So I've been having an issue with constant save corruption and I'm hoping someone can give me some insight as to what may be causing it. So I currently have around 1500+ plugins installed. Yeah I know really excessive. Whenever I start my game with alternate start enabled, after around a minute and a half my saves become corrupted. What's weird is that when I restart my game the saves become uncorrupted and become corrupt again after I load them up in-game usually after around 10-15 minutes or more. I know it starts to happen when I suddenly can't interact with npcs. I thought it was a specific mod in my load order causing the issue and so I began the process of elimination and began disabling mods until I found the culprit. Weird thing is is that every time I start a new character the save corruption seems to slowly take longer and longer for it to occur. After I disabled like 120 mods my first round of corruption would happen after like 5 minutes.

With so many plugins, a small adjustment to some of your Papyrus.ini settings may be needed, to allow for a little extra time to settle down. I had to do this under LE for stability issues long ago. Look up the info, and save a copy of your original settings before you change anything.


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So I figured it's about time to begin keeping track of what does and doesn't bake itself into your saved game. Enough things do so that it's getting hard to keep track of in my head, and what good does it to anyone else up there... where my fingers are too short to get it out....

 

So far, we have:

I don't know where you're getting the message that we can clean saves. We can't. Those stop scripts cannot resolve the issue. They only serve to shut down the running update loops those mods have. They cannot reverse the actual changes made.

Actually from what I've gathered it's not so cut and dry with Morrowind either. From my own personal experience I managed to corrupt a save fairly easily by removing some town mods I decided I didn't like. Granted, the tools for MW make it possible to actually clean the save as though it were a plugin, but still.

In the first moment a new scripted mod runs, the engine starts to collect data to add to your save file. If it was the scripts only, this wouldn't matter too much, as it would only increase the size of your saves. The problematic data are not the scripts themselves, but the state each instance of a script is in when the game is saved (the so-called uncompleted tasks):

When a game is saved, all running scripts are instantly stopped, and to make sure that they are properly resumed when the save is reloaded, all the related information is written in the save file. If there are several instances of a script running when the game is saved, there will be separate blocks of information written in the save file for each single instance and it is obvious that this may bloat the saves considerably (imagine, for example, that a mod attaches a script to a common clothing item and lets it carry out a specific task while the item is worn: a separate instance of the same script will then run on each equipped copy of the item, and because those instances all run independently, they have to be treated like separate scripts, so to say, when the save game is written).

Upon reloading, the engine will reconfigure the scripts from the information it finds in the save file and then tries to complete all scripts tasks that have been interrupted when the game was saved. When the respective mod has been removed in the meantime, all those tasks will fail to execute. Unfortunately though, the tasks are not discarded when the they fail, but queued instead and called again in regular intervals until they can be completed - which is never the case when the mod has gone. Moreover, there is evidence that all uncompleted tasks are carried over in subsequent saves, and therefore, will remain in the save forever.

You probably think that this sucks, but you have to keep in mind that this procedure adds a lot to the general gaming experience: this is what makes the game actually saveable at all times. Moreover, though, every task will be resumed upon reload and this is almost (well, there are a few minor glitches; for example, when you collect ingredients, then die and reload, the plants will still appear as harvested) perfectly repeatable. In other words, there was a good reason to handle it that way. This doesn't mean that I like it; to be honest, it has driven me almost crazy more than once, but I do also see the advantages.

While you can't remove the scripts themselves from the saves, you can take appropriate measures to keep the number of script tasks written to your save as small as possible (ideally, you should be able to eliminate them entirely, but that's very difficult). There are mod authors who recommend to keep off of objects that are modified by their mods (others propose similar solutions), but this won't work most of the time. The only acceptable solution is to integrate a shut-down procedure into the mod itself, just as I did with the surveyors mod. When the process is started, the script will stop all running tasks (in some cases, it has to wait until they are completed, since interrupting them would cause a bunch of other problems), then clear the quest aliases, stop all quests, then print an info message on the screen and finally terminate the script which controlled this process (and was conceived specifically for that purpose). While I can't guarantee to remove all extra data, I can confirm that they do the least harm possible.

There is one method for mitigating this - to a point. Blank a script you want the system to clear. As long as it isn't carrying out OnUpdate() events, the game will strip all the properties, variables, and other things from it. That will leave behind just an empty stub on your save. That will still never go away, but it DOES clean up most of the problem in the process. It's as close to a "save cleaner" as one can safely get.

Yes good modders do allow a stop scripts command at the uninstall process but again id have to agree with Arathmoor that even WITH that and the clearinvalidregistrations, there is still room to corrupt your save

Bad news, old chum, ol' pal, ol' mate of mine. You know that Skyrim savegame you invested hundreds of hours into? All those dead dragons, all those crafted weapons, all those mysteriously naked townsfolk? Gone, all gone. It's the end of the world as you knew it circa 2011-2013. Unless, of course, you stick with the original version of Skyrim instead of the freshly-released The Elder Scrolls V: Skyrim Special Edition [official site], or somehow never, ever added a mod to it.

This isn't much of a problem in consoleland, where modding wasn't really a thing, but over on a PC a great many of us chucked two, three or several dozen mods into our Skyrim installations. Blame the ease of Steam Workshop integration, blame the bugs, console-focused limitations and interface problems in the PC version - whichever, modding was both easy and appealing. And if you ever modded your original Skyrim install, none of your saves from it will work.

The Special Edition does boast the option to load saves from the original game - achieved via manually copying files from your My Documents/My Games/Skyrim folder to My Documents/My Games/Skyrim Special Edition - but try to load one that ever had a mod attached and the game will crash.

Unfortunately, this remains the case even if you strip all mods from your original Skyrim installation, load a savegame (ignoring its content-not-AVAILABLE messages) then re-save as, essentially, a 'clean' copy. The clean save will still prompt a "relies on content that is no longer available" message, and if you see that, you're in for a crash. 589ccfa754

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