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False "save corruption" during gameplay


Ramagast

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One thing I noticed with this bug is that it tends to trigger shortly after loading into a new zone, i.e. entering and exiting buildings. In fact, I had it trigger right in the middle of dialogue just seconds after entering a building.

 

You can see when happens at exactly 24 minutes in:

 

...

I did notice that only a couple times in my runs. Usually as soon as I leave the crafting menu to check, it's happened. I had 2 instances that I recall where I did a small amount of crafting, checked, no corruption, but as soon as I left Winstaad, it happened. Otherwise, it shows as soon as I leave the menu, without moving or anything.

 

Also, if you hit 'return to game' when the sounds menu comes up, it auto enables everything. At least, it always did for me. No need to run through all those menus :P

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I don't expect it to. However, given the random nature of the corruption there is no harm in checking.

No harm in checking, indeed, just to cover the bases. However it won't be me because as it currently stands, SKSE64 isn't correctly calling the executable for me and SE refuses to launch when run through the extender. Compatibility mode, and admin rights don't help. It starts, runs for a few seconds, uses about 100mb RAM, and then quits.

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One thing I noticed with this bug is that it tends to trigger shortly after loading into a new zone, i.e. entering and exiting buildings. In fact, I had it trigger right in the middle of dialogue just seconds after entering a building.

 

You can see when happens at exactly 24 minutes in:

 

 

finally some one who has video proof of the bug! shame you didn't show reloading the save you made after the bug appeared proving that it was fine but still this is great. don't know why we never thought to record the bug appearing before.

 

@Gothpunk4Christ yeah Re-saver usually shows nothing for me aswell unless i have removed a mod. I just have got in to the habit of checking it every time the bug appears. i'm mostly checking to see how high script and script instances count currently is.

 

i have tried running SKSE64 but i couldn't get it to work with Mod organizer so i can't test it with my load order.

Edited by jaffa5
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i have tried running SKSE64 but i couldn't get it to work with Mod organizer so i can't test it with my load order.

I'm not running MO and can't get it.

 

I did notice that I did have a corrupt save while in a separate worldspace (Forgotten Island) so the ideal that it only occurs in stock worldspace may be shot as well.

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Alright, so I just did a test run with SKSE installed. I started a new game using the exact same mods and load order as I did in the video in my previous post. There were a few times where I got the infinite black loading screen (unsure if it's related to SKSE being in alpha or the fact that I haven't fully worked out the kinks in this new mod loadout), but eventually I was able to go a full hour and a half until my game decided to crash in Windhelm. So this means one of three things:

 

1. I got extremely lucky on this run. I don't think this is likely since this bug tends to trigger at fairly consistent intervals. I went from 25 minutes with the bug, to 90 without.

2. The game crashes or gets an infinite loading screen when the false save corruption bug is triggered while SKSE is installed.

3. SKSE fixes the save corruption bug.

 

I was running a fairly heavy load order, as well, with lots of mods that add additional weapons, armor, and NPCs.

 

https://modwat.ch/u/AudieMurphy135/plugins

 

I would recommend others give this a try.

 

Will try this again tomorrow without SkyTEST, Sands of Time, and Legacy of the Dragonborn as I suspect one or more of these may be related to the crashing / black screen.

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