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False "save corruption" during gameplay


Ramagast

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We still shouldn't rule that out, but I'm having a little trouble figuring out how to go about testing. If I were to just straight up disable my bashed patch, that would effectively negate 4-5 major mods, because only the last one would win out and if it has something to do with injected leveled lists then I basically induce a false positive.

 

 

Create the bashed batch then resave it from CK? You'd have to esmify/espify the masters of the bash patch, but that should convert it to form 44.

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I'm really sure that, there are many other people that had this same f*#@ing problem, either they just starting moding skyrim, or any heavy modder like us. but they just don't bother to solve it, and just leave it be. because i do believe that it do not need hefty number of mod to inflict, it can occur with only few number of esp, as long as it killer combination. lol

 

couple thing that i sure of this problem is.

for me its like a rule :

  1. forbid to add many new quest line, or altered an already existing quest. so any DLC size mod included as warning, even alternate start. im better off without it for now.
  2. forbid to add mod that add new event or excessive dialog like WARZONE (i really not recommend anyone who are irritates with this problem to install this one, 99% sure something will go wrong)
  3. forbid add to many new item on crafting section like TERA (im pretty sure 70% my load order f*#@up after installing this) while immersive armor im still not sure, cause maybe im not playing long enough to inflict the problem with only this installed. while i can asure that any mod that just replace the meshe or texture is completely safe (90%). any individual armor or weapon also safe, i do believe that skyrim se has limit to how many item it can handle.
  4. forbid to adding or changing gameplay, like combat overhaul that add new behaviour, whatever you name it, include animal and npc reaction but i dare to say that mod that only change the number from the parameter is completely safe ( i belive it 90%) as long as not include new script function
  5. for follower mod, for me its relatively safe, as long as it's not add new quest line, so pure follower function is safe. just dont use AFT or EFF, instead you can use increase follower limit, for me its better alternative.
  6. any mod that change npc appearance also safe, (90% sure)
  7. mod that alter leveled list (its include in "warning")
  8. i do not believe that wyre bash, has major effect, since when i first start experiencing this bug, is when i did not use wyre bash at all
  9. my mod exceed the limit by 350++, but as long most of it only meshes and texture mod, follower mod, NPC appearance replacer, like bijin, wico, etc. its most likely will run for me. i test it for 3 hour, and it still good to go.
  10. for SKYUI, for me also on my "warning" side.
  11. for city and interior overhaul, im pretty sure it is quite safe, as long as its not deviate to much from the vanila one, like castle enchance mod, (90% sure always f*#@up my load order), as long its only add decoration, building, and proper navmesh, its 70% safe.
  12. have not tested yet. : 60FPS interface, might be one of the culprit, since mostly the crafting section that arising this problem, while other my interface are handled by QD inventory.
  13. any animation & sound mod also completely safe.

 

well, im not an expert on programming. but from my exp. this what i do believe. i'm not intend to offend any mod author, since i enjoy your work, but its due to skyrim se engine limitation. i hope there will be fix soon for this problem. so sad

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I've got, like, two crashes after expanding my mod list, but it's been another five hours and no bug.
I'm not using the Bashed Patch. Wrye Bash doesn't seem to be properly tested on SSE, so I removed it from the equation, instead creating my own merged patches by hand.
I don't have any Form 43 mods - maybe it helps. All mods I self-ported to SSE, I saved with the new CK.

One thing I noticed that there are still a lot of messages in this thread about installing some particular mod and getting the issue. If you check load orders people posted at the beginning of this discussion, you'll see that in the end they don't have a single mod in common, so it's probably better to not clutter the thread. I mean, this bug is not triggered by OBIS Loot because OBIS Loot is a new mod and no one at the beginning of this thread had it. And thousands of players are using OBIS Loot now without getting the bug. By the same logic it's not Frostfall or Wet&Cold, or Sands of Time, or Warzones, SkyUI, Immersive Armors, etc. And it's not their sum as I'm using them all without the bug while I had it constantly in the past.

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I've got, like, two crashes after expanding my mod list, but it's been another five hours and no bug.

I'm not using the Bashed Patch. Wrye Bash doesn't seem to be properly tested on SSE, so I removed it from the equation, instead creating my own merged patches by hand.

I don't have any Form 43 mods - maybe it helps. All mods I self-ported to SSE, I saved with the new CK.

 

One thing I noticed that there are still a lot of messages in this thread about installing some particular mod and getting the issue. If you check load orders people posted at the beginning of this discussion, you'll see that in the end they don't have a single mod in common, so it's probably better to not clutter the thread. I mean, this bug is not triggered by OBIS Loot because OBIS Loot is a new mod and no one at the beginning of this thread had it. And thousands of players are using OBIS Loot now without getting the bug. By the same logic it's not Frostfall or Wet&Cold, or Sands of Time, or Warzones, SkyUI, Immersive Armors, etc. And it's not their sum as I'm using them all without the bug while I had it constantly in the past.

 

All i can blame it on is the engine not being able to handle the mods. Maybe its something else.

This is pretty much what I'm starting to settle on. I can very easily duplicate the issue with a handful of mods, but can't figure out which one is causing it. Adding multiple of the same type of mods will not render the bug with usual methods, but throwing them all together will.

 

Not using wrye bash for me does have some validation for me, because I didn't have the issue (that I ever NOTICED, it's possible I had the issue and just never realized) but I remember someone else stating they don't use WB and still having this issue.

 

Id rather just enjoy the game with my mod loadout than start limiting myself.

And this is pretty much it. I'll build my game how I want to play it, and until it gets to the point where I literally can not play anymore, I'd rather just deal with it. I have yet to be able to duplicate the issue on an unmodded game, so from that standpoint the game itself is working. Add 100 mods and it works. Add 200+ mods and it doesn't. While that isn't the most "scientific" of explanations, it seems to be the most solid collaboration of evidence that we have. The engine may just not be capable of handling this many mods that do certain things, and Bethesda's only responsible for ensuring the game by itself works.

 

*shrugs*

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Its very doubtful we will find solutions, tho not what im expecting anyway till we get stuff like SKSE64 out.

And that could very possibly not happen anymore. I'm going to keep playing around with ideas and see if I may be able to make any progress, though I doubt it, and I'm not about to let the absence of something imaginary at this point keep me from enjoying one of my favorite games.

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If it is the engine not being capable of handling the load could it be because the engine is resource poor?

I honestly don't think so. SE is a 64-bit executable so it would be able to make much more use of more memory than LE's 3.1GB limitation. Not unless the updated version is just so poorly coded, but I think we'd see more than just a false save corruption if that were the case. Aside from a random lockup of the game, my SE install usually doesn't ever CTD, and if it does, it's because I'm very close to the ESP limit or surpassed, with programs like merge plugins.

 

I've reduced my plugin count significantly, and aside from a random halt earlier today, I've been steady ad solid otherwise.

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