game to stop working. ""

 

good grief!

I wonder, since now skyrim can use mega gigs of ram, the original oldskyrim engine is coded for the 4 gig limit. then the SSE can use 8...16 gigs. maybe too many mods plus certain mods in playing certain ways, overflows some "limit" within the engine. in oldskyrim, maybe the only problem one might have is to merely crash due to running out of memory. *here*, though, in SSE, one plays on.....lots of ram. however Something Broke in the game engine, an engine originally made for 4 gigs!

 

freestone

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