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SSE CTD on Save After Hours of Gameplay


squireoivanhoe

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Hello, I'm old to skyrim but new to modding on PC (console covert).

 

I have a save that can't be more than a couple of hours in and I've crashed with auto-saves and quick-saves alike. I have Birds of Skyrim (not SkyBirds), Wet & Cold and Footprints in my load order, however only have less than 50 mods installed. The thing is I've found that SKSE64 has been rather unreliable, sometimes when I run the game through it it doesn't actually seem to be running and a bunch of my mods stop working, then I will reload it - nothing changed - and it will be running properly again. wtf?

 

I'm not sure if the issues are related but since it seems to be a scripting error I thought It might be.

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If you have this problem could you post your skyrim.ini papyrus settings here?

 

This is what it should look like by default:

 

[Papyrus]
fUpdateBudgetMS=1.2
fExtraTaskletBudgetMS=1.2
fPostLoadUpdateTimeMS=500.0
iMinMemoryPageSize=128
iMaxMemoryPageSize=512
iMaxAllocatedMemoryBytes=76800
bEnableLogging=0
bEnableTrace=0
bLoadDebugInformation=0
bEnableProfiling=0

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Hi folks,

 

Thanks to some help from the fantastical markdf, we think that we've identified something significant. Looking at the ActiveScripts in the save, I had two hundred and ninety three scripts actively running for woodpeckers, and there are twenty eight thousand script instances for SkyBirds related stuff. This isn't to bash SkyBirds, but in conjunction with my other mods that is way too many active scripts. None of the rest of you had SkyBirds, but I think that this symptom is simply the result of ANY combination of mods that generate too many actively running scripts. What it comes down to is that when there are too many actively running scripts, Papyrus doesn't have enough time to terminate them when they are finished... and so they start accumulating without limit.

 

markdf also indicated some slight concerns (purely speculation, but at this point speculation is better than nothing) about Footprints and Wet and Cold. Again, not that these mods are buggy, but rather that in combination it might be too much for the engine to handle.

 

You can use markdf's supremely excellent Fallrim Tools http://www.nexusmods...ion/mods/5031/? to check out your savefile. I was able to salvage a save that was only 2.5 hours into the game utilizing the following technique:

 

1. Move to an interior area (since there are no birds in interiors).

2. Wait ten minutes (real time, not in-game time).

3. Save, quit.

4. Uninstall skybirds (or whatever mod has too many actively running scripts).

5. Load that save.

6. Wait ten minutes (real time, not in-game time).

7. Save again, to a new slot.

8. Load the new savefile in ReSaver, delete unattached instances, save to a new file.

9. Try to play normally from that save... using LAL-loading if necessary.

 

This is a bit off the cuff, but do you remember the Oldrim "Kill Player" sequence that would retrieve a game where saving would cause instant CTD? Have you tried that? Apparently it reset player inventory or something similar and tidied up errors that had crept in over saves.

 

The sequence was:

1. Load an older save (as long as it doesn't have CTD on save glitch, then load it)

2. Create a NEW save

3. Type in player.kill in the console menu

4. Save the game [i added this because I thought I had to]

5. Load your latest save (the one that had CTD glitch)

6. Type in player.kill

7. When it loads back up, Try saving again.

 

it works for me i sware sry for my english its work for 1 save i see if it work forever

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Hi folks,

 

Some potentially good news. After identifying Skybirds as my problem using Resaver from Fallrim Tools (again, not to trash Skybirds, it's just in conjunction with my other script-heavy mods it seemed to be the culprit), I was able to start a new save and make it 136 hours so far without a sign of the glitch (my previous record was 105ish).

 

So, the process that worked for me:

1. Download Fallrim Tools

2. Use Resaver to identify which mod is causing script issues. For those of you having Resaver issues since the latest SSE update, Fallrim Tools has just been updated.

3. Uninstall said mod and CLEAN YOUR SAVE. If cleaning it causes SSE to see your save as corrupt (like it did with mine), then you'll have to try a much older save (from before the mod could cause the issue), or ever start from scratch.

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CptVara I haven't touched my ini file, but we do nevertheless appear to have some discrepancies, mainly through ommission:

[Papyrus]

fPostLoadUpdateTimeMS=500.0

bEnableLogging=0

bEnableTrace=0

bLoadDebugInformation=0

 

I am apparently missing:

fUpdateBudgetMS=1.2

fExtraTaskletBudgetMS=1.2

iMinMemoryPageSize=128

iMaxMemoryPageSize=512

iMaxAllocatedMemoryBytes=76800

bEnableProfiling=0

 

I am of course familiar with the paging size from Oldrim, but I thought that the paging size was no longer supposed to be an issue.

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Sorry if this has been mentioned before but I'm having the same problem and I'm concerned that it has to do with the number of scripts in the save file. The game has been Rock Solid for me, but I reach a point where I can't shave without crashing to desktop. Like you, I could play for hours, I just can't save.

 

Testing has revealed that I can continue to save if I remove a mod that has a fair amount of scripts. Removing mods from my load order that don't have scripts makes no difference. It also doesn't seem to make a difference which mod I remove, so long as I'm removing one that has a bunch of scripts in it.

 

I started the game today and tested to make sure I could save. I then installed the new convenient horses mod, which has a load of scripts. Again, the game started perfectly fine right up until I tried to save. Then, the usual crash to desktop.

 

I know there used to be talked in the Legacy version of a limit to the number of strings the game would recognize based on a 16-bit number. Is there a similar problem with the number of scripts that can be saved to the save game file? From my testing, that would seem to be the case. Since removing mods that contain no scripts makes no difference and it makes no difference which script heavy mod I remove, it seems to be related to a maximum number of scripts that can be saved in the save game file.

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Hi folks,

 

I think that this symptom is simply the result of ANY combination of mods that generate too many actively running scripts. What it comes down to is that when there are too many actively running scripts, Papyrus doesn't have enough time to terminate them when they are finished... and so they start accumulating without limit.

I just saw this and appreciate the information. My testing seems to confirm this (see the message above) . Is the problem with the number of scripts or the number of script instances?

 

More importantly, is there any work around for this? Do any of the ini file entries that give Papyrus more time make a difference?

 

I'm at end game, and have been playing a fair amount of the player made quest mods. Since those tend to have a lot of scripts, I'm at the point where I can no longer play because I can't save the game. I also don't want to remove all of the mods I have installed every time I need to make room for another script heavy mod.

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KnightBlade2 have you tried my fix? I'm always hesitant to touch my ini file.

1. Download Fallrim Tools

2. Use Resaver to identify which mod is causing script issues. For those of you having Resaver issues since the latest SSE update, Fallrim Tools has just been updated.

3. Uninstall said mod and CLEAN YOUR SAVE. If cleaning it causes SSE to see your save as corrupt (like it did with mine), then you'll have to try a much older save (from before the mod could cause the issue), or even start from scratch.

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I think you may have misunderstood my posts. I can "fix" the game so that I can start saving again. The problem is that I have to keep removing mods from my load order that have multiple scripts in them.

 

If I want to install a new mod that has multiple scripts in it, I have to remove other installed mods that have scripts to fix the problem. It's like there's a maximum number of scripts the game will allow you to bake into a save file. If you have too many of them, the game won't save. It's possible that it is script instances not just scripts but it's one of those two.

 

I don't consider having to remove mods that I'm using a realistic solution to enable me to add more mods. Again, this is only affecting mods with scripts. I seem to be able to add more mods as long as they don't contain scripts. Conversely, removing mods that don't have scripts doesn't allow me to save the game.

 

What I'm trying to find is a workaround that allows me to save the game with more scripts. Someone mentioned before that the game crashes because Papyrus is trying to save all those scripts. Perhaps there's a workaround to allow Papyrus more time to save those prior to the crash.

 

BTW, is there a console command to show the number of actively running scripts while in game?

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