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False "save corruption" during gameplay


Ramagast

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Sands of time causing issues??? Say it ain't so! :-(

Only reason I suspect it may be causing issues is that it used to cause crashes back when I played Oldrim. SkyTEST was the same way. Legacy of the Dragonborn is still in beta and has some minor issues so I'm going to axe those and see how it runs tomorrow.

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I actually do have a very variable amount of time during corruption bugs, so I don't think we should get slap happy over SKSE64 fixing anything yet. Playing normally, I can go anywhere from 5 minutes to 3 hours without issue, but I usually run crafting heavy and that expedites the issue - always. If I try and force the bug, 5 mins tops and I'll be done. Of course, during a normal run I'll try and avoid this, unfortunately I just accumulate so much junk I need to smelt, and use the extra smelted materials to make more stuff that's less junk. :tongue:

 

Aside, the only real benefit to running SKSE64 right now from a regular user standpoint might just be the newer version of SkyUI.

 

And tony, sorry to break your heart but I'm going to HAVE to remove some of the SoT mods I'm running lol, I just don't need them in a regular game. They were great to experience first time, but it was just a bit of extra fluff in the meantime to play with. great to help troubleshoot heavy spawns though.

Edited by Gothpunk4Christ
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Those who experienced this issue, can you please confirm that you using Avast antivirus? If so, disable the Ransomware shield and let us know if this helps.

 

*guess i should add... so with the release of "XCOM 2: War of the Chosen" it was found that Avast Ransomware didnt like how the game created thumbnails for each soldier in your documents folder, so after a few hours of gameplay it would block images which resulted in soldiers thumbnails to be replaced by "IMG:" image.. eventually leading to the game crashing. Disabling Ransomware shield or removing specific folders from its scan stopped this from happing. I assume other games might fall victim to this.

Edited by Illuminus
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Those who experienced this issue, can you please confirm that you using Avast antivirus? If so, disable the Ransomware shield and let us know if this helps.

 

*guess i should add... so with the release of "XCOM 2: War of the Chosen" it was found that Avast Ransomware didnt like how the game created thumbnails for each soldier in your documents folder, so after a few hours of gameplay it would block images which resulted in soldiers thumbnails to be replaced by "IMG:" image.. eventually leading to the game crashing. Disabling Ransomware shield or removing specific folders from its scan stopped this from happing. I assume other games might fall victim to this.

Microsoft Security Essentials. Otherwise, I do not run antivirus 95% of the time.

 

*edit* HOWEVER.... I AM running malwarebytes...and that has a similar feature. Will disable it and see what effect that has.

 

*edit* nope.

Edited by Gothpunk4Christ
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Those who experienced this issue, can you please confirm that you using Avast antivirus? If so, disable the Ransomware shield and let us know if this helps.

 

*guess i should add... so with the release of "XCOM 2: War of the Chosen" it was found that Avast Ransomware didnt like how the game created thumbnails for each soldier in your documents folder, so after a few hours of gameplay it would block images which resulted in soldiers thumbnails to be replaced by "IMG:" image.. eventually leading to the game crashing. Disabling Ransomware shield or removing specific folders from its scan stopped this from happing. I assume other games might fall victim to this.

I only ever use the built-in Microsoft AV in Windows and still get the bug.

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How I fixed my false Corrupted Save Bug:

 

I don't know if this has been mentioned yet but, I have a potential fix for some other users here. I used to get the corrupted save game pretty consistently until about a month ago. I haven't changed my load order or the types of mods that I use. What I did do however was remove all of the unused esp files that weren't being used from my data files and put them in a separate folder (in case I had need of them again). I have played pretty substantially since then and I haven't had a false corrupted save since.

 

Explained Further:

For example, say I was using two mods. A main file called MODX and then a patch file for it called MODX_Patch. If I then merged the patch file with the main mod (thus rendering MODX_patch useless) I would then remove the MODX_Patch.esp from my data folder completely (to my unused esp folder in case I need it again). This means that I no longer see this mod show up in my nexus plugins tab and it no longer exists for skyrim to read for it.

 

My take on why this might work stems from how when I used to keep all of my active and non-active esp files added together my total would reach over 255. Since Skyrim SE will allow you to add and remove esp's while in game my guess is that a glitch would occur in the engine and somehow count and register the non-active number of esp's that I have with my active ones and thus bring my mod limit to over 255. Now all the files I keep in my data folder are also all ticked as being active.

 

Those are my two cents anyway. Hope this potentially helps someone else!

 

Edit: If someone else could try this as well and report what they have found it would help to see if this is just myself or is useful for other people.

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How I fixed my false Corrupted Save Bug:

 

I don't know if this has been mentioned yet but, I have a potential fix for some other users here. I used to get the corrupted save game pretty consistently until about a month ago. I haven't changed my load order or the types of mods that I use. What I did do however was remove all of the unused esp files that weren't being used from my data files and put them in a separate folder (in case I had need of them again). I have played pretty substantially since then and I haven't had a false corrupted save since.

 

Explained Further:

For example, say I was using two mods. A main file called MODX and then a patch file for it called MODX_Patch. If I then merged the patch file with the main mod (thus rendering MODX_patch useless) I would then remove the MODX_Patch.esp from my data folder completely (to my unused esp folder in case I need it again). This means that I no longer see this mod show up in my nexus plugins tab and it no longer exists for skyrim to read for it.

 

My take on why this might work stems from how when I used to keep all of my active and non-active esp files added together my total would reach over 255. Since Skyrim SE will allow you to add and remove esp's while in game my guess is that a glitch would occur in the engine and somehow count and register the non-active number of esp's that I have with my active ones and thus bring my mod limit to over 255. Now all the files I keep in my data folder are also all ticked as being active.

 

Those are my two cents anyway. Hope this potentially helps someone else!

 

Edit: If someone else could try this as well and report what they have found it would help to see if this is just myself or is useful for other people.

Wouldn't auto-ghosting the files through Wrye Bash serve the same purpose?

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