Ddayer Posted January 8, 2019 Posted January 8, 2019 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 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
donttouchmethere Posted January 8, 2019 Posted January 8, 2019 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
Ddayer Posted January 8, 2019 Author Posted January 8, 2019 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?
donttouchmethere Posted January 8, 2019 Posted January 8, 2019 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.
Ddayer Posted January 8, 2019 Author Posted January 8, 2019 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
GenioMaestro Posted January 8, 2019 Posted January 8, 2019 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.
GenioMaestro Posted January 8, 2019 Posted January 8, 2019 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.
Ddayer Posted January 8, 2019 Author Posted January 8, 2019 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 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?
donttouchmethere Posted January 8, 2019 Posted January 8, 2019 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
Ddayer Posted January 8, 2019 Author Posted January 8, 2019 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.
GenioMaestro Posted January 8, 2019 Posted January 8, 2019 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.
Grey Cloud Posted January 8, 2019 Posted January 8, 2019 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.
donttouchmethere Posted January 8, 2019 Posted January 8, 2019 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)
Grey Cloud Posted January 8, 2019 Posted January 8, 2019 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.
donttouchmethere Posted January 8, 2019 Posted January 8, 2019 1 minute ago, Grey Cloud said: 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. maybe you renamed your Resaver to SaveCleaner?^^
Grey Cloud Posted January 8, 2019 Posted January 8, 2019 49 minutes ago, donttouchmethere said: maybe you renamed your Resaver to SaveCleaner?^^ Actually it appears to be SaveTool renamed to SaveCleaner. ? Now I've got some fat goblins to see.
Ddayer Posted January 9, 2019 Author Posted January 9, 2019 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.
Ddayer Posted January 9, 2019 Author Posted January 9, 2019 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.
Ddayer Posted January 9, 2019 Author Posted January 9, 2019 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
GenioMaestro Posted January 9, 2019 Posted January 9, 2019 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.
Ddayer Posted January 9, 2019 Author Posted January 9, 2019 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
Grey Cloud Posted January 9, 2019 Posted January 9, 2019 Keep in mind that scripts per se are not a problem, the game wont run without them. If your game runs okay and you are happy with it then don't obsess about scripts numbers etc.
donttouchmethere Posted January 9, 2019 Posted January 9, 2019 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)
GenioMaestro Posted January 9, 2019 Posted January 9, 2019 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...
worik Posted January 9, 2019 Posted January 9, 2019 Couldn't resist and had a look in my game ... 24 active scripts, 120 counted plugins (merged, true count is > 300)
Recommended Posts
Archived
This topic is now archived and is closed to further replies.