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Save files cannot be read for cleaning (& load order check)


Ddayer

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Hello,

I am trying to check my save file for orphan scripts but every save file shows up like this in Save Cleaner (as well as other cleaning programs)

Spoiler

error.jpg.17a800a6619de32129fd79b4b7662ff6.jpg

 The game itself seemed to run fine (with some crashes here and there that I am not quite sure how to fix yet) but now I am truly at a loss because I think my game is being affected by orphan scripts but have no way to check.

The saves started doing this a couple hundred saves ago. I would have a series of saves that would show up correctly and were able to be read, then performing a certain event in game (usually mod actions such as bathing or even having my endurance perk updated for frostfall) would cause the next save to show up like this.

Back then, I would solve the problem by simply not engaging in the event that I thought was causing this, and saving my game in a different location.

I didn't think much of it at the time because simply saving over the saves and producing more saves seemed to make the problem go away, but now every single save shows up this way.

I have not installed any new mods or uninstalled any mods during this playthrough, but am playing with 200+ mods.

Here is the load order I am using

Spoiler

Skyrim.esm
Update.esm
Dawnguard.esm
HearthFires.esm
Dragonborn.esm
Unofficial Skyrim Legendary Edition Patch.esp
Skyrim Project Optimization - Full Version.esm
SkyTEST-RealisticAnimals&Predators.esm
Heels Sound.esm
WinterholdDestruction.esm
ETaC - RESOURCES.esm
WM Flora Fixes.esp
hdtHighHeel.esm
Campfire.esm
SexLab.esm
SexLabAroused.esm
Devious Devices - Assets.esm
Devious Devices - Integration.esm
Devious Devices - Expansion.esm
ClimatesOfTamriel.esm
notice board.esp
RSkyrimChildren.esm
Apachii_DivineEleganceStore.esm
ZaZAnimationPack.esm
daymoyl.esm
ApachiiHair.esm
Cutting Room Floor.esp
Weapons & Armor Fixes_Remade.esp
Clothing & Clutter Fixes.esp
TheEyesOfBeauty.esp
ClimatesOfTamriel-Dungeons-Hazardous.esp
SimplyKnock.esp
Castle Volkihar Rebuilt.esp
CollegeOfWinterholdImmersive.esp
Complete Crafting Overhaul_Remade.esp
WetandCold.esp
AOS.esp
Complete Alchemy & Cooking Overhaul.esp
3DNPC.esp
Skin Universalizer.esp
RSChildren - CRF Patch.esp
Cherrypie.esp
Devious Devices - BRRF.esp
DeviouslyHelpless.esp
iHUD.esp
Hothtrooper44_Armor_Ecksstra.esp
SimpleTaxes.esp
SlaveTatsEventsBridge.esp
SexLab Cumshot.esp
JaxonzEnhGrab.esp
RaceMenuMorphsUUNP.esp
FNIS.esp
ClimatesOfTamriel-Nights-Level-1.esp
Chesko_LoreBasedLoadingScreens.esp
DeadlyDragons.esp
SexLabSquirtR.esp
draugrEnglish.esp
UndergarmentsForAll.esp
LootandDegradation.esp
UIExtensions.esp
AddItemMenu2.esp
Apropos.esp
Predator Vision.esp
Dragon Soul Relinquishment.esp
SexLabDefeat.esp
Higher Bounties Hold Specific.esp
Bathing in Skyrim - Main.esp
Toccata as Elisif.esp
Sotteta Necromancer Outfit.esp
SkyUI.esp
Auto Unequip Ammo.esp
SLAnimLoader.esp
Chesko_WearableLantern.esp
SlaveTats.esp
ETaC - Complete.esp
Sanctuary Reborn.esp
RSChildren.esp
Better Stealth AI for Followers.esp
FISS.esp
AMatterOfTime.esp
AOS2_CoT3_1_patch.esp
KS Hairdo's.esp
SLALAnimObj.esp
College of Winterhold Entry Requirements (Normal).esp
DawnofSkyrim-AllMajorCities.esp
Skyrim Immersive Creatures.esp
Immersive Orc Strongholds.esp
RealShelter.esp
xazPrisonOverhaulPatched.esp
Undeath.esp
ExpandedWinterholdRuins.esp
ETaC - Complete EWDR Patch.esp
SexLab_Solutions.esp
ESFCompanions.esp
Skyrim Immersive Creatures - DLC2.esp
Immersive Whiterun.esp
Immersive Solstheim.esp
Hothtrooper44_ArmorCompilation.esp
Fort(ified) Dawnguard.esp
Holidays.esp
Thieves Guild Requirements.esp
Do You Know Who I Am.esp
ZIA_Complete Pack_V4.esp
Inigo.esp
AmazingFollowerTweaks.esp
Inconsequential NPCs.esp
SexLabSkoomaWhore.esp
SMIM-Merged-All.esp
TradeBarter.esp
sanguinesDebauchery.esp
SexLab Warmbodies.esp
notice board - dragonborn patch.esp
Run For Your Lives.esp
ETaC - Complete CRF Patch.esp
Immersive Patrols II.esp
Skooming Skyrim by BigBizkit.esp
HothFollower.esp
ETaC - Dragon Bridge South.esp
Frostfall.esp
SexLab-AmorousAdventures.esp
SexLab_Dialogues.esp
CollegeDaysWinterhold.esp
EnhancedCharacterEdit.esp
Apachii_DivineEleganceStore_Patch.esp
ETaC - Complete RS Patch.esp
Immersive Weapons.esp
Bijin Warmaidens.esp
Serana.esp
College of Winterhold NPC Impovement.esp
CWICWNPCImprovPatch.esp
Bijin NPCs.esp
Unique Uniques.esp
Dead Body Collision.esp
AngrimApprentice.esp
daymoyl_DawnguardAddon.esp
CuralmilsPhial.esp
SexLab_Hormones.esp
Vampirelordroyal.esp
FishingInSkyrim.esp
iNeed.esp
iNeed - Dangerous Diseases.esp
Emfy Cleric Robes.esp
FNISspells.esp
ApachiiHelmetWigs.esp
RewardYourFollowers.esp
MeekoReborn.esp
SexLabDangerousNights2.esp
ClimatesOfTamriel-Dawnguard-Patch.esp
dD - Enhanced Blood Main.esp
dD-DG-DB-Immersive Creatures EBT Patch.esp
AOS2_EBT Patch.esp
UFA_IA_patch.esp
ABT - Kevkas All-in-One.esp
CharacterMakingExtender.esp
WetandCold - Ashes.esp
Convenient Horses.esp
Footprints.esp
DYKWIA & SS Patch.esp
HothFollower UFO Patch.esp
ClimatesOfTamriel-Dragonborn-Patch.esp
ClimatesOfTamriel-Interiors-Cold.esp
FNISSexyMove.esp
Schlongs of Skyrim - Light.esp
Bijin Wives.esp
Alternate Start - Live Another Life.esp
ETaC - Complete AS-LAL Patch.esp
Requiem.esp
Requiem - Legendary Bugsmasher Edition.esp
Fozars_Dragonborn_-_Requiem_Patch.esp
Fozar2.esp
KFR-Kryptopyr'sFixesReqtified.esp
KFR-FZR.esp
COR-CraftingOverhaulReqtified.esp
COR-FZR.esp
Requiem - Cutting Room Floor.esp
Requiem - Audio Overhaul for Skyrim.esp
VioLens.esp
RealisticRoomRental.esp
Immersive Citizens - AI Overhaul.esp
RealisticWaterTwo.esp
RealisticWaterTwo - Legendary.esp
AOS2_RealisticWaterTwo Patch.esp
Bathing in Skyrim - Realistic Room Rental.esp
XPMSE.esp
Better Vampires.esp
BVandRoyalBloodline_Patch.esp
Requiem - VioLens.esp
Requiem - Immersive College of Winterhold.esp
Requiem - Immersive Creatures - CCOR.esp
NRM 3DNPC - Requiem Patch.esp
Requiem - Immersive Armors.esp
Requiem - Immersive Creatures.esp
Requiem - CACO.esp
Requiem - SkyTEST.esp
Requiem - Immersive Weapons.esp
Requiem - ESF Companions.esp
Requiem - Campfire.esp
Requiem - Trade and Barter.esp
Requiem - Devious Devices.esp
Requiem - SD+.esp
Requiem - Prison Overhaul.esp
Requiem - DeviouslyHelpless.esp
RRR_3DNPC-Patch.esp
Requiem CACO iNeed DD.esp
Requiem - Unique Uniques - AOS.esp
Requiem - Deadly Dragons - AOS.esp
Requiem - Vanilla Dragonborn DLC.esp
Requiem - Inconsequential NPCs.esp
Requiem - Inconsequential NPCs - Enhancement.esp
Requiem - WM Flora Fixes.esp
ETaC - Complete Requiem Patch.esp
Requiem - Inigo.esp
Requiem - Hoth.esp
Requiem - RS Children Overhaul.esp
Requiem - SkoomaWhore.esp
Requiem - SL Hormones.esp
Requiem - Frostfall.esp
NRM Undeath - Requiem Patch.esp
Requiem - Better Vampires Patch.esp
Requiem - Restored Rewarding Sounds.esp
Requiem - Immersive Patrols.esp
Requiem - Live Another Life.esp
Bashed Patch, 0.esp
Requiem for the Indifferent.esp
RSPatch.esp

 

I've never had a problem like this with my previous games and this problem began to start showing up in my current save, where I've began to use sexlab mods and Requiem for the first time.

Anyone know how to solve this problem?

Also, if anyone could take a look at my load order and verify that it is OK, that would be great. I am moving things around because LOOT doesn't sort Requiem mods correctly, but have no way to know if I am doing them correctly.

 

I am using the latest SKSE 1.7.3, Mod Organizer, and FNIS 7.4.5

Here is my latest Papyrus log, though I don't know if it's gonna help.

Papyrus.0.zip

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Random CTD and save not able too load early in game (while using lot of mod/heavy mods) might point at too high script count.

Sexlab & friends - and maybe requiem too - rise the script count (a lot).

Skyrim limit for save game string count is about 65500 (you can check the string count on an early save that still works)

Use Crash fixes (if you don't use it already) to fix that limitation

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9 hours ago, donttouchmethere said:

Random CTD and save not able too load early in game (while using lot of mod/heavy mods) might point at too high script count.

Sexlab & friends - and maybe requiem too - rise the script count (a lot).

Skyrim limit for save game string count is about 65500 (you can check the string count on an early save that still works)

Use Crash fixes (if you don't use it already) to fix that limitation

Thank you for the response!

I checked my save file with ESS editor and it shows that the form ID array count is 86832. Is this the sting count? If so, then I am wayy over the limit.

I have crash fixes, as well as the particular fix, but the way I understand it, crash fixes makes the save playable but doesn't do anything to allow it to be read by save cleaning programs since it changes the save file format. Is that correct?

 

I am hesitant to uninstall the script heavy mods mid playthrough so I guess the best way to solve this is to make sure the next time I start a save, I check the script count?

Or is there a way to lower the string count mid playthrough safely?

 

Update : nvm, resaver is showing a string count of 66700. So I am over the limit. The file size is also 23.8MB but I probably only have around  a hundred hours in the game. Is this a bloat or is that a normal save file size for a save played for that long?

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28 minutes ago, Ddayer said:

Update : nvm, resaver is showing a string count of 66700. So I am over the limit. The file size is also 23.8MB but I probably only have around  a hundred hours in the game. Is this a bloat or is that a normal save file size for a save played for that long?

I'm suprised that you used save tool to open your save if you use crash fixes already.

RESAVER is the way to go if you use crash fixes.

With crash fixes installed your string count doesn't matter (especially if it's that low) and a file size of 23.8 mb after 100 hours is rather normal.

Did you install crash fixes later on your running game or do you used it right from the start?

Did you install Sexlab + DD + Requiem on a running game?

It's only save to change/add mods at the end of your load order on a running game.

It's not save to change the whole load order during a running game.

 

33 minutes ago, Ddayer said:

I have crash fixes, as well as the particular fix, but the way I understand it, crash fixes makes the save playable but doesn't do anything to allow it to be read by save cleaning programs since it changes the save file format. Is that correct?

RESAVER is your cleaning tool if your using crash fixes. It can remove broken/orphan scripts like save tool.

If you load a save with Resaver it will show you in a message box how many unfinished/borken scripts are in the save.

Crash fixes changes how save games get saved, that helps to remove the script count limit, but you will have to use resaver to modify/open it.

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1 minute ago, donttouchmethere said:

I'm suprised that you used save tool to open your save if you use crash fixes already.

RESAVER is the way to go if you use crash fixes.

With crash fixes installed your string count doesn't matter (especially if it's that low) and a file size of 23.8 mb after 100 hours is rather normal.

Did you install crash fixes later on your running game or do you used it right from the start?

Did you install Sexlab + DD + Requiem on a running game?

It's only save to change/add mods at the end of your load order on a running game.

It's not save to change the whole load order during a running game.

 

So far, no mods have been installed or removed in the middle of this particular playthrough.

I've also been using Crash Fixes since the start of the playthrough. I can't say what the string count back then was though because I didn't check and don't have any saves from then.

I have changed around the load order a bit though since LOOT gave me a different load order about a month ago from what it did when I first started. It was just a couple of tweaks though and the load order as a whole didn't change too much.

I used Save Cleaner while the save was still readable but have now switched to Resaver. 

 

Does the string count also affect script latency?

Recently I have been getting a TON of script lag...like the latency goes up to the thousands and sometimes ten thousands in ms.

I also have no idea which scripts are causing this but it's annoying because every script related action now takes a few minutes to start.

Resaver is showing 6707 active scripts which I feel like is a lot

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45 minutes ago, Ddayer said:

I am hesitant to uninstall the script heavy mods mid playthrough so I guess the best way to solve this is to make sure the next time I start a save, I check the script count?

Or is there a way to lower the string count mid playthrough safely?

A savegame with the string table bug can NOT be loaded by the game or by normal samegame editors.

The game AND the editor make CTD.

 

The only way for solve it is use Crash Fixes 12 BEFORE the string table exced 65535

The better option is use use Crash Fixes 12 from the start of the game.

 

Crash Fixes intercep the savegame process when the string count exced 65535 and store a diferent structure that can be loaded ONLY by ReSaver.

When the game load the save, Crash Fixes again intercept the load process and restore the string structure in memory.

 

The string count up a lot by the tag's of the animations and another lot by mods with thousand and thousand of scripts. Each individual animation name need a string and each tag need another. Each script need his own string.

 

Then, the string count can grow a lot, i'm near 98k, and the only way for solve the string table bug is use Crash Fixes 12 and ReSaver.

 

Is NOT RECOMENDED remove mod's in mid play. Each mod make a mark in the savegame, store things, launch scripts.... You can remove animations because the animations not touch the savegame, are external files that normally not have esp and not give any problem to the savegame.

 

A save game of 23 mb seems a bit excesive. I play with 220 mod's and need play for 2 months and save my game more than 1100 times for get that size.

But the real size depend of the mod's installed. The big group is the quest started and the quest ended, but the game store lot of things and maybe the size is normal for yours mod's list.

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25 minutes ago, Ddayer said:

Resaver is showing 6707 active scripts which I feel like is a lot

6707 ACTIVE SCRIPTS??? SURE???

 

Is a super big lot... Normally i have  from 10 to 15... 20 is strange for me.. with 220 mod's...

 

The game support hundreds and hundreds of scripts but at cost of speed, perfomance and lag...

A savegame with more than 500 active scripts can make CTD on load. With more than 1000 must make CTD.

I not know how you can load your save.

 

Try look what mod have the scripts and look for an update or any faulting compatibility patch... or remove it.

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Just now, GenioMaestro said:

6707 ACTIVE SCRIPTS??? SURE???

 

Is a super big lot... Normally i have  from 10 to 15... 20 is strange for me.. with 220 mod's...

 

The game support hundreds and hundreds of scripts but at cost of speed, perfomande and lag...

A savegame with more than 500 active scripts can make CTD on load. With more than 1000 must make CTD.

I not know how you can load your save.

 

Try look what mod have the scripts and look for an update or any faulting compatibility patch... or remove it.

Haha yeah...

See here.

Spoiler

image.png.3ea65b69cdd49f96a517546ee930939c.png

The things is, most of those are TERMINATED. Is there a way to delete all the terminated active scripts?
Also, I have a ton of active scripts from Requiem Complete Alchemy and Cooking Overhaul mod on the AlchStationIngrFix. I don't know why there are so many active scripts from that mod, but they seem to be the second most under the active script list after TERMINATED.

If you have about 10~15 active scripts and I have this many, then something MUST be wrong with my save! 

Any ideas on how to get around this problem?

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like GenioMaestro said: 6707 active scripts is crazy

you sure you checked the right number in RESAVER?

I've got 1-3 active scripts most of the time

 

maybe you mean just the "scripts" amount that resaver shows?

 

33 minutes ago, Ddayer said:

I have changed around the load order a bit though since LOOT gave me a different load order about a month ago from what it did when I first started. It was just a couple of tweaks though and the load order as a whole didn't change too much.

well it changed if you moved mods around.

If you move mods and add/remove them you change the load order index of every mod below the changed ones

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Just now, donttouchmethere said:

well it changed if you moved mods around.

If you move mods and add/remove them you change the load order index of every mod below the changed ones

Ahh I see.

How detrimental is changing a mod's position in a load order compared to uninstalling/installing a new one? Would they have the same impact?

 

And yes, 6707 active scripts shown in Resaver. I posted a screenshot above.

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16 minutes ago, Ddayer said:

The things is, most of those are TERMINATED. Is there a way to delete all the terminated active scripts?
Also, I have a ton of active scripts from Requiem Complete Alchemy and Cooking Overhaul mod on the AlchStationIngrFix. I don't know why there are so many active scripts from that mod, but they seem to be the second most under the active script list after TERMINATED.

If you have about 10~15 active scripts and I have this many, then something MUST be wrong with my save! 

Any ideas on how to get around this problem?

The problem is not in the terminated group.

That group disappear when you load the savegame and the garbage collector eliminate it.

 

Your problem is in "REQ_CACO_xxx" because that mod are generating hundreds and hundreds of script instances and for that you have all the problems.

That generate big file size when save the game, generate lag, script problems, slow response from the game, instability and stack dump in the log... if the problem continue grow the game finally freezee or made CTD.

 

Look for one update of the mod, reinstall it and revise compatibility path's.

You can try load a save game from a week ago, or two if need, and look if you have the problem.

If you NOT have the problem in a OLD savegame you can have a damaged savegame.

Or you has chaged your mod list and the change are creating the problem.

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1 hour ago, donttouchmethere said:

RESAVER is the way to go if you use crash fixes.

Why?

 

And just to agree with the others that your script count is way over the top, here's my SaveCleaner on a level 53 character with about 200 plug-ins loaded including the 34 custom followers I'm currently running around with.

 

Scripts 5743

Script Instances 128080

--

--

Active Scripts 20

 

BTW That load order of yours needs sorting with LOOT. In fact it needs some serious looking at.

e.g.

ETaC - RESOURCES.esm

DawnofSkyrim-AllMajorCities.esp

ExpandedWinterholdRuins.esp

Immersive Whiterun.esp

 

If you are going to run RaceMenu and ECE then deactive CME.

 

<Smug grin> One of the reasons I have never used Requiem is that shed load of esps it is using.

 

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2 hours ago, Grey Cloud said:

Why? 

Q: How does Crash Fixes change the savegame format?
A: The new save format only takes effect if your string table exceeds 64K entries. Normally that would result in a corrupted save (so corrupted that it causes save editors to crash). With crash fixes 10 and up, it will be written out with a slightly modified format. ReSaver can read that format.

 

3 hours ago, Ddayer said:

How detrimental is changing a mod's position in a load order compared to uninstalling/installing a new one? Would they have the same impact? 

Changing load oder index during a running game = bad

(just think about that you have a buying list. It shows what to buy and where it is exactly located in the supermarket shelfs.

Now that supermarket removed some shelfes and moved all other shelfs to fill the space while others got completley replaced.

Now you have to search or you will just grab the wrong stuff if you follow exactly the locations on your buying list)

 

replacing a mod in load order works, for example with: Placeholders

or by exchanging it with another mod

this works best with mods that don't leave scripts behind after removal, like armor mods, textures or mods that don't effect a lot of NPC's, basicly mods that leave a small footprint on your savegame (after that you can clean your save with resaver)

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12 minutes ago, donttouchmethere said:
2 hours ago, Grey Cloud said:

Why? 

Q: How does Crash Fixes change the savegame format?
A: The new save format only takes effect if your string table exceeds 64K entries. Normally that would result in a corrupted save (so corrupted that it causes save editors to crash). With crash fixes 10 and up, it will be written out with a slightly modified format. ReSaver can read that format.

 

Still don't get it. I've been using CF and SaveCleaner for a couple of years or more and never had any problems with saves.

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7 hours ago, Grey Cloud said:

BTW That load order of yours needs sorting with LOOT. In fact it needs some serious looking at.

e.g.

ETaC - RESOURCES.esm

DawnofSkyrim-AllMajorCities.esp

ExpandedWinterholdRuins.esp

Immersive Whiterun.esp

 

If you are going to run RaceMenu and ECE then deactive CME.

 

<Smug grin> One of the reasons I have never used Requiem is that shed load of esps it is using.

 

So I sorted the order with LOOT and it's giving me the same load order that I posted earlier.

Are you mentioning those mods because they seem to edit the same cities/towns? I have installed compatibility patches for all those mods so they should work fine together, but am open to being told if any of them shouldn't be in the same load order.

And I agree, I love Requiem but the numerous esps I need to have is very difficult to manage.

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4 hours ago, donttouchmethere said:

Changing load oder index during a running game = bad

(just think about that you have a buying list. It shows what to buy and where it is exactly located in the supermarket shelfs.

Now that supermarket removed some shelfes and moved all other shelfs to fill the space while others got completley replaced.

Now you have to search or you will just grab the wrong stuff if you follow exactly the locations on your buying list)

Wait can you clarify? Did you mean to say changing load order on the same save file? I haven't actually switched load orders while the game was actually running. They were done when the game was closed. 

 

 

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8 hours ago, GenioMaestro said:

Your problem is in "REQ_CACO_xxx" because that mod are generating hundreds and hundreds of script instances and for that you have all the problems.

That generate big file size when save the game, generate lag, script problems, slow response from the game, instability and stack dump in the log... if the problem continue grow the game finally freezee or made CTD.

 

Look for one update of the mod, reinstall it and revise compatibility path's.

You can try load a save game from a week ago, or two if need, and look if you have the problem.

If you NOT have the problem in a OLD savegame you can have a damaged savegame.

Or you has chaged your mod list and the change are creating the problem.

So REQ CACO had an update last month and I reinstalled the mod with the update.

The mod author also told me to move the eps to the bottom of the load order, so I did that as well.

Problem is, the saves now cause CTD when loaded and it is either because of the new updated mod or the new positions of the mod in the load order (most likely the latter).

However, I think the position where they are right now is where they should be so I am at a loss at how to fix this.

The latest TES5Edit can open up all the mods without any errors on the right pane and a new game loads just fine so I don't think I am missing any masters.

Honestly, with all the trouble my current save is in, I am considering just starting a new save with fewer script heavy mods

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7 hours ago, Ddayer said:

Problem is, the saves now cause CTD when loaded

How many ACTIVE SCRIPTS have that savegame???  More than 1000 is CTD on load 90% of the times.

 

You can try install Load Game CTD Fix but but if the problem is by scripts the only solution is delete it.

Open the savegame with ReSaver and delete all the duplicated active scripts.

 

Other option is start a new game, save it, load it and try load the old savegame.

In this way the game have the new plugin list initalized and sometimes can load the save.

 

Sometimes the savegame go corrupt an must be discarded. Try load an OLD savegame.

If all fail, start a new game and forgot all yours saves.

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8 hours ago, GenioMaestro said:

How many ACTIVE SCRIPTS have that savegame???  More than 1000 is CTD on load 90% of the times.

 

You can try install Load Game CTD Fix but but if the problem is by scripts the only solution is delete it.

Open the savegame with ReSaver and delete all the duplicated active scripts.

 

Other option is start a new game, save it, load it and try load the old savegame.

In this way the game have the new plugin list initalized and sometimes can load the save.

 

Sometimes the savegame go corrupt an must be discarded. Try load an OLD savegame.

If all fail, start a new game and forgot all yours saves.

So I got frustrated and I don't know if I was just lucky, but a windows update on my computer came up and I restarted it.

After restarting, I loaded up the save again and it loaded!

After a few saving and reloading, the save game now only has 33 active scripts.

Updating the REQ CACO mod was huge and thank you for suggesting me to try that.

I no longer have hundreds of scripts generated by that mod.

 

There are still a couple of lingering problems in my save game (such as the high number of scripted mods and what to do with them), but the save game is now playable like it was before. Like my script latency went from 40000ms to an average of 60ms.

I still think 33 active scripts is a lot and am not really sure why there are so many reanimate ash pile scripts running.

Spoiler

image.png.3e23a5529e6a4c38a3a5aea9b3eaebe0.png

 

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33 minutes ago, Ddayer said:

After a few saving and reloading, the save game now only has 33 active scripts.

good thing is, you made me "active script aware"

just checked my game to see if something changed there after a lag spike

 

and comparing the type of active scripts with yours:

its immersive creatures that creates sometimes a crazy amount of critterspawns

(like 1-8 spawns in short succession)

till now I was just happy about more hostiles, but seeing now how many active scripts get added in only a short time I might lower the spawn times^^

 

interesting

 

(active scripts jumped from 5 to 18 just with the immersive creature spawns)

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Not worry, is totally normal. The number of scripts vary a lot, specially in exterior cells.

For have a real orientation you must save the game in an unpopulated interior cell like brezehome.

 

I not know exactly from where come the reanimate ash pile, but sound as a lot of dead desintegrated body's.

You can see it in ReSaver. Press the + simbol for open it and look the rigth zone for know the mod.

 

But if you game run good not look more and not waste time, simply play...

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