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Is there a fix for having too many saves? (BGSLoadGameBuffer::unk_597B20+C9)


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Posted

My game has been running fine but now I have a save problem. If I make a new game and a new save everything is okay but If I try to load my newest save on my character It will CTD. I can load the one before it and play just fine but I cannot save at all. Attached is the NetScriptFramework for one of the crashes. I can generate another if it helps.

Crash_2022_7_23_11-54-28.txt

Posted (edited)

As far as I know there's no "too many saves". Maybe too big, as that seems to be an issue many games have. My money is on you having some save-corrupting mod and it just happened to kill it now.

Edited by traison
Posted (edited)

What does ReSaver say about it?

 

Edit: As for sizes, mine seem to be around 5 MiB now. Reddit users mention 20-25 MiB. If yours are significantly different, that may be worth looking into.

Edited by traison
Posted
2 minutes ago, Tlam99 said:

With this I loaded saves up to 70MB

 

https://www.nexusmods.com/skyrimspecialedition/mods/17230

 

For my saves, I regulary back them up and leave the last 3 in the save folder.

All others deleted out there.

 

And what Tlam99 said. If you don't have that mod already, get it. I sort of assume everyone has that by now. Also the mod description does have save-related tips and workarounds.

Posted
3 minutes ago, Tlam99 said:

With this I loaded saves up to 70MB

 

https://www.nexusmods.com/skyrimspecialedition/mods/17230

 

For my saves, I regulary back them up and leave the last 3 in the save folder.

All others deleted out there.

I have this mod installed. Im going to try to back them up and move everything but the last 4 in this case. Could it also be caused by saving to the MO2 profile folder instead of the default /mygames location?

Posted
1 minute ago, poiuy96 said:

image.png.e85fc9acc1e78843443dab3af2fbaae8.png

Also the file size is 21,419 KB so right in the range of too big

 

Not too big. I would have considered >100 MiB worth looking into.

 

Also, something is breaking your saves. My money still on a bad mod. Unless of coure you don't have SSE Engine Fixes.

Posted

Unfortunately I can't help with these kinds of issues. Never had it happen to myself, nor do I know what elements refers to in that context. The SSE Engine Fixes page did however mention a reference count being problematic, look into that. Figure out what undefined elements are, unless you already know. Failing all that, the only idea I have is to go through the mod list and googling them, which is going to take ages.

Posted
20 minutes ago, poiuy96 said:

save this is what Resaver said

If you do not solve issues like this from begin on, it will bloat your saves later on and render them not readable.

You can try removing it with left rider resaver, 3rd and 4th position remove unattached instances and undefined elements.

Btw, if I stop playing, I alwasy check the latest save. Only if it's clean I use it for loading.

Otherwise I went back to the latest clean save. 

Then the troubleshooting starts, what has caused this orphaned stuff.

I bought the game dec 2019. It took 7 chars before I made a complete play with a clean save at the end and rare ctd's.

This have been physics andbody related. This ctd's I fixed by reverting physics-, body stuff to the latest stable versions (for me)

 

My latest char play through is now for fine tuning. 

Usually no more ctd's (except I am not patient enough to wait after load if everything has settled down).

Before saving I wait again and check in console, if no more scripts are active.

With a heavy modded game, one need to be patient in the first place.

Posted

I was able to fix it (at least for now) by reloading the most recent save that was able to open both in game and in ReSaver, then using ReSaver to remove unattached instances and remove the undefined elements. Hopefully that will work. I will also continue what Tlam99 said above about following through with checking each save once done playing. Thank you all for the help!

Posted (edited)

So, i've have had this problem in the past.

A lot..

 

You play a heavily modded skyrim, everything's dandy..

You save, you close..

And the next day you reload the save and encounter a ctd.

You should check if a new game works. If so, it's 100% a mod related problem.
If a new game also ctd's it's a problem with either corrupted gamefiles or a mod.

 

------------------------------------

 

From what i can tell it mostly happens tho, if you change mods, deinstall/install stuff via modmanagers or manually.

Actually, this was the culprit 90% of the time when it came to ctd-saves.

Especially script-heavy mods or mods adding a lot of items. Once removed, they sometimes corrupt a save. It just works.

 

Sometimes this happens when you save during a period of time the game runs a lot of scripts.

Which - in that case - most likely means that a mod did something bad to your savegame that corrupted it.

 

If your game ctd's after having made changes to mods / if it happens just like this, try the following ;

1 - Try re-installing the mods, or even better, try getting the gamefiles back to the exact same point when it was still working.

2 - Sometimes starting a new game (with alternate start mods active so its faster, better and more safe) and asap loading the save in question worked.

3 - Sometimes the next best (older) save works, most at the time it doesn't tho.

Edited by -Player1-
Posted (edited)
2 hours ago, poiuy96 said:

Is there any way to figure out if it is too big or if its a corrupting mod?

 

They can get to big but there is a fix in engine fixes to allow a bigger size

 

[Experimental]
SaveGameMaxSize = true                  # Expands the maximum uncompressed size of a save game from 64 MB to 128 MB# can fix "crash on save" issue in long-runnning saves

 

The folder itself, i have about 4k saves totalling 96 GB so i doubt that would be an issue

 

At the moment on a long running save game (all vanilla and lots of new land mods completed) i have about 27mb for the save itself and 7mb for the skse co-save as i've stuck lots of tats on stuff and renamed loads of npc's etc

 

Your issue is prolly somewhere in amongst - Game plugins (627) as thats quite a lot of stuff

Edited by pinky6225
Posted (edited)

I have been running okay but I ran into another crash that I believe is pointing towards a dark face bug. Upon entering the Legacy of the Dragonborn museum. When looking at the crash report however, it doesnt give me anything to look up in SSEedit. The first time it referenced an argonian head and this time it is a female wood elf head. How do I extract the information from the crash report to find what to look up in SSEedit?

 

 

I am running DarkFaceReporter script in SSEEdit right now so hopefully that catches the problem. But I still dont understand how to properly read the crash

reports :/

 

Edit: DarkFaceReporter only found some Mannequin issues for a duplicate that I already checked isn't an issue.

Crash_2022_10_6_15-51-28.txt Crash_2022_10_6_15-34-51.txt

Edited by poiuy96
Posted
12 hours ago, poiuy96 said:

How do I extract the information from the crash report to find what to look up in SSEedit?

 

Don't assume you'll always get a convenient FormId to work with. I'd even suspect that even if you were given one in a crash log that's going to be an educated guess at best. A place to start yes, definitely, but a guaranteed fact? Probably not. Those 2 crashes are caused by nifs. The only way xEdit would be related here is in using it to look up the nif paths:

 [00] Skyrim.esm (7CAB85A9) \ Head Part \ 0005161F <FemaleHeadWoodElf>

 [00] Skyrim.esm (7CAB85A9) \ Head Part \ 00051614 <MaleHeadArgonian>

Posted
10 hours ago, traison said:

 

Don't assume you'll always get a convenient FormId to work with. I'd even suspect that even if you were given one in a crash log that's going to be an educated guess at best. A place to start yes, definitely, but a guaranteed fact? Probably not. Those 2 crashes are caused by nifs. The only way xEdit would be related here is in using it to look up the nif paths:

 [00] Skyrim.esm (7CAB85A9) \ Head Part \ 0005161F <FemaleHeadWoodElf>

 [00] Skyrim.esm (7CAB85A9) \ Head Part \ 00051614 <MaleHeadArgonian>

I looked up the parts in SSEEdit and found no errors or anything out of the ordinary, however, I had SSEEdit check LOTD for errors and it came back with 3 " REFR \ XNDP - Navigation Door Link \ Teleport Marker Triangle -> <Warning: Navmesh triangle not found in "[NAVM:00037F7B] (in GRUP Cell Temporary Children of [CELL:00037EE3] (in SolitudeWorld "Solitude" [WRLD:00037EDF] at -14,24))">

 

All very similar errors. I have never messed with Nav meshes and I've heard they can really mess the game up if handled incorrectly. Can you point me to a source that can teach me about these errors?

Posted (edited)

From what I've seen so far, navmesh related crashes usually turn up some pathing related keywords in crash logs. Yours have none that I can see. Still betting on this being a nif problem. If you have no mods overwriting the *.nif or *.tri files in those 2 HDPT records mentioned in my previous post; nor any mod changing those records, then I'd suspect facegen nifs (i.e. the actual head mesh of an npc near you at the time of the crash).

 

If NAVM:00037F7B was not edited by another mod then its not the source of your crash. 00* formids are typically in Skyrim.esm, hence everyone would be crashing because of it. If however it was modified by a mod then remove the record from the mod plugin.

Edited by traison
Posted
3 minutes ago, traison said:
  1. From what I've seen so far, navmesh related crashes usually turn up some pathing related keywords in crash logs. Yours have none that I can see. Still betting on this being a nif problem. If you have no mods overwriting the *.nif or *.tri files mentioned in those 2 HDPT records mentioned in my previous post, nor any mod changing those records then I'd suspect facegen nifs; as in, the actual head mesh of an npc near you at the time of the crash.
  2. If NAVM:00037F7B was not edited by another mod then its not the source of your crash. 00* formids are typically in Skyrim.esm, hence everyone would be crashing because of it. If however it was modified by a mod then remove the record from the mod plugin.

image.thumb.png.35b79feaeed70c5d5481f072c787310f.png

This is the Navmesh 00037F7B. It looks like its being overwritten 2 times by LOTD and Solitude Skyway. I also want to look at the .nif problem. Is that something I can look up in MO2 to see where the file is being overwritten?

Posted (edited)

Since the navmesh issue is apparently in LOTD and it's being overridden again by another mod it should be fine. That is along as you don't change the load order.

 

As for the nif files, look in the Data tab on the right side of MO2. If the file is not there, then you have no mod providing that file (or it's in a BSA/BS2). If you do find the file you're looking for, open the mod that provides it, and check its conflicts tab to find the contestants.

 

Edit: Oh, late post it seems. Disable HighPolyHead and test again.

Edited by traison
Posted

I reinstalled HighPolyHead and the crash stopped! Thank you! I still have a question on how you got the information on the nif paths "[00] Skyrim.esm (7CAB85A9) \ Head Part \ 00051614 <MaleHeadArgonian>" Did you look up "MaleHeadArgonian somewhere or on google?

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