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False "save corruption" during gameplay


Ramagast

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Its back to the fake corrpution stuff that i added today was BosmerElderShadowArmor ,vader armor , LeftHandRings , Darkwater Crossing , Shor's Stone ,Helarchen Creek , Kynesgrove , Karthwasten , Soljund's Sinkhole and Solstheimdungeonpack.

 

I will restart one last time if that save corrupt without the mods i added today i quit.

Edited by Leagacy of Morrorwind
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It kinda supports my "intensity" theory. It is possible that after last update any mod or some specific class of mods breaks the game... eventually. If you have 5 simple mods, it'll happen in 500 hours, 200 mods of varying complexity - in 20 minutes. Some internal buffer gets full - and voila! Corrupted game.

 

It can be general issue across all mods (remember string problem with saves in Oldrim?) or isolated one.

In any case, I'm interested if mod authors are reading this forum? Perhaps someone with more internal knowledge of how the game works could at least recognize the symptoms. I've been playing with heavy mod lists since... well, Morrowind. And never encountered this problem in Oldrim.

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Yeah i think its tied to how many mods you have installed some how, i merged alot of mods just before my fresh 16hr+ play but then added some more weapon and armour mods as i thought they would be ok, and now im getting the bug after around 30mins. Its really pissing me off and im convinced it isnt caused by any one mod but a series of mods together or just to many ETC. Im guessing everyone has a modded .ini, i will try a play through with vanilla .ini later and see what happens.

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So, just a case of too many mods. Which ones can I do without? Do we think it's a specific kind of mod that's proving too much for the poor little game? Player homes? I admit I have several, including Blackthorn and The Scarlett. (Actually, just those two.) Town expansions? Texture mods? Vivid Landscapes? I tried zapping SkyUI and that made no difference at all. I really don't want to lose the farm and the mine if I can help it...

 

...well, I don't want to lose any of them, but I can't go on like this.

 

Sigh.

 

Oh, supplementary question; if by any chance it's a surfeit of scripts causing this, is it possible that when they finally get SKSE64 working that on its own might alleviate the problem?

 

Lethiel

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In my experience the most dangerous mods are smaller ones. I remember mod that was supposed to add a couple of crossbows, but had about a hundred dirty edits including some deleted interiors and immortal dragon in Riverwood. Experienced authors do bigger mods with more quality control and much better feedback. That been said... we have a bit of a unique situation in SSE as there are thousands of ports with earliest of them getting thousands of downloads, everyone builds their mod lists... this is chaos. Not all ports are the good ones. Not all of them saved in latest CK, not all have optimized meshes, some do not have BSA's, others miss some files in BSA's, etc. Some mods are not ported by the original authors and it also can be dangerous.

 

Plus, there can be hidden errors. There can be errors in the game's latest update we don't know about. It took modders years to fix lip sync in Oldrim. The problem with excessive string count that eventually ruined saves were discovered only a year ago. So, yes, the SKSE64 may help as it will attract more experienced modders and more players to test mods.

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