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False "save corruption" during gameplay


Ramagast

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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 however Something Broke in the game engine, an engine originally made for 4 gigs!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

 

 

 

No, I actually have no idea what I'm talking about. It seems somewhat practical though, doesn't it? Nothing about the original engine was ever optimized to run in a 64 bit environment. SSE is a simple port. Most, if not all, optimizations made to the 64 bit engine were to accommodate paying customers (console hardware).

 

I noticed how a spike in RAM usage of 1Gb or more (typically a total of > 8Gb) was a sign that I should check my saves. It typically was not long after that I would have to restart. There was no other condition between instances that was even remotely consistent. Correlation is not causation though, and any time I think I've found some sort of consistency I'm typically proven wrong.

 

 

 

 

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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 however Something Broke in the game engine, an engine originally made for 4 gigs!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

 

 

 

No, I actually have no idea what I'm talking about. It seems somewhat practical though, doesn't it? Nothing about the original engine was ever optimized to run in a 64 bit environment. SSE is a simple port. Most, if not all, optimizations made to the 64 bit engine were to accommodate paying customers (console hardware).

 

I noticed how a spike in RAM usage of 1Gb or more (typically a total of > 8Gb) was a sign that I should check my saves. It typically was not long after that I would have to restart. There was no other condition between instances that was even remotely consistent. Correlation is not causation though, and any time I think I've found some sort of consistency I'm typically proven wrong.

I missed this entirely when trying to skim (or did but forgot to punctuate) but I have 32GB RAM and my RAM usage, when I would monitor it, was fairly steady. If anything, it would be the engine not allocating properly (akin to a memory leak) but there are certain things that do seem to irritate the issue and make it prominent. I'll go back and monitor my memory usage and see if I can get some correlation between corruption and resources though.

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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.

No, amount of plugins is not the sole cause, but it seems to contribute to the chance of getting the false savegame corruption. I experienced it to be more frequent from 240+ active plugins. All I can say for sure it always happened after crafting multiple items.

I never use fast travel myself, for immersion reasons (only on a test save for trying out new mods). But another thing I took in account while building my load order, was mods placing actors in cells. Too many actors also causes instability.

But it seems to be a combination of the various possible causes that have been named throughout this topic. We probably will never know for sure and maybe it just comes down to luck to find the "golden setting" in modding your game.

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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.

No, amount of plugins is not the sole cause, but it seems to contribute to the chance of getting the false savegame corruption. I experienced it to be more frequent from 240+ active plugins. All I can say for sure it always happened after crafting multiple items.

I never use fast travel myself, for immersion reasons (only on a test save for trying out new mods). But another thing I took in account while building my load order, was mods placing actors in cells. Too many actors also causes instability.

But it seems to be a combination of the various possible causes that have been named throughout this topic. We probably will never know for sure and maybe it just comes down to luck to find the "golden setting" in modding your game.

 

I'm not sure if he was saying that "number of mods doesn't matter", or if actual quantity of plug-ins doesn't matter. If you have 200 mods installed with 200 plug-ins, for example, it hasn't been established that the same 200 mods merged into 50 plugins wouldn't produce the same effect. But like you said, nothing has been officially ruled out.

 

As far as the "golden setting," you're probably right. There's no universal cause, therefor there's no universal solution. After installing SKSE and increasing my default heap size to 512, I have yet to experience any further problems. This obviously won't work for people who experience the bug that are already using SKSE with proper .ini settings.

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This issue is so weird, and frustrating. I keep thinking I have a solid game and then bam.. it's back. Seems to happen to me with my current build when I got to Bleak Falls Barrow... until then I"m fine. Only mod I have thta really messes with that area is OBIS. I can't play without OBIS so haven't tried removing it... also, I think it started happening to me most recently after I had paused the game for a long time, just tossing that into the pile.

 

NOTE: installed SKSE and so far up to level six with no occurrence.... (but now frostfall doesn't work... sigh. )

Edited by KurganSPK
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NOTE: installed SKSE and so far up to level six with no occurrence.... (but now frostfall doesn't work... sigh. )

 

http://www.dracotorre.com/blog/frostfall-se-skse64/

I think there's an issue with warmth and coverage not being applied correctly. I don't recommend installing the MCM files, but I installed PapyrusUtil SE and disabled / re enabled Frostfall with the configuration power (not MCM) and it worked fine.

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NOTE: installed SKSE and so far up to level six with no occurrence.... (but now frostfall doesn't work... sigh. )

 

http://www.dracotorre.com/blog/frostfall-se-skse64/

I think there's an issue with warmth and coverage not being applied correctly. I don't recommend installing the MCM files, but I installed PapyrusUtil SE and disabled / re enabled Frostfall with the configuration power (not MCM) and it worked fine.

 

 

yes thanks - found the papyrus se fix and it seems to be working now. knock on wood... game seems to be working fine with no corruption issues. Up to level 8 and doing things that caused the issue in previous builds - multiple followers, particularly. 210 plugins with far more actual mods installed thanks to installed overhauls. Not a single CTD and framerate is wonderful everywhere with everything cranked up. Watch next load i get the issue.... lol. TIme to see if I get get through Bleakfalls without having it crop up! I'm actually amazed at just how well SE runs with the skse alpha - frostfall, wet and cold, cloaks... etc. Seems very solid for "alpha".

Edited by KurganSPK
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whelp - seems to be a mod count issue, least for me... if I stay below 210 active esps I appear to be safe... but not sure I can do that, lol, too many things I want in my game. Current build has 248... with some big merges on top of that. getting the corrupted save every couple of hours. Not a huge issue as can just quit and reload and things are good again but it is annoying.

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Well up to 254 esps with about another 100-150 merged/texture mods. Installing SKSE seemed to really help - now I just get the issue very rarely and usually when spending a lot of time in the crafting menus. Very stable otherwise so I'm good to go - now at level 30 with just a couple CTDs in that time.

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This is the stupidest bug ever.

After good 180h of playtime i went to a trainer saved before training failed to steal my money back wanted to load and bamm save game corrupt.

Never went to a trainer in all that time but good to know this s#*! is never going away.

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