Jump to content

Workshop Items Persistence


kinggath

Recommended Posts

@niston

I am quite scrupulous at having an exit count in all my test-wait loops for this very reason - but I didn't know Resaver can identify them in your save. What option in Resaver does this?

Also from your experience what works/doesn't work in Resaver when trying to clean up the mess from removed mods. I have found the most recent beta to be quite good.

 

Just to be clear, I add/remove a lot of mods - and not always reverting back to a previous save. I think I am quite aware of how to do this with least risk (I know it can't be risk free).

I investigate with Xedit what the mods do, and if necessary I create replacement mod esp & pex files to shut down quests/delete objects/unregister events etc.

So, I normally just end up with a few benign unattached references which I leave (I have 29 after all this time) and never resorted to Resaver for saves I plan to keep.

 

But, I would like to clean up my gameplay save if it was safe and improved my game reliability (the save is 28MB).

Link to comment
Share on other sites

  • Replies 45
  • Created
  • Last Reply

Top Posters In This Topic

In Resaver, there is "Running Scripts" in the Treeview. If a script is running (as in executing), it'll be listed there.

However, terminating or deleting any of them via Resaver usually ends in a CTD on loading the edited save for me. It's only useful to identify the running scripts.

 

What does work for me is manually removing unattached instances in Resaver. This is useful to wipe orphaned scripts that keep lingering for some reason.

 

But Resaver is generally very fickle. It'll crash or become unusable (lagging to death) after a few operations; The "building tree" step takes longer and longer to execute after each click in Resaver. It appears to be buggy if not outright broken in many aspects, Idk.

 

Basic block of Saves are CHANGEFORMS, from what I've gathered. They record changes made to some form, or something. Not familiar with the details.

Link to comment
Share on other sites

To echo this, I have found resaver to be a fantastic DIAGNOSTIC tool, but is doesnt actually FIX much consistently.

 

Any significant change or apparent fix from a removed mod with running scripts result in a comprmosed save game ... eventually.

 

Such a shame to find out after "investing" 50 levels. YMMV

Link to comment
Share on other sites

I will also echo what you both say - I use it to backtrack after removing a mod (to have another go at removing it 'better' such as terminating those pesky scripts/quests before removing it).

I have never used it to fix my normal game - but after 77 levels there is bound to be mess my game would run better without. Shame you both still think it is not worth giving a 'live' go.

Link to comment
Share on other sites

And one slightly off topic question while we are talking about corrupted saves etc:

Is the slot number of an esp/esl actually important in itself. I mean if a mod changes slot number - is it an issue?

I have always tried to keep mods that have new records (rather than just overiding existing records) - or has scripts - at the same slot numbre.

But - occasionally I messed up and they moved - but nothing failed! as ID's start with the slot number I thought this would break things in saves, but it doesn't....

Does it break anything??? Is everything in the saves mod - relative?

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.

×
×
  • Create New...