EpitomyofShyness Posted April 5, 2016 Posted April 5, 2016 i wouold recommend probaly like the other guy load up as usual grab a house and ride around skyrim for 2 hours. probaly good to visit every city run thru them and if after 2 hours your count looks good( also probaly good to have saves every 10min t ocompare) i would rather spend 2 hours testing than to spend 20+ and fail. This is fantastic advice. I'll go add it to my string spreadsheet actually.
sidfu Posted April 5, 2016 Posted April 5, 2016 i wouold recommend probaly like the other guy load up as usual grab a house and ride around skyrim for 2 hours. probaly good to visit every city run thru them and if after 2 hours your count looks good( also probaly good to have saves every 10min t ocompare) i would rather spend 2 hours testing than to spend 20+ and fail. This is fantastic advice. I'll go add it to my string spreadsheet actually. fine with me just make sure to fix my spelling errors . the things u do when sleepy. i did the test like that as most mods u are interacting with npc so why avoid the towns if u doing a test then. since i saw even some tint map data in my save file strings(no idea from what mod) there may be things even from stock npc that gets saved perm. here my finding so far. 56k+ string game test 2 times both ttimes got around 20-30 hours. this is very mod depended seems like mods like slaverun are bad for strings it seems. the strings spiked by 1k just from doing stuff in whiterun thats why i think it was slaverun causeing that spike of stripping npc and saveing that data in the save. 61kstring start. first unloadable hit around 2 hours but was random. by 6th hour every saved was unloadable. right now im putting together a 50k string at start save to test. once i tweeak it we probaly have a good range idea to use. i also got a question. on another forum a guy asked if reseting havok, removeing FF00 sccript instances and cleaning formlists will help cut out some string cost on the next save. i did a quick test nothing fancy just start new game, do up mcm and saved. did all of the above to clean it then loaded it back up andd saved. dont know if it is mod dependent but it did drop by exactly 11 strings. just starting a new game created 90 havok moved forms and 2 script instances to be removed(probally depends on mods) question of my own is it possible for us to design a save mod that when it saves it move some of the data out of the save into jcontainers and such. we would probaly if we could have to find each string that is safe to be moved.
merryMalfunctioning Posted April 6, 2016 Author Posted April 6, 2016 question of my own is it possible for us to design a save mod that when it saves it move some of the data out of the save into jcontainers and such. we would probaly if we could have to find each string that is safe to be moved. A save mod wouldn't help, this is a pretty fundamental flaw in the Skyrim engine. It requires a patch. Morrowind actually had lots of patches to fix stuff like this; there's even an auto-patcher that applies them all (there a dozens). All it takes is someone with a good disassembler and some knowledge of the structure of executables. The kind of people who write cracks for games, or the who make SKSE, or the guy making the Crash Fixes SKSE plugin. Unfortunately people like that aren't super common.
EpitomyofShyness Posted April 6, 2016 Posted April 6, 2016 i also got a question. on another forum a guy asked if reseting havok, removeing FF00 sccript instances and cleaning formlists will help cut out some string cost on the next save. i did a quick test nothing fancy just start new game, do up mcm and saved. did all of the above to clean it then loaded it back up andd saved. dont know if it is mod dependent but it did drop by exactly 11 strings. just starting a new game created 90 havok moved forms and 2 script instances to be removed(probally depends on mods) Right now there is anecdotal evidence that suggest string count can vary by at least +/-80 at any given moment. Someone who made saves in quick succession and checked each one found pretty significant variation between them, so we currently have no way of knowing if the decrease you saw was an actual decrease or random variation. I expect that this string issue will eventually be solved, its just that the skse people are involved in Fallout 4 right now. I'm sure they won't leave us all hanging, their amazingly talented and wonderful people, they've just got their minds and hand full of other things right now.
merryMalfunctioning Posted April 6, 2016 Author Posted April 6, 2016 Right now there is anecdotal evidence that suggest string count can vary by at least +/-80 at any given moment. Someone who made saves in quick succession and checked each one found pretty significant variation between them, so we currently have no way of knowing if the decrease you saw was an actual decrease or random variation. It varies for the simple reason that when a script instance gets garbage collected, some of its strings get garbage collected -- if no other script instance has a reference to them. Many script instances last forever though, so the overall trend is for the string table to grow. That's my belief anyway, based on two decades of programming experience. I expect that this string issue will eventually be solved, its just that the skse people are involved in Fallout 4 right now. I'm sure they won't leave us all hanging, their amazingly talented and wonderful people, they've just got their minds and hand full of other things right now. Love your optimism. That's not sarcasm, I smiled out loud when I read it. :-)
sidfu Posted April 7, 2016 Posted April 7, 2016 yeah think they get around to it but we need altest somethign to migrate it. helll if someoeon can make a patch for skyui to see if can force it to save the mcm stuff to jcontainers woould work as a good enough temp fix.
EpitomyofShyness Posted April 7, 2016 Posted April 7, 2016 I expect that this string issue will eventually be solved, its just that the skse people are involved in Fallout 4 right now. I'm sure they won't leave us all hanging, their amazingly talented and wonderful people, they've just got their minds and hand full of other things right now. Love your optimism. That's not sarcasm, I smiled out loud when I read it. :-) Dawe, your making me blush! Maybe its naivete but I really have found that the skyrim community has a lot of wonderfully talented and genuinely good people. Maybe not so much the 'transient' modders (people who download without reading descriptions, never leave comments etc) but the people who stick around usually mean well (with some rare exceptions). Also the fact that the people behind skse have donated literally thousands of their hours so that we can all install and use mods which wouldn't be possible without them tells me that they are some pretty cool people.
sidfu Posted April 7, 2016 Posted April 7, 2016 starting my 50k string play. its just shy of 51k strings at start with all mcm messed with and sexlab animations started. since alreasdy did 56k and 61k tests. ill try to remember to make a named save after every hour to see how strings are if i remember im using that sexlab patch on here also to lower strings of sexlab didnt have any problem with other tests with it installed. 1. after mcm finish loading 48,696 2.after Milk Mod econmy installed (have to install after start so it dont hang on startup ) 49,156 (looks like 600ish strings for milk mod ecnonmy) 3.after mcm adjusted for all mods and sexlab started and animations ran. 50,384 now to play and see how it goes. im useing this so dont have to worry about the skyrim saving system randomly crasheing my game when it saves and has a nice timed save and auto renames saves for saves about whree u are
General Goods Posted April 7, 2016 Posted April 7, 2016 Just my two cents. Skyrim.esm Update.esmDawnguard.esmHearthFires.esmDragonborn.esmSkyrim Project Optimization - No Homes - Full Version.esmFalskaar.esmWyrmstooth.espUnofficial Skyrim Legendary Edition Patch.esphdtHighHeel.esmSchlongs of Skyrim - Core.esmSexLab.esmSexLabAroused.esmDevious Devices - Assets.esmZaZAnimationPack.esmDevious Devices - Integration.esmEFFCore.esmHeels Sound.esmDevious Devices - Expansion.esmClimatesOfTamriel.esmGray Fox Cowl.esmCreatureFramework.esmnotice board.espApachiiHair.esmSGHairPackBase.esmRSkyrimChildren.esmRaceMenu.espRaceMenuOverlays.espRaceMenuPlugin.espUIExtensions.espFISS.espdD - Realistic Ragdoll Force - Realistic.espXPMSE.espJaxonzMCMKicker.espSkyUI.espSkyTweak.espSOS - Smurf Average Addon.espSOS - VectorPlexus Muscular Addon.espSOS - VectorPlexus Regular Addon.espSOSRaceMenu.espAHZmoreHUD.espLessIntrusiveHUD.espFNIS.espExtended UI.espRaceMenuMorphsCBBE.espRealisticRoomRental.espLegacyoftheDragonborn.espWeapons & Armor Fixes_Remade.espSexLab_Solutions.espAnotherSortingMod-2016.espComplete Crafting Overhaul_Remade.espImmersive Jewelry.espRebirth Monster.espHelgen Reborn.espBreezehome_Fully_Upgradable.espHigh Level Enemies.espethereal_elven_overhaul.espPerkusMaximus_Master.espPerMa Expansion 1 - Wintermyst.espPerkusMaximus_Mage.espCivil War Overhaul.espFaster Spells Triple Speed.espdouble novice spell range.espImproved Artifacts - Complete Collection.espDBM_ASM-2016.espBetterQuestObjectives.espESFCompanions.espHDT Havok Object.espSexLab_DibellaCult.espSexLabNudeCreatures.espSexLabNudeCreaturesDB.espSexLabNudeCreaturesDG.espImmersive Weapons.espWeaponsArmorFixes_ImmersiveWeapons_Patch.espHothtrooper44_ArmorCompilation.espSOTGenesisMod.espHentaiCreatures.espSkyrimsUniqueTreasures.espAtlas Legendary.espMore Interesting Loot for Skyrim.espWyrmstooth - Craftable Sets.espWyrmstooth - Realistic Ownership.espWyrmstooth - Notice Board - New Armor Sets - RO Comp.espnotice board - dragonborn patch.espRun For Your Lives.espDBM_MoreInterestingLoot_Patch.espTradeBarter.espHeljarchenFarm.espWindstadMine.espbuildablehouse.espDBM_IWIA_Patch.espsr_FillHerUp.espkonahrik_accoutrements.espWyrmstooth - Landmarks.espSexLab-AmorousAdventures.espssapbwk.espRebirth Monster - USLEEP Patch.espShitty Bikini Armors.espWheelsOfLull.espBadGremlinsJarHunt.espTheMadMasker.espDBM_MadMasker_Patch.espWhen Vampires Attack.espTGenhanced.espBounty Gold.espCustomizable Camera.espJiubQuestMarkers.espDismiss Summons.espSPTDiverseGuardsSkyrim.espDragon Soul Relinquishment.espImproved Dragon Shouts.espImproved Dragon Shouts - Dragonborn.espDragonFire.espDragonFire-Dragonborn.espDragonFire - Improved Dragon Shouts Compatibility.espBetterQuestObjectives-DBForevertoMisc.espFCO - Follower Commentary Overhaul.espEFFDialogue.espBetterQuestObjectives-EFFPatch.espEyes of Aber.espShowRaceMenuAlternative.espRemodeled Armor - Vanilla Replacer.espWeapons & Armor_FasterArrows.espVioLens.espAddItemMenu.espSchlongs of Skyrim.espHothtrooper44_Armor_Ecksstra.espImmediateDragons.espKS Hairdo's.espKS Hairdos - HDT.espImproved Dragon Shouts - Dawnguard.espImproved Dragonrend Shout.espInfinite Gold For Merchants.espThe Eyes Of Beauty - Elves Edition.espBarenziahQuestMarkers.espSkyCompleteLegendary.espRemodeled Armor - Underwear.espRemodeled Armor - Vanilla Replacer - Dawnguard.espRemodeled Armor - Vanilla Replacer - Dragonborn.espPurewaters.espHigh Level Enemies - Dawnguard.espHigh Level Enemies - Dragonborn.espLuxury Collection.espMehrunesRazorHigherKillChance.espmore plants all extra.espdD-No Spinning Death Animation Merged.espNo More Glowing Edges.espNusbieVoices.espSLAnimLoader.espSLALAnimObj.espSLAL_AnimationsByLeito.espSexLabLeveling.espGagSFX.espSexLab_PaySexCrime.espSexLabTools.espSkyrim_Strap_Ons.espClimatesOfTamriel-Dawnguard-Patch.espClimatesOfTamriel-Dragonborn-Patch.espClimatesOfTamriel-Interiors-Warm.espSOS - B3lisario UNP Addon.espRebirth Monster - High Level Enemies Patch.espCustomStuff101.espRebirth Monster - EEO Patch.espTrissArmorRetextured.espRebirth Monster - Immersive Weapons Patch.espTheCoenaculiCBBE.espRaceMenuOverlayCompilation - CBBE.espLUSH Gear SexyWaif Set.espGrimy Utilities Interface.espJaxonzArcheryUtil.espBijin Warmaidens.espPhenderix's Magic Evolved No Perks.espkonahrik_accoutrements_db.espSneak Tools.espBGtheCapturedFairies.espThe Paarthurnax Dilemma.espBGtrophyHeads.espBGsomethingFishy.espEnemyEnhancer.espDeadlyDragons.espMergedPackNumeroUno.espSexLab Eager NPCs.espImaginator BETA.espLoversComfort.espApocalypse - The Spell Package.espBetterQuestObjectives-PerMaPatch.espForgottenMagic_Redone.espWetFunction.espTheEyesOfBeauty.espThe Ordinary Women.espTCoW Improvement.espMen of Winter.espBijin Wives.espDevious Deviants.espApocalypse - PerMa Compatibility Patch.espPerMaDefluffedPerkDescriptions.espIJPerkusWintermystPatch.espPerkusMaximus_Thief.espBijin NPCs.espUnique Item Improvement.espDBM_WAFR Patch.espUnique Uniques.espUnique Item Improvement_PatchAll.espWeapons & Armor_DragonPriestMasks.espSneak Tools Vanilla Masks.espPerkusMaximus_Warrior.espForgottenMagic_Redone_PerMa Patch.espPre PaMa Improved Artifacts.espSneak Tools Vanilla Hoods.espPerMaExtendedPerkDescriptions.espPerma Defluff + Apocalypse.espAetheriumSwordsnArmor.espASM - Perkus Maximus.espHigh Level Enemies - Raised Ability Caps.espPerMa_USLEEP master patch.espSerana.espValerica.espSimplyKnock.espPerkusMaximus_SimplyKnock.espSexLab_SOS-Stapon.espEnhancedEbonyBlade.espSexLab TDF Aggressive Prostitution.espTDF_AP_IndHookersPlug_In.espSexLab_DibellaCult_Sisters.espMortal Enemies.espSGHairPackAIO.espMoreNastyCritters.espSexLabMassMatchMaker.espSexLab Aroused Creatures.espSuccubus Heart.espFalskaar - Notice Board.espWyrmstooth - Dragon Lore - Deadly Dragons.espWyrmstooth - Typo Fix.espWyrmstooth - Follower Tweaks.espWyrmstooth - Quest Tweaks.espWyrmstooth - Radiant Encounter Tweaks.espDBM_ESFCompanions_Patch.espDBM_UII_Patch.espDBM_ImmersiveJewelry_Addon.espDovahBlingJewelryReplacer.espDBM_CCOR_patch.espAK_RM_PubicStyles_All_In_One.espToccata as Elisif.espScent of Sex.espThe Manipulator.espFreckleMania.espRSChildren_CompleteUSKP.espAlternate Start - Live Another Life.espBetterQuestObjectives-AlternateStartPatch.espPre PaMa WAFR Patch.espBashed Patch, 0.espASIS-Dependency.espASIS.espPatchusMaximus.espNoButchWalk.esp No mods were installed/uninstalled completely after starting the save. Only mod that was updated 2 times in total is "The Manipulator". 54 hour 44 minutes save, level 92, visited all cities in skyrim(not solstheim), done alot of radiant quests and around half of Amorous Adventures quests. The whole time string count floated at around 59k, +/- ~100. Never saw it go above 60k. Can't remember exactly how many there were at the start, but it was around 56k i think. Hope this helps.
merryMalfunctioning Posted April 7, 2016 Author Posted April 7, 2016 I tried to do a basic conversion of my sexlab animation string patch to use Ashal's StorageUtil instead of JContainers, but it's a significantly harder task than I expected. While JContainers was a simple swap, StorageUtil really needed to have been used from the ground up. Based on the amount of testing and debugging that using StorageUtil would require, I'll leave that particular job to the SexlabFramework developers (assuming they want to make the swap at all). In the meantime, the JContainers version of the patch seems to mostly work fine except for an unfixable problem with the sslBaseObject class. So this new version just leaves out the patched version of sslBaseObject, which didn't actually save that many strings anyway. And if you're interested, the reason it's unfixable is that other scripts access the particular string[] reference that I was trying to put into a JContainer. Since they need to be able to access it directly, it can't be eliminated. Anyway... what's next? What important mods should I take a look at for patching? Sexlab v161b animation slots patch 2016-04-07.7z
sidfu Posted April 7, 2016 Posted April 7, 2016 @markdf if u realy realy want something to patch then why dontt patch skyui so thata it saves mcm into jcontainers or even FISS instead of the save if u want to make patches best thing to do is choose the popular ones u use yourself or want to use. devious devious and slaverrun are a good target as seems like with slaver run and all dpendences u looking at aroound +2-3k strings. @mrgrounding that sounds about right with what i said about 56k string start is possible to get around 20-30hours before chance of it pop up for unloadable saves. jusst remember its always mod dependent also. just going to city adds threads. from your test its looking more and more like 50k is ideal target for a long pllay save.
spoonsinger Posted April 7, 2016 Posted April 7, 2016 Ok, I'm a dumb person. But the original patch has been working fine for me since it was uploaded. (i.e. I did the whole install that, remove 3DNPC/Captured Dreams/Moon over wotsit and got my post MCM config down to 53K with 337 sexlab animations, rather than 62K with them installed(*). Really unhappy at removing 3DNPC but really everything runs smoother now regardless. And no I don't want to get rid of sex mods - it makes an economy). Anyway, so I suspect I might be missing something, what specifically does the original patch, provided in this thread, not deal with? (*) Yes I have a bucket load of other stuff which will never be removed from my dead fingers.
merryMalfunctioning Posted April 8, 2016 Author Posted April 8, 2016 Ok, I'm a dumb person. But the original patch has been working fine for me since it was uploaded. (i.e. I did the whole install that, remove 3DNPC/Captured Dreams/Moon over wotsit and got my post MCM config down to 53K with 337 sexlab animations, rather than 62K with them installed(*). Really unhappy at removing 3DNPC but really everything runs smoother now regardless. And no I don't want to get rid of sex mods - it makes an economy). Anyway, so I suspect I might be missing something, what specifically does the original patch, provided in this thread, not deal with? (*) Yes I have a bucket load of other stuff which will never be removed from my dead fingers. The original file included three patched files: sslBaseAnimation (three string arrays turned into JArrays) sslBaseObject (one string array turned into a JArray) sslAnimationSlots (one huge string array turned into a JArray) The issue is that the string array in sslBaseObject can be accessed directly by other scripts; I assumed that was just for convenience, but I recently found out that some of those scripts make changes to the array. In my patch, those changes don't get applied to the sslBaseObject at all. That array holds the tags on a sexlab object. In other words, the tags on animations (and voices, facial expressions, etc) weren't guaranteed to work the way Ashal intended.
EpitomyofShyness Posted April 8, 2016 Posted April 8, 2016 Anyway... what's next? What important mods should I take a look at for patching? I would love you forever if you somehow managed to patch Legacy of the Dragonborn. It is such a heavy hitter, and I refuse to drop it. But I'll of course understand if your preference goes to patching LL mods before anything else.
merryMalfunctioning Posted April 8, 2016 Author Posted April 8, 2016 Anyway... what's next? What important mods should I take a look at for patching? I would love you forever if you somehow managed to patch Legacy of the Dragonborn. It is such a heavy hitter, and I refuse to drop it. But I'll of course understand if your preference goes to patching LL mods before anything else. Quest mods like that are the LEAST feasible mods to patch, because they are spread out over hundreds of different scripts. My thinking is that we should reduce the string counts of functionality mods (like Sexlab) in order to make the space needed by hard-to-fix quest mods.
pushto Posted April 8, 2016 Posted April 8, 2016 I have 49258 strings with 328 active scripts running 193913 script instances.. Wow
sinziger Posted April 8, 2016 Posted April 8, 2016 Im didn't do any long testing, but I think you could reduce the String count a large bit, by patching SoS, XPMSE and Zaz Animations. Immersive Armors and Complete Crafting Overhaul also use a large amount of strings, due to the MCM menus. One question: Did anyone notice a size increase of ,skse files in the savegames, after using the patch? Mine have a size of 195 MB. So maybe i messed something up, when I installed it.
Monoman1 Posted April 8, 2016 Posted April 8, 2016 previous page. post 260 http://www.loverslab.com/topic/56588-corrupted-saves/?p=1520136
EpitomyofShyness Posted April 8, 2016 Posted April 8, 2016 Quest mods like that are the LEAST feasible mods to patch, because they are spread out over hundreds of different scripts. My thinking is that we should reduce the string counts of functionality mods (like Sexlab) in order to make the space needed by hard-to-fix quest mods. Ah that makes sense. Well then carry on with what your doing since its honestly amazing. I seriously can't thank you enough. You are .
EpitomyofShyness Posted April 9, 2016 Posted April 9, 2016 Sorry for the double post but I've updated the Spreadsheet I made. Its no longer at its original location, but instead at the first like I provided which includes links to all the forum threads discussing this issue as well as other speadsheets. I have set it up so that by using the Outline feature in google docs people can easily located various categories and compare and contrast the string counts of mods of similar types. The previous spreadsheet has been locked and anyone who wants to add in new data should do so on the Google Doc.
4nk8r Posted April 9, 2016 Posted April 9, 2016 previous page. post 260 http://www.loverslab.com/topic/56588-corrupted-saves/?p=1520136 @markdf - Maybe toss your patch into the top post so we don't lose track of it in the comments as this topic grows? If SL dev comes out with an update that lacks your changes, is there a way to restore the string values short of just reloading a pre-patched save?
Mookeylama Posted April 10, 2016 Posted April 10, 2016 jeezu ya gotta be kiddin me. i just started getting this problem. i think it may be my last straw. been messing w/ skyrim since the beginning, and this may do me in. would like to try and salvage the playthrough i'm in. a terrible idea to start yanking MCM mods and script heavy mods mid-game i'm sure. i wonder if it might not be too terribly detrimental to use Tesedit to remove just the MCM menus of a few mods? don't think that would screw things up as much as removing the whole mod? i definitely have a few mods that don't even need the MCM
Mookeylama Posted April 10, 2016 Posted April 10, 2016 @markdf if u realy realy want something to patch then why dontt patch skyui so thata it saves mcm into jcontainers or even FISS instead of the save that sounds like the ticket right there. would do the most overall good i'd think
4nk8r Posted April 10, 2016 Posted April 10, 2016 jeezu ya gotta be kiddin me. i just started getting this problem. i think it may be my last straw. been messing w/ skyrim since the beginning, and this may do me in. would like to try and salvage the playthrough i'm in. a terrible idea to start yanking MCM mods and script heavy mods mid-game i'm sure. i wonder if it might not be too terribly detrimental to use Tesedit to remove just the MCM menus of a few mods? don't think that would screw things up as much as removing the whole mod? i definitely have a few mods that don't even need the MCM If you do ID any mods you think you can do without, use empty esp and/or esm files in their places to keep all the other mods in the same load order position so their baseID's don't change. It has done me well so far.
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