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False "save corruption" during gameplay


Ramagast

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Can I ask what kind off hard drives people with the bug are writing save files too (spinning vs SSD)? What I'm thinking is perhaps with allot of mods save files get bloated then take longer to write to disk. Perhaps the standard spinning HD can't write fast enough to keep the game happy. Most PS4s and XBones seem to come standard with spinning drives, so maybe that is our common factor?

Dual SSD in RAID 0. Speed isn't an issue.

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I agree that would make more sense. It's just weird that me and my friend have an identical install and only he has the problem. On top of that I have gone out of my way attempting to get it to reproduce on my rig, even spending considerable extra time in the crafting menu, etc. Now I'm thinking maybe it has something to do with what other applications are running at the same time or antivirus. I've seen mods that break when something like task manager is running. Edited by HunterSike
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OK so the last few days i have been playing with SKSE64 and SkyUI5. as soon as i launched my game i had 13 MCM menues register with skse from mods offically ported to SE months ago before skse was out. i have also played for 2 hours tonight and have not had the bug appear.

 

This makes me think that any mod ported over to SE that did not remove skse scripts are the ones that are causeing the bug. say a script that is 95% vanilla but uses a skse variable but obviously that wouldn't work in vanilla so the script fails and that ends up messing up the script engine. this seems like a logical explination to me

 

Can some one else try running SKSE64 and see if they get the same results.

 

I plan on playing a long 6 hour session later tonight so i will let you know if the bug appears in those 6 hours. Fingers crossed it doesn't.

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OK so the last few days i have been playing with SKSE64 and SkyUI5. as soon as i launched my game i had 13 MCM menues register with skse from mods offically ported to SE months ago before skse was out. i have also played for 2 hours tonight and have not had the bug appear.

 

This makes me think that any mod ported over to SE that did not remove skse scripts are the ones that are causeing the bug. say a script that is 95% vanilla but uses a skse variable but obviously that wouldn't work in vanilla so the script fails and that ends up messing up the script engine. this seems like a logical explination to me

 

Can some one else try running SKSE64 and see if they get the same results.

 

I plan on playing a long 6 hour session later tonight so i will let you know if the bug appears in those 6 hours. Fingers crossed it doesn't.

 

Jaffa I've posted my previous MO2 loadout earlier in the thread I'm not sure if SKSE mods were the issue then, I don't rightly remember how many SKSE mods I have in my current loadout but according to expired6978, authour of EFF and one of the SKSE team, who I brought this issue up with said that redundant SKSE scripts should not cause an issue and are safe as they have no code to run them. And if that was the case why then are, as I have mentioned before, are some PS$ and Xbone users getting the same issue as us when there are no SKSE mods available for and have been ported to those consoles?

 

:sad: :mad: :dry: :ermm: :huh:

Edited by walshy71
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HD writing speed wouldn't be a problem, they can handle a whole lot more than the game save file. I also have serious doubts with HD vs SSD and if the game is located on the OS drive.

 

Personally I have yet to experience the save game bug with a 200 hr save game, SSD, Windows 10. Also, I have added and removed several esps during that game with only two minor issues. Only used skyui 2.2 for a little while, frostfall and wet n cold for most of the game...

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OK so the last few days i have been playing with SKSE64 and SkyUI5. as soon as i launched my game i had 13 MCM menues register with skse from mods offically ported to SE months ago before skse was out. i have also played for 2 hours tonight and have not had the bug appear.

 

This makes me think that any mod ported over to SE that did not remove skse scripts are the ones that are causeing the bug. say a script that is 95% vanilla but uses a skse variable but obviously that wouldn't work in vanilla so the script fails and that ends up messing up the script engine. this seems like a logical explination to me

 

Can some one else try running SKSE64 and see if they get the same results.

 

I plan on playing a long 6 hour session later tonight so i will let you know if the bug appears in those 6 hours. Fingers crossed it doesn't.

 

Jaffa I've posted my previous MO2 loadout earlier in the thread I'm not sure if SKSE mods were the issue then, I don't rightly remember how many SKSE mods I have in my current loadout but according to expired6978, authour of EFF and one of the SKSE team, who I brought this issue up with said that redundant SKSE scripts should not cause an issue and are safe as they have no code to run them. And if that was the case why then are, as I have mentioned before, are some PS$ and Xbone users getting the same issue as us when there are no SKSE mods available for and have been ported to those consoles?

 

:sad: :mad: :dry: :ermm: :huh:

 

 

I figured as much but lately i have been getting the bug appearing after 20/30 minutes. however it never appeared after 2 hours of play this last session. The only change i have made between the bug apearing in 20 minutes and the last play session was adding skse and skyui 5.

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OK so the last few days i have been playing with SKSE64 and SkyUI5. as soon as i launched my game i had 13 MCM menues register with skse from mods offically ported to SE months ago before skse was out. i have also played for 2 hours tonight and have not had the bug appear.

 

This makes me think that any mod ported over to SE that did not remove skse scripts are the ones that are causeing the bug. say a script that is 95% vanilla but uses a skse variable but obviously that wouldn't work in vanilla so the script fails and that ends up messing up the script engine. this seems like a logical explination to me

 

Can some one else try running SKSE64 and see if they get the same results.

 

I plan on playing a long 6 hour session later tonight so i will let you know if the bug appears in those 6 hours. Fingers crossed it doesn't.

I made a post about this a few pages back and found that SKSE64 does not fix the bug.

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