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Clean Save Bullpucky; Clean Save Myth?


gooser

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Posted

Okay,

 

I've followed the clean save procedure, but I cannot get rid of a particular mod from my Papyrus log:

[02/18/2014 - 02:35:56PM] Cannot open store for class "aproposwearandtear", missing file?
[02/18/2014 - 02:35:56PM] Warning: Unable to get type aproposwearandtear referenced by the save game. Objects of this type will not be loaded.
[02/18/2014 - 02:35:56PM] Cannot open store for class "HentaiCreaturesActor", missing file?
[02/18/2014 - 02:35:56PM] Warning: Unable to get type HentaiCreaturesActor referenced by the save game. Objects of this type will not be loaded.
[02/18/2014 - 02:35:56PM] Cannot open store for class "aproposdescriptions", missing file?
[02/18/2014 - 02:35:56PM] Warning: Unable to get type aproposdescriptions referenced by the save game. Objects of this type will not be loaded.
[02/18/2014 - 02:35:56PM] Cannot open store for class "aproposconfig", missing file?
[02/18/2014 - 02:35:56PM] Warning: Unable to get type aproposconfig referenced by the save game. Objects of this type will not be loaded.
[02/18/2014 - 02:35:56PM] Cannot open store for class "AproposPlayerReference", missing file?
[02/18/2014 - 02:35:56PM] Warning: Unable to get type AproposPlayerReference referenced by the save game. Objects of this type will not be loaded.
[02/18/2014 - 02:35:56PM] Cannot open store for class "hentaicreaturesconfig", missing file?
[02/18/2014 - 02:35:56PM] Warning: Unable to get type hentaicreaturesconfig referenced by the save game. Objects of this type will not be loaded.
[02/18/2014 - 02:35:56PM] Cannot open store for class "hentaicreaturesquest", missing file?
[02/18/2014 - 02:35:56PM] Warning: Unable to get type hentaicreaturesquest referenced by the save game. Objects of this type will not be loaded.
[02/18/2014 - 02:35:56PM] Cannot open store for class "AproposMagicEffect", missing file?
[02/18/2014 - 02:35:56PM] Warning: Unable to get type AproposMagicEffect referenced by the save game. Objects of this type will not be loaded.

(There's actually two mods mentioned in the log, but I just want to talk about the Apropos one).

 

I'm actually developing Apropos (with FoxyVixen), on this site. As part of my mod developer workflow, I often need to remove the old mod, especially after significant restructuring or refactoring, particularly if I have renamed or deleted variables. But lately I cannot seem to banish it from my current save, even after following the so-called Clean Save approach. I've removed all traces of the mod from my installation, including psc, pex files, the esp, etc.

 

So, is it a Myth?

 

I've got ClearInvalidRegistrations=1 in my skse.ini file.

 

I've been reading over this:  http://www.nexusmods.com/skyrim/mods/31675/?

 

and this: http://www.nexusmods.com/skyrim/mods/31724/?

 

Is it a waste of time?

 

Thanks

 

Posted

If I remember correctly Arthmoor made a post about this and remarked that the devs at Bethesda reverted back to a Morrwind like structure in terms of mod plugins and how scripts are affected.

 

Basically he stated that Skyrim mods with script functions get baked into your save and their really is no 'permanent' way to get them out, or at least no one has figured it out yet.

 

Here's his thread/post if you care to read it:

http://afkmods.iguanadons.net/index.php?/topic/3676-skyrim-information-baked-into-saves/

 

Chances are it'll just be easier to start a new save. And this time be careful what mods you setup with it.

 

Although don't let me discourage you from being adventurous and coming up with a way to get rid of them from a baked savegame!

Guest Mogie56
Posted

You don't even have to save your game properly, it does it as soon as it detects the mod, even if you have all autosaving features disabled. The moment the game is started, you pick a save to load...if you have anything new (mods with scripts) it's already been saved to that save file and no way of getting rid of it. A regular armor mod/anything mod (that doesn't alter anything vanilla) with no scripts your "usually" safe. As far as "Cleansave" it's a myth, as yet no one has figured out how to "Unbake" a save game.

Posted

You could always try stopping all the scripts for a mod that you want to remove before you uninstall it. Not sure if that will work but probably would not be any worse than just yanking them out.

Posted

Papyrus Data Transfer is the nearest thing i've found to making a save clean. It works perfectly. 100% pristine save? Not possible it seems, but I never found myself in the need of such thing. This little utility kills all the scripts in a save and I never found them coming back, unless you load the related .esp again

Posted

You could always try stopping all the scripts for a mod that you want to remove before you uninstall it. Not sure if that will work but probably would not be any worse than just yanking them out.

 

Ok, I'm going to sound awfully ignorant here, but how do you stop a script? Do you mean programmatically in my mod?

Posted

Papyrus Data Transfer is the nearest thing i've found to making a save clean. It works perfectly. 100% pristine save? Not possible it seems, but I never found myself in the need of such thing. This little utility kills all the scripts in a save and I never found them coming back, unless you load the related .esp again

 

Kills all the scripts? Do you mean they get removed? Does that mean any mod with scripts that I have installed will need to be reinstalled?

Posted

No reinstallation needed as the scripts are only removed from the savegame, making updating easier or help terminating problem that occour after a longer period of time.

Posted

It's like a fresh start. The game will load up all scripted mods and MCM for first time, and obviously you'll need to initiate and tweak them again. Also, if you use ECE or Racemenu and your face is reseted, just showracemenu and reload it with F9. Other than that you don't lose any progress, your savegame is intact.

Posted

It's like a fresh start. The game will load up all scripted mods and MCM for first time, and obviously you'll need to initiate and tweak them again. Also, if you use ECE or Racemenu and your face is reseted, just showracemenu and reload it with F9. Other than that you don't lose any progress, your savegame is intact.

 

You've convinced me. I'm gonna give it a go next time I'm testing out my mods. It's probably faster that creating a new game from scratch, setting up SL, yadda yadda, etc.

Posted

 

It's like a fresh start. The game will load up all scripted mods and MCM for first time, and obviously you'll need to initiate and tweak them again. Also, if you use ECE or Racemenu and your face is reseted, just showracemenu and reload it with F9. Other than that you don't lose any progress, your savegame is intact.

 

You've convinced me. I'm gonna give it a go next time I'm testing out my mods. It's probably faster that creating a new game from scratch, setting up SL, yadda yadda, etc.

 

 

I wouldn't be so sure about that. It's a case by case basis.

 

Anyway, starting a new game wouldn't be so bad if the quests weren't the way there are. Then we could all just create .bat files with the necessary values we want, and just start fresh games just to keep save file sizes down.

 

The issue is that, you want to console in completed quests and certain important objects and people remain intact or alive, even when they should be removed or dead. Even locations remain whole when they should've been destroyed or burned down.

 

That papyrus data transfer program is YOUR LAST DITCH EFFORT. Otherwise, I wouldn't use it. If you're console command savvy, it's probably better to just start a new game and take the time to do everything bit by bit - even if it's questline by questline to ensure certain particulars are removed, dead, destroyed, etc. You could determine if it's worth taking the time to do this based on how long you were playing a character.

Posted

Ugh I hate always having to restart a new game every time theres a problem. Oblivion was a hell of alot better. You could add and remove mods whenever you wanted and nothing bad happened. I just added http://www.nexusmods.com/skyrim/mods/33061/ to my game and now get CTD about every 20-30 minutes. As far as I can tell nothing actually shows up in the Papyrus log but right after I added that mod I started to get CTD's like clockwork. I like Garm since he's alot stronger then the gimp dogs from Dawnguard (plus he looks cool in the modified ebony armor). Guessing I have to restart yet another game? There are a few mods i actually needed to remove/turn off cause of bugs.

Posted

I linked a tool that can be helpful in such cases. Also BOSS. It's not only necessary in order to correctly sort your plugins, it also gives useful hints. Oh well, if you install a mod and you're like 'hmmm not sure if I should have done that' you can load it up in Tes5edit and check for errors. Finally, the tool I linked. It's not something you should use frequently, it's something you use in a stable savegame that you feel has been screwed up by a incorrect choice of a mod (or a group of them), and they're are scripted so you want to get rid of them as much as you can.

 

But most CTD's aren't caused by mods individually, it's a problem in your set up. If you suddently experience CTD's after installing a mod after you've checked it in BOSS and Tes5edit and it comes with no errors and you've cleaned them too in Tes5edit, then it's pure coincidence, or just that mod conflict with another mod you have but again, it's your 'fault'.

 

You need ENB Boost too, or skyrim will crash with high memory usage.

Also: http://www.nexusmods.com/skyrim/mods/50305/? - use this till the release of the new version of SKSE

 

 

Posted

While we are on the subject of saves has anybody worked out why loading a save game directly causes a CTD but loading the same save game from a different save (like one made straight after clicking new game) doesnt cause a CTD.

 

Since this is the bit that really makes me scratch my head.

Posted

Uh, who knows. Apparenly Skyrim loads it's stuff in different order when starts than after loading the world... So maybe papyrus got caught in the middle of running some shitty script when you saved and skyrim goes crazy if you try to load it directly. I guessed that cause it tends to hapen with mods that uses cloak effect, thus runs scripts constantly, such as frostfall, sexlab aroused, etc. I could be totally wrong, though. Fortunately it's just a little inconvenience, I'm already used to type 'coc qasmoke' in main menu :P

Posted

I linked a tool that can be helpful in such cases. Also BOSS. It's not only necessary in order to correctly sort your plugins, it also gives useful hints. Oh well, if you install a mod and you're like 'hmmm not sure if I should have done that' you can load it up in Tes5edit and check for errors. Finally, the tool I linked. It's not something you should use frequently, it's something you use in a stable savegame that you feel has been screwed up by a incorrect choice of a mod (or a group of them), and they're are scripted so you want to get rid of them as much as you can.

 

But most CTD's aren't caused by mods individually, it's a problem in your set up. If you suddently experience CTD's after installing a mod after you've checked it in BOSS and Tes5edit and it comes with no errors and you've cleaned them too in Tes5edit, then it's pure coincidence, or just that mod conflict with another mod you have but again, it's your 'fault'.

 

You need ENB Boost too, or skyrim will crash with high memory usage.

Also: http://www.nexusmods.com/skyrim/mods/50305/? - use this till the release of the new version of SKSE

 

I have ENBoost and SSME installed. I checked the mod with TES5Edit and not a single error to it. Just gonna try to remember anytime I try a new mod to make an extra save just to try it out on so that i don't have so much trouble. I downloaded the Papyrus Log viewer but I ave no idea what the errors it lists even mean. Of the mods that do have scripts attached to tem, http://www.nexusmods.com/skyrim/mods/27361 is what takes up least 75-85% of the Scripts folder. Guessing I should probably go through the mods that BOSS doesn't recognize and sort and run them through TES5Edit.

Posted

While we are on the subject of saves has anybody worked out why loading a save game directly causes a CTD but loading the same save game from a different save (like one made straight after clicking new game) doesnt cause a CTD.

 

Since this is the bit that really makes me scratch my head.

 

I never got a CTD loading a save directly, I got infinite loading screens. Just as easy to use coc ctest to load a save as from another savegame.

Posted

While we are on the subject of saves has anybody worked out why loading a save game directly causes a CTD but loading the same save game from a different save (like one made straight after clicking new game) doesnt cause a CTD.

 

Since this is the bit that really makes me scratch my head.

 

i was getting that all the time... and going into new (espacially indoors) cells

 

 

this was spamming my papy log... "fxDustDropRandomSCRIPT" or something like that...

google found me a fix and i have not had a CTD since.

 

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