Lodakai Posted October 14, 2018 Posted October 14, 2018 Last night I successfully broke my save game, which is fine... I was expecting that to happen since I am testing out the limitations. What I need is advice from someone more knowledgeable with SSE memory allocation. From my understanding, SE uses 32 bit indices as opposed to 16 bit with LE. The point at which I was no longer able to save my game was when I reached about 86k strings. Shouldn't it be closer to 2 million if we are using 32 bits? I am trying to determine if using OSAllocators with SE would alleviate this issue, or is this some other form of bottleneck that I might be running into. TLDR: How effective is using OSallocators with allowing extremely high string counts with SE.
aim4it Posted October 14, 2018 Posted October 14, 2018 OS allocation has nothing to do with the save game's string limitation. The part of the crash fixes that deals with it the string limitation is this: ; Info: If your scripts use more than 65535 different strings then the save game will be corrupt and not possible to load. ; This fixes it by changing the save file format slightly if string count is higher than 65520. That means if you ; have this option enabled and your save game would have become corrupt it changes format instead and vanilla game ; or save game tools will not be able to open it! Opposite is true as well, if the count goes below 65520 after ; and you save again then the format reverts to vanilla. ; TLDR: Fix for https://forums.nexusmods.com/index.php?/topic/3924850-corrupt-saves-strcount-0xffff-ctd-on-load/ ; Address: Around 30 different parts of code had to be patched. StringCount32=1 It more a problem of Data Structure, then a memory issue. SSE Engines Fixes makes no mention of it, so I'd assume it just's vanilla SSE save limitation, whatever that may be.
Lodakai Posted October 14, 2018 Author Posted October 14, 2018 Ah yes, thank you. Although that does make me wonder what OSallocation does exactly... or roughly for that matter. It was essential for heavy modding in LE. But SSE fixes comments in the ini are more in the lines of (meh... use it maybe) And if the patch for expanding 16 bit strings didn't expand into SSE... is that because we don't need it anymore? or because it hasn't really been developed yet. Since we are using 32 bit index 65535 should no longer apply, which would explain why I could reach 80K plus. It isn't much help in determining if my strings are the problem, or something else entirely >< Anyway, thank you for that information... although it has led to more questions, it was helpful.
Yinkle Posted October 14, 2018 Posted October 14, 2018 I've heard report of folk running with 200k+ strings in their saves quite happily- not sure how they manage it. I was wondering the same thing as I start to see problems at around the 80k mark in SE. Edit: That said, I suspect that lots of other issues would cause CTD before this
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