Attackpony Posted April 23, 2017 Share Posted April 23, 2017 I was editing a navmesh (in a custom worldspace) and saved. Then the CK crashed. This happens quite often when I autogenerate a navmesh. But that was no cause for concern as I can quickly boot it up again. However, this time, after loading the CK, my .esp file disappeared from the list. Then I checked the folder it was in. The .esp file was still there, but had a size of 0 kilobytes. And next to it was a file with the same name but a .tes ending, and it was 405kb (the original .esp had a size of 3 mb).The damage is not that severe because I backup my files daily, but I still would like to know what causes this. It appears that something in the saving process destroys the file when it crashes. Link to comment Share on other sites More sharing options...
VIitS Posted April 23, 2017 Share Posted April 23, 2017 It's the CK being buggy as all hell, and lazily made to boot. Also, this illustrates exactly why Fo4Edit saves things the way it does (i.e. separate .backup files for autosaves, and .save files for the WiP saves). Anythign goes wrong with the final save, and you can just remove the suffix from one of the backups/saves you made while working. The only way to deal with it is frequent saves, and making a backup copy before doing anything that might cause the CK to freak out (like generating navmesh, generating previs/precombineds, packing your mod into .ba2 files). Since the CK edits the plugin directly while working on it (which is precisely the problem), you can just tell it to save the plugin, then copy it in File Explorer. The CK is a slapped together imitation of what they use, and anyone who believes their claims that is the actual software that Bethesda uses is either extremely gullible, or new to modding Bethesda games. Yes, some might joke that it would explain why their games are always so buggy, but if they actually used the exact same thing we get it would be 1000 times worse. The most clear evidence of this is when you try to generate new previs/precombineds. Previs has lots of problems (at least for interior cells, it seems to like turning everything invisible when you generate new previs), and while the precombineds will work, they will be 5-10 times larger than the vanilla ones are*, and the file format is completely different (look at a vanilla one and one you make in nifskope and you'll see what I mean). For that reason, if you ever generate new precombineds for a cell, it's best to only include the new/changed ones with your mod, it will greatly reduce bloat (and probably make things work better, since the vanilla precombined meshes seem to be much more optimized). *I am referring specifically to the ones that are unchanged, as you can't really compare otherwise Link to comment Share on other sites More sharing options...
TotallyExoticHD Posted April 23, 2017 Share Posted April 23, 2017 I backup my .esp files whenever I make progress with the file, just to be safe. Link to comment Share on other sites More sharing options...
greekrage Posted April 24, 2017 Share Posted April 24, 2017 this isnt something new ive lost hours and hours of work in the past from this issue...Now ive learned to backup my esp in a separate location every 30-60 mins . Also note CK keeps backups so you might want to check those before restarting your whole project...Its in your fallout 4 directory in the folder "backup". Just remove anything after the .esp of the name and then copy paste it into your data folder overwritting the zero byte file.. Link to comment Share on other sites More sharing options...
greekrage Posted April 24, 2017 Share Posted April 24, 2017 btw.. Pony how much ram do you have ?? Link to comment Share on other sites More sharing options...
Attackpony Posted April 25, 2017 Author Share Posted April 25, 2017 I have 16gb ram and 6gb vram. Link to comment Share on other sites More sharing options...
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