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False "save corruption" during gameplay


Ramagast

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So i have this dreaded bug bug and found this thread while trying to find a possible fix for it. read through most of the thread and see that it's not any one mod causing it.

 

I see most of you currently think it's possible linked to String/scripts. Most you agree that Crafting makes the bug apper quicker. as well as interacting with merchants due to the game dynamicaly assigning strings to the vendors invintory. I saw a post on reddit taking about the same bug and Thallassa one of the mods said "Certain aspects of the game, like merchant inventory, are saved in the executable's memory, not your save game; this will not get cleared until you restart the game."

 

The bug is most likely caused by the script engine not clearing memory correctly IMO but is there a way to test this?. Thats probbaly why restarting SSE is the only thing that makes the saves work again. If i'm right then hopefully SKSE64 will be able to fix it (when ever it eventually comes out.)

 

also for those keeping track i have:

213esp

strings 47584

scripts 7912

script instances 104044

save size 6.3

 

this is a new playthrough ( 6 hours currently) I have made no changes to my load order after activating my mods after leaving Helgan. first got the bug last week after installing skyui2_2 mid playthrough it was the dissapearing message boxs i got first so assumed I had it placed wrong in my load order.

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I do keep seeing a common theme though, there's ALWAYS 1 unattached instance when I get the corrupt save and save my game while the issue is happening, and it's the summon stormie spell from the stormie follower. I seriously doubt this is even relevant though because I doubt every one of us having this issue is using stormie.

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...I see most of you currently think it's possible linked to String/scripts. Most you agree that Crafting makes the bug apper quicker. as well as interacting with merchants due to the game dynamicaly assigning strings to the vendors invintory. I saw a post on reddit taking about the same bug and Thallassa one of the mods said "Certain aspects of the game, like merchant inventory, are saved in the executable's memory, not your save game; this will not get cleared until you restart the game."

 

The bug is most likely caused by the script engine not clearing memory correctly IMO but is there a way to test this?. Thats probbaly why restarting SSE is the only thing that makes the saves work again. If i'm right then hopefully SKSE64 will be able to fix it (when ever it eventually comes out.)

See this makes a lot more sense when it's described in a more technical term than I am capable of. it definitely fits the theme that something with the engine isn't doing something quite right or is being overloaded, and restarting the game seems to clear that and set it back straight. If we could figure out a good way to test this and determine that it's actually an issue with the engine itself, and not mods, then we could probably get Bethesda to listen and make a patch.

 

That, of course, would require it being repeatable without mods.

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See this makes a lot more sense when it's described in a more technical term than I am capable of. it definitely fits the theme that something with the engine isn't doing something quite right or is being overloaded, and restarting the game seems to clear that and set it back straight. If we could figure out a good way to test this and determine that it's actually an issue with the engine itself, and not mods, then we could probably get Bethesda to listen and make a patch.

 

That, of course, would require it being repeatable without mods.

 

 

I'm in no means a technical expert, far from it. I'm just basing this on what we know about the Bug. we know it's tied to invintorys/menus. as the most reliable way to get the bug to reappear is via long crafting sessions with lots of opening and closing of menu's. with the blank menus popups being the most obvious sign the bug has reared its ugly head.

 

i think it would be very hard to reproduce this in vanilla skyrim as it only seems to show up most frequently in games that have a high mod count.

 

also on a side note: if i am wrong and it's not strictly a script engine bug, I wonder if the bug may be an some kind of error between the script engine and the Flash engine used to drive the UI. The UI is most obvious thing other than the saves appearing corrupt that the bug affects.

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My case was a bit intresting. I had a oldrim mod called konahriks accoutrements big quest mod ish. I went into the dungeon just to test if it would work somehow without proper porting i had played around 100 hours at that time in the save no corrupt save issue at all but once i used this mod it started happening alot usually 20 mins of game time sometimes more if im lucky. And i saw saves such as 42200 unknown error as a save. Now in my new playthrough the issue came up for no reason after around 3 hours of gameplay.

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Edit 1 - I disabled a bunch of crafted armor and weapon mods as well as followers, wet and cold and other suspects. Then I ran though the usual testing route:

* Start out with LAL and spawn in the Dark Brotherhood

* Pick up the quests in there

* Run outside and head north towards Helgen

* Kill any bandits on the way and interact with the wenches and merchants along the road. Loot any flowers I find

* Get to the bandit camp that spawns 3 bandits when you loot the chest

* Kill them and head to Helgen.

 

Now, as before around 20-25 minutes the save is corrupt. Again. Without any crafting or looting more than 10-15 bandits + 1 chest.

 

This is random as all hell. I am starting to lose my mind. This kind of random crap without anything to go on is the worst. I wish Bethesda would share some knowledge on this issue.

 

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Edit 2 - Enabled all mods again, and ran the same testing route. Just when I hit the bandit camp and killed the 3 bandits, the save corrupted.
* Savegame 4.12MB - 38431 strings - 5717 scripts - 69571 script instances - Corrupt at 18 minutes
Going to try the same route without OBIS.
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Edit 3 - Did a run without any bandit mods (OBIS, OBIS Loot, Genesis, More Bandit Camps) and this time I made it through Helgen, grabbed Ralof in the cave, killed the bandits down the road, and headed into Embershard Mine.
Killed all the bandits and by the time I reached the end of the cave, the save got corrupted.
* Savegame 4.11MB - 38183 strings - 5715 scripts - 70067 script instances - Corrupt at 36 minutes
As many have pointed out earlier in this thread, it really does seem like this has nothing to do with what mods are installed, and more about string count. But my god is this annoying.

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Alright, so I have been doing a lot more testing, and I have finally found a setup that is currently nearing the 2 hour mark without any issues and I have also been crafting / browsing through all of the crafting stuff several times as well as checking in with various vendors.

 

Currently the save is at 1h 45m and 4.23MB. No issues what so ever so far.

-- 198 plugins -- 36022 strings -- 5556 scripts -- 66925 script instances -- no unattached scripts or other weird stuff.

 

 

This was my mod list when I started having issues https://modwat.ch/u/Archet1337

 

And these are the mods I have disabled to get what seems to be (so far) a playable setup.

These are mostly scripted mods and/or armor mods.

 

Will be adding them back one by one over the weekend and see if I hit any specific string number where the save get corrupted, or if I can sniff out any other patterns.

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Yeah the only ones I could really remove to match are:

Wet and cold, which I just got recently,

Sounds of Skyrim - also just recently acquired, I imagine has little to NO impact on this issue

Campfire - also a very new addition, used very little, but the instinct power is GREAT for early game on sneaks.

Sofia - I encountered her once and immediately thought about uninstalling. Terrible first impression. Annoying desperation is a major turnoff for just about anything with me. First encounter nearly ruined any possibility of rescue for me lol.

DX Legendary collections - thought about removing anyways because I just really don't use them. Some are a bit too revealing for my taste, but the quality is good and not all combos are a few strands of thread comprising the entire outfit. I wanted them for followers initially to try and get them outfitted a little quicker, but it really never works that way lol.

 

Since I think it's entirely possible that the scripting and inventory issues could be completely related (could someone possibly confirm, with relevant information like what jaffa5 mentioned a few posts ago about whether strings and scripts are handled in a similar manner to executable memory, or if they're separate and shouldn't have this type of impact, if I'm saying that right) here's some of my heaviest script mods...

 

 

  • Alternate Start - LAL (145) Required.
  • AS - New Beginnings (21) Preferred.
  • Better Vampires (43) - could remove this as I STILL have yet to play a vamp yet. WW >>>> vamp.
  • Campfires (132) - I actually just very recently installed this, was having the save issue before installing this.Nice, but not a must have.
  • Convenient Horses (108) - Mostly required, only way I'll ever use a horse. No CH = no horse period.
  • EFF (712) - I've found it generally better and preferred over AFT, but have noticed it's been a bit... lagged at times recently. Using it to test a follower pack I'm building, I supposed having all 8 at once with me doesn't help, lol.
  • Falskaar (223) - I love that number, but I still haven't even gotten into the stuff with this mod.
  • Forgotten Dungeons (1989) - That's a huge number for what I would expect, but I'm a dungeon crawler at heart and have been in every base dungeon in skyrim. Need to keep it fresh. Can remove if needed I suppose.
  • Forgotten Island (57) - Still have yet to do this series.
  • Hedge Mage Armor (16)
  • Immersive Citizens ( :cool: - Would expect more from this, but hey, great.
  • Immersive Patrols 2 (108) - Actually forgot I had this installed, but more people on the roads is great. They're so barren without.
  • Immersive Wenches (25) - Same with the patrols, more people better.
  • Imperious (15) - Almost a must have now.
  • More Bandit Camps (302) - JUST installed this the other day.
  • OBIS (18) - This could be 800 and I'd still run it.
  • Ordinator (125) - This or an alternative would be required.
  • Populated Cities/Towns/Villages from SoT (27) - THANKS for this Tonycubed, loving it.
  • RDO (16)
  • SL Amorous Adventures (218) - ... yeah. This was censored. Still a bit disturbing. I thought the extra quests would be great. I was expecting a semi-dating sim cliche of things without the animations (as this version is). Yeah. I was wrong. Removing at next new game lol. It's a GREAT way to get extra quests you normally wouldn't touch without some guide... but yeah...
  • My own personal follower pack (29) - I expected 0, but I know otherwise now.
  • SkyDream Mermaids (79) - Mine has more followers and less scripts, yay!
  • Sofia - (33) - Removing.
  • Unread Books Glow (104) - Will remove after I get the achievement.
  • Warzones (52) - Required.
  • Warzones DLC AA (441) - Still required.
  • Wet and cold (262) Can do without, but it's a nice addition.

 

 

 

But in light of new evidence... I'm not entirely sure if this does have anything to do with strings or not. If strings aren't interacting with executable memory (still want confirmation on this?) then it SHOULDN'T impact anything except when script lag actually happens. It could be a type of thing where one makes the other worse and the 2 just start a downhill spiral together. Need to see if there's people who have lower string counts and all that with more armors and weapons installed that still have the issue.

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well sounds isn't it have just recently added it and I had it before that ... my bet is wet and cold.

I'm enabling Wet and Cold again now. Will make a new game and see what happens.

 

EDIT: Save corrupt in 40 minutes.. Wet and Cold may work for a lot of people, but it sure doesn't play nice with my load order.

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