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  1. markdf
    markdf
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    IF YOU WANT HELP WITH A SAVEFILE, YOU'LL NEED TO SEND IT TO ME FOR TESTING.

    Again, in case you missed it:
    IF YOU WANT HELP WITH A SAVEFILE, YOU'LL NEED TO SEND IT TO ME FOR TESTING.

    Current working on:
    * interpreting the "arrays " sections from the tail end of the Papyrus block.
    * implementing a system for comparing two sequential savefiles and displaying the changes that occurred.

    NOTICE:

    IF YOU WANT HELP WITH A SAVEFILE, YOU'LL NEED TO SEND IT TO ME FOR TESTING. You can use dropbox or whatever other service works for you. I don't care what mods you have installed, I've seen it all. Yes, you know which mods I'm talking about.

    FAQ

    Q: Why would I need these tools?
    A: If you don't know why you would need them, then you probably don't need them.

    Q: Can you help me with a bug?
    A: I'd be happy to, but you'll need to post the savefile so that I can test it myself. You can also go into the "Help" menu and choose "Open Log", and copy the contents of the log for me. Be sure to send along a copy of your mod list. Also, you need to tell me what game you're having a problem with, since ReSaver covers three different games -- two Skyrims and one Fallout.

    Q: How do I use them?
    A: The main page has a description of how to use ReSaver.

    Q: How does Crash Fixes change the savegame format?
    A: The new save format only takes effect if your string table exceeds 64K entries. Normally that would result in a corrupted save (so corrupted that it causes save editors to crash). With crash fixes 10 and up, it will be written out with a slightly modified format. ReSaver can read that format.

    Q: I have an idea for a fancy new filter/cleaning operation. Will you implement it?
    A: PM me the details and I'll take a look.
  2. EvilOssie
    EvilOssie
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    Does the recommendation to not clean unattached instances in FO4 still stand? I'm getting the occasional lag and while I've tried to be careful about uninstalls, I'm wondering if I may have things lurking in the background.
    1. markdf
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      There are definitely mods that will break. During my first playthrough of FO4, when I was adding support to ReSaver, I tested that function. I lost access to the Sanctuary workshop and Sanctuary became unowned. The Journey mod also stopped working, and a few quests broke. Nothing critical (I was able to fix Sanctuary using console commands and Journey can be reset from its holotape).

      The problematic instances always seem to be from core game scripts like Form, InputLayer, Message, etc. If you see those unattached, you should probably leave them alone. If you see an unattached instance that is obviously from a mod, it can probably be safely removed.

      As always, the best thing is to try it out but keep a backup save. Travel around and thoroughly test EVERYTHING. Check all your settlements, and make sure that all of your important mods are still working. Check if performance has improved, but watch for placebo effects.
  3. Miladin
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    On my most recent save (60+MB) I seem I cannot clean any unattached instances w/ RE-SAVER. As soon as I remove 1 of them, game freezes on loading. I've tried 50/50 system of elimination, tried deleting a random few - all up to no avail. My game runs fine, it just crashes every 1 hr or so.

    Can you see anything obvious please and I'll remove what you see sticks out.

    https://drive.google.com/open?id=1NWVmnpd-KgE7YdVwDjWZJMwcTwqRosaq
    1. markdf
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      The savefile you linked to only has ONE unattached instance, and it looks pretty innocuous. More concerning are the 80 activescripts. I've never used SettlementObjectExpansion but it appears to have a non-terminating loop that is bloating your savefile. Not sure what that's about, but *terminating* them (not deleting them) may improve things a little. On the other hand, it may cause something from SettlementObjectExpansion to stop working -- specifically, something that apparently spins around in place.
    2. RickyTheOx
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      I got that SOE crap to...
      First time I deleted them (yes, deleted) I got over 40.000 of them.
      Before I got FallrimTools I restarted FO4 several times.
      Nowadays I remove them when the game starts stutter... thats around 7-15 000.
      I cant for my life figure out why its like that.
      Now I got problems with all FX markers ingame, but SOE is the big bandit ?
    3. markdf
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      Sim Settlements and Workshop Framework can make markers visible.
    4. RickyTheOx
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      Not using SS, never will.
      WF dont do much about that... not what I have noticed.
      But SOEs stuff in holotape does help sometimes :)
  4. FireStar999
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    Hey, if I have 200+ active scripts of the same name, does it mean I have to terminate it? I mean on skyrim though, I've read here that it can actually handle more scripts than fallout 4, but still, I find 200+ active scripts of the same mod abit too much, its from the Combat Surrender SE mod, no noticeable random CTD but I still want to know if I should terminate or not
    1. markdf
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      If a mod like that has 200+ active scripts, something has gone terribly wrong with it. Does it have a setting to reset the mod? That's almost always preferable to terminating scripts.
  5. Shuurinakisame
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    Posted a long thing about issue with a corrupted save, but in the end I'm pretty sure Fallout tried to reference my C drive but it was full at the time and created some unreadable files. Anyway, I was able to use your program to identify that four of my saves were totally corrupt and unreadable even by the program, but the rest were working fine. I appreciate your work enabling me to do this and hopefully I won't have the problem again. :)
  6. Crygreg
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    So, I've read your edited post in the description.
    If I'd need help, would you still be available or do you know someone/somewhere I can ask for help? I don't want to bother you, so if you don't have the time, no problem. :)
    1. markdf
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      I can always take at look a savefile. No guarantee I can fix anything, obviously. But it doesn't hurt to give it a look.
    2. Crygreg
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      Um, I feel a bit dumb, because I figured it out.
      I had problems with random crashes in Sanctuary, but that was because of the build limit. I never thought it would cause crashes to increase it, only (maybe) performance issues.
      Sorry for the inconvenience. :D
      Should I stumble across a problem and can't figure it out though, I'll report back. ^^
    3. Crygreg
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      Okay, still crashing in Sanctuary. Either my rig just can't handle that much buildings (although it's below the vanilal build limit) or it's really a mod conflict, although I doubt it.
      Here's my savefile. If you need a full save instead of quicksave, tell me. Sry for inconvenience. I'll look into it too, see if I find anything:
      https://drive.google.com/open?id=1iOsOaFDsm3qo6hePZd0g6PU1eL_zMce7
    4. markdf
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      Pack Attack and Sim Settlements are not getting along. Those two mods conflict in some very deep ways. The Discord channel for Pack Attack can explain it much better than me, and hopefully can help you fix it.
    5. Crygreg
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      Oh, wow, really? I heard about that issue a bit, but I thought it was only under certain circumstances. Thank you very much! :)
    6. markdf
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      I think the newest version of Pack Attack is supposed to have it fixed.
  7. Renger45
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    Hey so recently got very lucky and was able to use your software to cleanup the orphaned scripts on my save game. I wrote a forum post under mod troubleshooting because no one seemed to have posted anything about issues with scripts caused by disabling their UFO4P mod temporarily. So far it seems that using your software, its working again (*crosing fingers*). So I just really wanted to say thank you for your hard work! It's greatly appreciated by everyone here in these 600+ comments I imagine!
    1. markdf
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      You're welcome!
  8. Thorwulf65
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    I hope someone can help, google doesn't.

    Cleaned or not cleaned, deleted old one to get a new QUICKSAVE, tried everything, always get CTD on Quickload. Can load Quicksave with menu without problems, but not on F9 (CTD) or Deathload (CTD).

    I know i'm heavy but carefully modded, i think that can't be the problem, because again: can load every save with MENU.

    ???
    1. markdf
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      What happens if you use the console to save and load?
    2. Thorwulf65
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      Thanks for answering, but i gave it up an started a new game. There is now no more problem with Quickload. I don`t worry about the lost lvl 26, but all the work to build settlements....
      Must have done something wrong with deleting mods.
    3. markdf
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      It could also be a problem with too many scripted mods. If there are too many scripts running at once when you load, the game will crash. Quickload and quicksave exacerbate this because they don't give papyrus a chance to terminate any scripts -- being in the console or the menu pauses the game and lets Papyrus do some clean up that reduces the chance of crashes.
    4. RickyTheOx
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      Thank you markdf
      Thats was good information.
      I never tough about that.
    5. markdf
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      Not many people know that, because not many people screw up their savefiles as badly as I do.
  9. btrippe
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    Hey there I'm not sure if you'll even be able to help me but my save game is very modded and I've had quite a few problems with Settlements (my main focus) So I figured I would download your tool to try and clean my save. My main problem is that I can't currently send settlers to any new settlements, even if they appear in the options to send to (which they don't always even do that). So I'm going to tinker around with your cleaner and if you happen to have any tips on what I should do or need more info if your interesting I would be eternally grateful, that said thanks for the tool. To Clarify I can only make supply lines/send settlers to non modded settlements, in settlement manager there are tons of combat zones as settlements. When I use your tool to remove unattached instances the save made CTDs. I can see this isn't what you typically seem to interact with, but any tips would be helpful, I'm desperate.

    https://drive.google.com/open?id=1XRVM6We0eogznuLuh7HIHcJpdRQWKZaP
    1. btrippe
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      --Deleted and edited into the intial post. --
    2. markdf
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      Can you send a copy of your savefile from before you tried to clean it?

      I would suggest that rather than trying to remove unattached instances (it worked miracles in Skyrim but it's dicey in FO4), try terminating all of the Active Scripts, and see if that has any effect.

      Have you uninstalled any mods recently?
    3. btrippe
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      No I haven't and unfortunately it seems ending any active scripts crashes it out as well.
      https://drive.google.com/open?id=1XRVM6We0eogznuLuh7HIHcJpdRQWKZaP
    4. markdf
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      That's the same savefile. Do you have the original from BEFORE using ReSaver?
    5. btrippe
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      I uploaded it to you before I used ReSaver as far as I'm aware? If not i'll have to upload it when I get back from work later tonight.
    6. markdf
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      I tested that savefile. It has no unattached instances, so ReSaver would essentially have just made a copy of it. If that's the original savefile, then there is no reason that you should be getting a CTD from cleaning it with ReSaver.
    7. btrippe
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      My bad, the original had 400-500. I’ll upload it when I get back home in about 7 hours
    8. btrippe
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      Sorry about the confusion, this one should be the one.
      https://drive.google.com/open?id=1uXPDzQcMJqdEYUaO_0fsUICfCYa0EWfT

  10. rcthardcore
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    Any chance on a "reset Havok" feature being added anytime soon? Was just wondering because this would greatly reduce save file size and help prevent CTDs.
    1. markdf
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      The difficult part is that the structure of REFR changeforms isn't fully documented and I haven't been able to completely decipher it.

      If you'd like to help, check out the published information about changeforms and go through the REFR entries in your own savefiles, isolating unparsed blocks of data and figuring out the correct parsing for them. Then post your results here! :-)
  11. Pyradus
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    Hi. I am wondering what the frames number means under Active Scripts.

    I have "homemakerinstallerscript (000016b0) 3 frames" in all my game saves, a lot of the times it's the only active script which seems odd because, if it's an installation script, why is it running all the time? Does this 3 frames means that it is running every 3 frames?
    1. markdf
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      3 frames means three stackframes. Three levels of scripts. Each stackframe is waiting for the one below it to finish, and the bottom one is currently running. 9 times out of 10 it's the WAIT command, which means it's probably in some kind of loop waiting for something interesting to happen.
    2. Pyradus
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      thanks for your speedy reply !

      thank you, it helps to know this. possibly the installation messed up somehow.
    3. markdf
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      No, Homemaker always does that. CWSS and some other mods do too.
  12. Kraahkan
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    Hey I've got a save that won't load in your tool: https://drive.google.com/drive/folders/1uGlE6J_kdY4feITa5YB_JCZUCdDlvwum?usp=sharing

    If you're interested. Having to abandon the save as for some reason, everytime I make a save file, it won't save the load order with it (only the esl files are kept). The effect this has, is whenever I load the save, all of my mod added content is gone from my inventory (I'm naked)
    1. markdf
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      Do you have any earlier saves for me to compare this one to? It's bad. Real bad. The table of regular plugins is missing everything except Fallout.esm. The table of lightweight plugins appears to be incomplete. Never seen anything quite like it before.
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