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Return of the false save game corruption bug


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Posted

I've been experiencing a classic bug that was apparently solved in SSE Engine Fixes (which I currently do have installed), where after a few minutes of playing, I'll open up my saves and see that they all appear to be corrupted. Other issues come with it, including dialogue not appearing and all text being blank, as well as crashes. After closing to desktop and reopening, I'll be able to load then again like normal, but they'll again appear corrupted after a short while. I read in the Engine Fixes log that the bug was originally caused by having too many mods in the load order, including inactivated ones, so I'm wondering if my very large (1500) load order is the problem, as in, it is so large that it is causing the reemergence of the bug through the fix and that I should remove some plugins. Any insight into this?

Posted

Do you say that you have 1500 plugins loaded?

And the game have NEVER whined about that?

 

You need to tell us more. How have you installed your mods what tool. Used LOOT?

 

 

when you have one corrupted save the game WILL tell you that. You do get one notice about it and the game goes to main menu.

Posted

I installed them all through MO2 and sorted manually and with LOOT. The saves never actually corrupt, they only appear to be corrupted and resolve themselves after a game restart. I don't really expect this profile to be stably playable, I just wanted to see if it was possible to run the game decently with an asston of mods. Though if this bug persists it might just be impossible.

  • 2 months later...
  • 3 months later...
Posted
On 3/27/2020 at 5:49 AM, Kurisu_Senpai said:

I'm having the same problem recently.
And it's supposed to be solved in SSE Engine Fixes (I have it installed too.)

So... Any help?

I second this

  • 5 months later...
Posted

MaxStdio (default: true) - Raises max file handle limit from 512 to 2048, which should fix "False Save Corruption" bug in most cases.

 

^Not a definitive fix.

There is no reason to keep that many disabled esp/esm files anyways. If you're merging or have mods partially disabled you should move the disabled esp/esm files outside of \Data. If you're using MO2 there is no reason to even keep disabled or merged mods disabled in your loadorder (you should set disabled plugins as Optional so they are not directly in the virtual \Data) and to disable a mod entirely and in a clean way you should do it in the left panel, not only in the loadorder.

  • 2 months later...
Posted

Has anyone found a fix for this?  I'm in the same boat as those above - SSE Engine Fixes is installed, and still getting the false save corruption bug.

  • 4 months later...
Posted

Big necro but it's surprisingly easy to hit the file handle limit of 2048, even if you have less than 2048 active plugins. Disabled plugins count (hide them in MO2), as do SKSE dll's. Some other files may also count, like BSA's and seq files. So it's pretty easy to accidentally hit 2048 without knowing

Posted
16 hours ago, mastga said:

Big necro but it's surprisingly easy to hit the file handle limit of 2048, even if you have less than 2048 active plugins. Disabled plugins count (hide them in MO2), as do SKSE dll's. Some other files may also count, like BSA's and seq files. So it's pretty easy to accidentally hit 2048 without knowing

 

File handle limit means the total number of files the process can have open simultaneously at any given moment (this also includes texture file, meshes), and after that you start getting all sorts of errors that could happen at any time theoretically. But usually it will happen at the first loading of the save since this is when it loads all assets it needs. The engine reads every file - again, seq, textures, meshes, animations, it needs to open that file (here the number of open files increases by 1 and this is where the game may hit the limit), read it, and then it closes the file (the number of open files decreases).

 

So it's hard to say when you gonna start having this problem, and a permanent solution isn't technically possible. The only real one would be "don't use THAT many mods". Especially the ones with tons of assets inside them., use BSAs instead of loose files wherever possible. Pack those loose files into BSAs if you can.

 

I might suggest a workaround for those having this problem and refusing to trim their LO - have a save inside the qasmoke and don't remove it as you play. Make a named save - open console "coc qasmoke", then "save qasmoke". Then continue playing ("coc Whiterun")

 

Once you start  the game, load that save first ("load qasmoke"). What works here is that the game doesn't have to load all those meshes, textures etc for a city or whatever place you have been recently saving at at once. So it should load. Once loaded, you may open the Load menu and load your real, most recent save.

 

If you can't load any of your saves, you can just do "coc qasmoke" from the main menu screen of the game, this will create a new character  (default Nord male) and you can load your save after that. But I don't know if switching characters like that would have any side effects.

  • 8 months later...
Posted

So, I am a modding idiot and I'm not sure my words hold much weight, but I don't think this is a mod limit issue, I'm currently using 424 mods with 162 active plugins and 225 light ones and I am experiencing the same exact issues, and to add, the game loads like normal, after a ten or so minutes of playing or by talking to a few NPC's, you either notice the dialogue begins to bugg. For me it only gives me an option to talk about a followers home (for followers) or about specific rumors (for NPC vendors), or you pause the game and see that your saves are corrupt. If you load any save in this state it will fail or break in some way, but if you quit the game to desktop and reload, it works like nothing happened, even for saves that happened while in the bugged state. But you only have a matter of minutes before it starts up again.

I am using vortex, with two collection mod packages from nexus and several hand picked mods that should be compatible, I have the bug fixes, but I think it has something to do with dialogue mods, but I have disabled all mine to no avail and the issues persist, has anyone found a fix? Ten minutes of game time sucks for this rpg build. 

I also have the Flower Girls mod with all it's addons

Ostim/Osex and all it's addons 

Relationship dialogue overhaul

These are the only mods that change/ add dialogue options and I'm adding them in this to see if that could narrow down the source.

 

(Update) Check and or redownload see engine fixes part 1 and 2. It shows it being downloaded but somehow it took itself out of my load order, after a simple redownload all those issues are fixed, literally fixed it within minutes of posting this!

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