Gothpunk4Christ Posted September 9, 2017 Share Posted September 9, 2017 Yeah, My current test to see if "I'm gett ing the bug" is starting a new game, and running all my little configeration menus (books/spells) and then doing the "camping in the woods" alternate start, running to Helgan, then console fast travel to Riverwood to pick up a few quests, then console fast travel to Whiterun. By the time I get the quest to go to pick up the dragonstone...my saves are "corrupted"All I have to do is load a save in Winstaad in the basement next to the forge, and run through maybe half my crafting list. I use a batch file in a new game just running to riverwood to deposit all the crafting stuff, then start crafting. If I can make it all the way to 100, navigate through my crafting lists several times, I'm good to go. Link to comment Share on other sites More sharing options...
LordMerek Posted September 11, 2017 Share Posted September 11, 2017 (edited) Not sure if this is the right place to post this or if this helps, but I solved the Save Corruption issue in my playthrough by making sure all mods I installed were using the correct header (Version 44) for ESPs and not the oldrim header (Version 43). You would not believe how many mods or patches that were not properly converted. So far I haven't seen save corruption since. Also if you "accidentally" merge a plugin that is using the oldrim 43 header with a Special Edition plugin that will instantly corrupt your save. Edited September 11, 2017 by LordMerek Link to comment Share on other sites More sharing options...
r0b3rt92 Posted September 11, 2017 Share Posted September 11, 2017 How exactly can i find out if a mod uses 44 or 43? Link to comment Share on other sites More sharing options...
aurabeat Posted September 11, 2017 Share Posted September 11, 2017 Apply this script against your load order in SSEEdit { Check form version of TES4 header in loaded plugins}unit UserScript; const CheckFormVersion = 44; function Initialize: integer;var i: integer; plugin: IInterface;begin for i := 0 to Pred(FileCount) do begin plugin := FileByIndex(i); if GetFormVersion(ElementByIndex(plugin, 0)) < CheckFormVersion then if Pos('.Hardcoded.', GetFileName(plugin)) = 0 then AddMessage('Old version plugin: ' + GetFileName(plugin)); end; Result := 1;end; end. Link to comment Share on other sites More sharing options...
Archet1337 Posted September 11, 2017 Share Posted September 11, 2017 10-15 pages back we tried this, and it didn't seem to have any effect on the save corruption issue. At least not for me and a couple others. But it's always good to make sure mods have been ported over properly. Link to comment Share on other sites More sharing options...
Gothpunk4Christ Posted September 11, 2017 Share Posted September 11, 2017 10-15 pages back we tried this, and it didn't seem to have any effect on the save corruption issue. At least not for me and a couple others. But it's always good to make sure mods have been ported over properly.Yeah I was one of the few it didn't help. Tried, though lol. But if it has a chance to help, it's worth a shot. Link to comment Share on other sites More sharing options...
PassionForSound Posted September 11, 2017 Share Posted September 11, 2017 Everyone using BethIni or rather: Anyone using standard INI? Link to comment Share on other sites More sharing options...
LordMerek Posted September 11, 2017 Share Posted September 11, 2017 (edited) 10-15 pages back we tried this, and it didn't seem to have any effect on the save corruption issue. At least not for me and a couple others. But it's always good to make sure mods have been ported over properly.Like I said it worked for me, at least for me the few hours I played last night. Save Corruption has been an issue for me since day one so you can imagine a few hours of playtime is better than a few minutes and I'll take any break I can get since Bethesda seems to have little interest in tackling this issue. A few things I'd like to point out (most likely things that have already been addressed but I'll mention them anyway):If you have a plugin using the oldrim header and you merge it with a Special Edition Plugin it will instantly corrupt your save(s)SkyUI 2.2 (the one with the SKSE warning removed) is known to cause issues eventually; if not immediately (If it hasn't given you any trouble, you're one of the lucky few)Always check to make sure your mods are converted properly before finalizing your mod build; if you get a corrupted save at let's say the crafting menu it's likely the result of a plugin not properly converted and tracking it down can be difficultI recommend not going overboard with a bunch of heavily scripted mods and keeping your plugin count as low as you possibly can make it (Use Wyre Bash and Merge Plugins whenever possible)I'll continue playing tonight and see if I can't play longer. Edited September 11, 2017 by LordMerek Link to comment Share on other sites More sharing options...
Gothpunk4Christ Posted September 12, 2017 Share Posted September 12, 2017 (edited) Everyone using BethIni or rather: Anyone using standard INI?I did previously use BethINI but when STEAM ate my install and I had to start fresh, I deleted all of the INI files and redid them by hand. *edit* at least I think I did. That was a while ago... lol. I'm entirely positive that I am mostly sure that I probably did or did not do so. Edited September 12, 2017 by Gothpunk4Christ Link to comment Share on other sites More sharing options...
waylander47 Posted September 12, 2017 Share Posted September 12, 2017 (edited) HOLY CRAP!!! SKSE64 just got released. AND SKYUI 5.0 is up!!!!!! Edited September 12, 2017 by waylander47 Link to comment Share on other sites More sharing options...
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