Jump to content

ctd when load, and Resaver can't open save too


Recommended Posts

Posted (edited)

Well the crash log pretty much says there was an issue loading Save189_66122460_0_4173756B61_RiverwoodSleepingGiantInn_021636_20240810233154_29_1.ess. I think normally I'd suggest the issue may also be in an skse plugin (because "dispatched message." is part of some internal communication system) or the skse cosave (because Save189_66122460_0_4173756B61_RiverwoodSleepingGiantInn_021636_20240810233154_29_1.skse shows up as well). But in this case, considering ReSaver is not happy about it, I'd say the ess file itself is borked.

 

So with all that said, consider uploading the skse and ess files here. I could have a look at it in my ReSaver, VisualVM and jdb. It might point out where the issue is.

 

Edit: I found the place in the source code where the message comes from. The "null" you're seeing at the end is supposed to be the error message. So that's not a good start.

Edited by traison
Posted

i did same activity (quests, smith , change armor , lvl up , discovery same couple location) and all my saves perfectly working. why did all the saves break last time lol, so stupid ) maybe need restart game once in 2-3 hours? ) 

Posted

 

SEVERE: FormID table missing.

java.nio.BufferUnderflowException
        at java.base/java.nio.Buffer.nextGetIndex(Buffer.java:712)
        at java.base/java.nio.HeapByteBuffer.getInt(HeapByteBuffer.java:442)
        at resaver.ess.ESS.<init>(ESS.java:329)
        at resaver.ess.ESS.readESS(ESS.java:94)
        at resaver.gui.Opener.doInBackground(Opener.java:82)
        at resaver.gui.Opener.doInBackground(Opener.java:41)
        at java.desktop/javax.swing.SwingWorker$1.call(SwingWorker.java:304)
        at java.base/java.util.concurrent.FutureTask.run(FutureTask.java:317)
        at java.desktop/javax.swing.SwingWorker.run(SwingWorker.java:343)
        at java.base/java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1144)
        at java.base/java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:642)
        at java.base/java.lang.Thread.run(Thread.java:1623)

 

The error is coming from ESS.java, line 346 (the lines in the exception are all off for whatever reason).

 

Most likely what happened here was either the save was only partially written, as in, the formid table is actually missing - OR - a length field before the formid table was incorrectly set and the code read to the end of the stream, leaving no bytes remaining for what was supposed to come after it.

 

If you can think of some reason to dig for more information I'll see about getting it, but this just seems like you have something thats breaking saves and we're unlikely to find that within the save itself. It makes more sense to me right now to go hunting for common reasons for saves breaking in Skyrim. The first thing that comes to mind is the save size limit, which Engine Fixes SSE gets rid of (or at least increases).

Posted

Hello again! some update ) can you help me?
problem sometimes appear again and corrupt my saves. i found some possible sours of problems - can you check it and support me? xd
1) caco_adjustpotionthreadmanager and CACO_CreatePotionPlayerScript 
how understand which mod or patch create this problem? (
2) ID 0x42b6cda0 (1119276448) - what is it? ((
how understand which mod create this problem? (

Скриншот 2024-08-15 01.34.18.png

20240815001555_1.jpg

Posted

i hope last update )
i terminated this scripts and my saves fine ( i guess) 
solution - (i hope its help somebody in future) - reddit - author revonoc26
"I believe I have an answer here — this should only be related to the renaming of potions. Load up, turn off “rename potions” in CACO MCM, save. Terminate the “create” scripts in Resaver, load the save again, wait for it to stutter a bit and save again. FYI I was having full load ctds because of this as it bloated my save past 128mb. My fix works."

Posted (edited)

Yeah so basically the CACO_CreatePotionPlayerScript has a bug in it. It never stops running (or just takes a very long time) and thus instances of it are left running as you save. Whenever the Papyrus engine starts dumping stacks (as it calls it) you have a serious scripting issue and need to either: 1) get rid of the offending scripts, 2) fix the script yourself or 3) lighten the general load on Papyrus. In this case it was lucky the feature could be turned off with an option in the MCM.

 

As for the warnings in the in-game console. There's a thread about it on the first page of this forum.

Edited by traison

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...