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again and again freezes :(


jones81

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Thx for your aswer, korum. Well, you're right with the ghost scripts. I've noticed them myself already, but I was uncertain about how to interpret them. They all derive from mods which I have completely uninstalled and reinstalled prior to starting my new game. In fact, I have uninstalled every single mod prior to restarting! Maybe it was too optimistic to expect that this would produce a clean state.

I'd hoped that there was a way round a fresh installation... :(

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@Jones81, your papyrus show the same as Jaime, you have ghost scripts because of mods uninstalled without caution, 1st you can re install those mods and then unstall them properly, it works sometimes, or if you want to be more safe, un install the game, by deleting all files, make a clean install, but you will loose most of your save, they won't work in a new install because they are corrupted.

 

@Jaime

A Skyrim modded or not, even you have 10 char, works for every of them as the same game, the only thing which change is the race you'll use, the rest remain, mods, saves corrupted or not and will corrupt or not your new playtrought.

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@Jaime

A Skyrim modded or not, even you have 10 char, works for every of them as the same game, the only thing which change is the race you'll use, the rest remain, mods, saves corrupted or not and will corrupt or not your new playtrought.

 

I do not doubt this. I am aware that there's a risk of corruptions (caused by mods) being persisted in savegames, and another risk that scripted mods not uninstalled properly can cause ghost scripts to remain inside the save.

 

What I still don't understand is:

How can all of this happen in a complete new playthrough, where I have disabled every mod at first, and then added other mods step-by-steps (always with testing in between), and have never uninstalled or upgraded any of these mods? In other words: It all started form a (IMHO) clean save, and since then there haven't been any improper uninstalls or whatever that might have caused these ghost scripts. Looking at my log, I see several mods in there for which I can absolutely claim that I haven't touched them even once after installing them.

 

How is it possible that corruptions are infused from an earlier playthrough to a subsequent one, given that I've fulfilled all these rules? I cannot really believe that such a thing is (theoretically) possible, though I know that mods may do weird things to my installation and sometimes even the mod author isn't aware of it.

 

What I do believe, however, is that I've probably screwed something up during my "cleanup attempt", missed some important things etc. That's why I've decided to give in to the tedious "install everything from scratch" solution. I guess this is still a comparably gentle punishment for my horrible mod amassment over months! :biggrin:

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You must install Skyrim from scratch to have a NEW playtrought without any corrupt, meaning, deleting all files and folders related, back up your saves, but as i've said to Jones81 if they were corrupted they won't work anymore, if you stop your woodElf because of mod problems and start a breton it will have the same exact problem, there is not really clean save in skyrim, however, there is few mods author who provide process to stop there scripted mods, when it'S done, then you can say the save is clean regarding this mod precisely

skyrim is so "fragile" you never really know what's going on, mods will work perfectly for you and not for others.

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Allright Guys, i try that and i really thank you for now, but isn´t there any way to clean saves from this unused dump ??

AFAIK: No :(

That's the simple answer. You may have heard of the troublesome discussions around Cliffworm's "Sounds of Skyrim" mods, which have become a famous example of what can (irreversibly!) happen to savegames when a mod is buggy in certain ways:

http://forums.nexusmods.com/index.php?/topic/730926-you-need-to-uninstall-sounds-of-skyrim/page-18

 

A less simple answer would be: Yes, there MIGHT be ways to fix this, but this would require knowledge from the mod author, or at least from other excellent modders. A good skyrim mod is one that provides an uninstallation component which will cleanly disable any script that the mod has added, so that subsequent saves are clean. So I suppose that there must be some way to "reeingineer" a mod in a similar way: I guess one would have to dig into it in CK, find out (by comparison with the Papyrus logs) which scripts are causing the corruptions, and then creating a "patch mod" with specific scripts that disable the problematic scripts in your savegame.

 

But that's only theory. Never heard of anybody who has managed to do such a thing.

For instance, should you find a way to do this for Cliffworm's SoS mods, you'll definitely be everybody's hero! :biggrin:

Read the above thread for details.

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skyrim is so "fragile" you never really know what's going on, mods will work perfectly for you and not for others.

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Skyrim is an open, modding-friendly game. That makes it "fragile" by nature. Flexibility means fragility. From this point of view, only console games can be (comparably) stable.

 

I still believe that the savegame corruption thing discussed here is not an issue of Skyrim itself, but of the uncontrollable effect of having multiple mods.

Theoretically, if I uninstall any mod in an absolutely proper way, the remaining files should be absolutely identical to a clean installation. It's self-explaining that this doesn't also clean savegames that are already corrupted. But a fresh game start (i.e. with a new character, starting all over from Helgen) should then be "clean" at least. That's what I did. And it failed.

 

However, I don't understand much about what the Papyrus engine does in the background from game session to game session (maybe it's caching scripts in strange places, deep inside the installation directory, even when starting a new playthrough?). Maybe that's another possible reason for such leftovers. But then it should be possible to even cleanup this, if only we knew where these files are.

 

Anyway, I am already reinstalling. Let's see if I'll be happier afterwards...

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Papyrus log is like a windows, you can see what's happen at this very moment when it crashed or saved etc.., it's nothing more, it'll start only if you give it the order to, in your ini, if set to 0 then scripts are running anyway, if set to 1 you know what was running :)

 

i get your point on flexibility, but remember that even your game is on vanilla basis, no mods, no tweaks, it's still "fragile" that was my point, a open world with so many variable can't be stable 100 %, even more if modders are deeply modifying the game "core"

 

there was probably many options that the Beth's team wants to implemant in Skyrim basicaly, but they don't because of reliability and mass sales ;).

 

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