0 of 0

File information

Last updated

Original upload

Created by

Mark Fairchild

Uploaded by

markdf

Virus scan

Some manually verified files

574 comments

  1. markdf
    markdf
    • premium
    • 1,059 posts
    • 113 kudos
    Locked
    Sticky
    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
    • supporter
    • 6,630 posts
    • 110 kudos
    Locked
    Sticky
    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
      markdf
      • premium
      • 1,059 posts
      • 113 kudos
      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. ViralDust
    ViralDust
    • member
    • 239 posts
    • 4 kudos
    So I'm trying to clean a save to update a mod, but I'm getting crashing when I try to load the cleaned save. I'm manually deleting things in the Scripts and Script Instances sections, using the filter to find a delete everything from the mod in question, but only those specific things of course. However, like I said, after doing this and saving the new file, the game freezes/crashes in the loading screen when trying to load that save from the main menu. Have I done something wrong? Thanks.
  4. DoctorZeebs
    DoctorZeebs
    • member
    • 7 posts
    • 0 kudos
    [DELETED]
  5. Parshak
    Parshak
    • member
    • 1 posts
    • 0 kudos
    [DELETED]
  6. Crazyman1066
    Crazyman1066
    • premium
    • 146 posts
    • 3 kudos
    is there a guide i can use to clean save a savefile
  7. herculeesjr
    herculeesjr
    • supporter
    • 3 posts
    • 0 kudos
    Is there anything for a curious mind to read about what all these things are in a save file?
    I've been curious and played around with backed up saves to see what happens when I delete a chunk of the save file but if there's a write up somewhere that'd be cool to look through.
    I don't really have a goal, just curious how the save file works.
  8. Cameron71
    Cameron71
    • premium
    • 271 posts
    • 21 kudos
    Thank You so much for this tool. I can't tell you how many times it's saved me. Keep up the great work!
  9. Tomboeg
    Tomboeg
    • member
    • 21 posts
    • 0 kudos
    Hello!

    I've got a problem with a save file where my LOD's aren't streamed in properly and leave the distant world to look miserable.
    I've tried to uninstall my game and delete all files, but the awful LOD's remain. I've figured out it has to do with my save file as it also happens on Vanilla Fallout 4.

    This is my save.
    http://www.filedropper.com/autosave1562de513s48616e732042616e656dcommonwealth01174020190117181036312

    I'm playing in survival mode and therefor it's impossible to zap to a previous save.
    Do you know of a way to resolve this?

    EDIT: I have it resolved.
  10. slink
    slink
    • member
    • 52 posts
    • 1 kudos
    I am currently using an old version of ReSaver, from September of 2017. It works quite nicely for me. I downloaded the latest version from here. which is 4.0.1. It does not work nicely for me. I used it on a save with 70 non-existent form references. Both 4.0.1 and 3.0.1-b88 said there were 70 non-existent form references. However, 3.0.1-b88 removed 70, while 4,0.1 removed 35,818. This reduced the size of the save by about 3MB and removed all of my ownership of my settlements, at a minimum. Are you interested in my save file, or is this something obvious?
    1. markdf
      markdf
      • premium
      • 1,059 posts
      • 113 kudos
      That version has a known bug in the nonexistent form reference filter.

      Removing script instances for non-existent forms is pretty dicey at the best of times anyway though, I've always discouraged it.
    2. slink
      slink
      • member
      • 52 posts
      • 1 kudos
      Ah, thank you. That saves me having to figure out my FTP password.

      Thank you for this wonderful tool, by the way. It has prolonged many a playthrough for me.
  11. finigin
    finigin
    • supporter
    • 60 posts
    • 0 kudos
    I was wrong, the issue has returned. The save game crashes on exit & I cannot dismiss companions. Could you please take a look at my Save to determine what is broken and If there is anyway I can try and finish this game? I just want to squeeze an extra 15-20 hours out of it to finish the main quest now that i'm 170 hours in.
    I can upload comparative saves from before the crashing/dismissing bug begins if you would like? Thank you.

    https://drive.google.com/file/d/19Xja4PZzaiEriJaNX5sKxvRtmxSAjgRZ/view?usp=sharing

    1. markdf
      markdf
      • premium
      • 1,059 posts
      • 113 kudos
      A first step to try is to try terminating all of those activescripts. Put this in the filter box:
      ^work

      Then terminate all of the activescripts. Save to a new file.
      Try to load that file ingame. Wait sixty seconds. Make a new save.

      Load THAT save into ReSaver, and repeat the above steps again. Keep going until it settles down and there are no more suspended stacks and no more than ten activescripts.
    2. finigin
      finigin
      • supporter
      • 60 posts
      • 0 kudos
      Thank you, I will give it a shot.
  12. finigin
    finigin
    • supporter
    • 60 posts
    • 0 kudos
    Edit: I was wrong

    Morning/Afternoon Markdf!

    I was having an interesting issue after completing Caits follower mission to obtain her perk. Somewhere between dismissing Curie and completing Caits perk requirements (~170 hours in), the game failed in such a catastrophic manner that it would refuse to exit/close without a force quit on any save past a certain point, and things started breaking down. I could no longer dismiss or obtain new followers, I would become stuck in conversation loops, could no longer assign settlers, crashing occurring when loading other save files after starting the affected save, the list goes on.

    After trying everything from exitsave removers, cleaning the save via your instructions, disabling select and eventually all mods, clean cell starts, resetting .ini, console fixes, I just could not figure it out. Ended up going back 4 hours to an older save and found a file before dismissing Curie that is unaffected by the crashing. I guess what I am asking is whilst it seemingly no longer affects me and I don't think it was a mod (I re-enabled them all and the issue did not trigger again), did you want the save so you can poke around and see if there is anything constructive to gleam from it? At first I thought it was from me using a Terminal and Safe exploit to raise Caits affinity... except I made a save before I begun that process (after dismissing Curie) and it would not exit without crashing, then eventually the same NPC issues cropped up after completing Caits quest.

    Anyway, thanks for the excellent tool and If you don't want the save file let me know and I'll nuke it like the rest :)
    1. markdf
      markdf
      • premium
      • 1,059 posts
      • 113 kudos
      This doesn't sound like a papyrus issue. But it never hurts to take a look at a weird savefile, I learn a lot more from them than from healthy ones.
    2. finigin
      finigin
      • supporter
      • 60 posts
      • 0 kudos
      Thank you, I appreciate it. I'm not sure if you saw my link in the other post.

      https://drive.google.com/file/d/19Xja4PZzaiEriJaNX5sKxvRtmxSAjgRZ/view?usp=sharing

      So, now that the issue has come back again. I really dug into researching and trying to determine what has happened. After a few hours of this, I think I know what the problem is. Apparently, UFO4P v2.0.5 contains a bug which triggers when you move settlers between settlements. Unfortunately for me, that version of UFO4P was the latest when I installed FO4 in October last year. The forums seem to suggest that they do not know how to fix the issue once it's manifested and their advice is to load an unaffected save and update UFO4P. My problem is all 170 hours of game time was played on V2.0.5, in which time I've moved probably close to 100 settlers around.

      So I guess, I'm trying to figure out how to approach this. If all 170 hours are affected, and it's simply a ticking time bomb regardless of how far back I go... I'm pretty much screwed. Or, if the bug is only "incurable" once it's manifested in the issues I've described, I can go back 4 or so hours and replay what I've missed. I've already upgraded my UFO4P and FOSE to the latest version.

      In short, i'ld value any input you have. I'm no genius, but am reasonably proficient when it comes to modding and troubleshooting these games, so I will earnestly take any advice given. Thanks.
    3. markdf
      markdf
      • premium
      • 1,059 posts
      • 113 kudos
      Can you find any more information about that bug? What script caused the bug? How does the bug work? A well-characterized bug is typically much easier to fix than one that isn't understood.
    4. finigin
      finigin
      • supporter
      • 60 posts
      • 0 kudos
      Hi markdf. So here are the results of my research on the issue.

      **1. A dev comment on the relzwipz UFO4P forums addressing it. **

      https://afkmods.iguanadons.net/index.php?/topic/4425-relzwipz-unofficial-fallout-4-patch-ufo4p/&do=findComment&comment=174177

      Quoted below.

      "Heads up - an infinite loop issue got into the UFO4P 2.0.5 update and if you happen to be among the unlucky few who trigger the conditions (an actor has to change locations when the workshop is not loaded) you'll quickly find out of control Papyrus log sizes if you have those turned on.

      Update to UFO4P 2.0.5b ASAP to avoid getting bit by this.

      If you were unfortunate enough to get bit already, it's STRONGLY recommended you go back to a save from before you updated to 2.0.5 to begin with. It's only been a few days, the loss of progress won't be that big a deal."

      **2. Mentioned in the (UFO4P) official changelog, under the "V2.0.5b" **

      "v2.0.5b (2018-10-02)
      UFO4P Fixes
      Corrected an infinite loop in one of the workshop functions.
      Fixed another annoying door issue causing Bobbi's door to be in the wrong state"

      **3. An Issue lodged on the afktrack ticket system for UFO4P bug tracking (#25225)**

      https://afktrack.iguanadons.net/index.php?a=issues&i=25225

      Sclerocephalus breaks down the issue in the comments describing what triggers the bug, indicating the fault lies with the Overseers Job Handling Terminal found in the Vault Workshop DLC. I don't remember ever using the terminal - just placing it, but I did finish the Vault 88 quest very early on in my playthrough.

      **4. Another user describes the same symptoms I am suffering on #25233, Sclerocephalus indicating it can occur otherwise just less likely**

      https://afktrack.iguanadons.net/index.php?a=issues&i=25233&c=53423

      "As we found out in the meantime, the code that contained the error starts running far more often than it should when you are using the population management terminal. Specifically, if you did unassign settlers from their jobs via this terminal with UFO4P 2.0.5 or UFO4P 2.0.5a running, you did inevitably attract the error Thus, If you can still remember when you used the terminal to unassign settlers for the first time after upgrading from UFO4P 2.0.4 to UFO4P 2.0.5, reload a save from just before that point (with UFO4P 2.0.5b of course) and everything will be fine. Otherwise, reload a save from before upgrading to UFO4P 2.0.5 (because UFO4P 2.0.4 did not contain the faulty code). "

      **5. The Technical origin and aspects of the bug are revealed and explained on ticket #25230 for DLC06OverseerHandlerScript

      https://afktrack.iguanadons.net/index.php?a=issues&i=25230

      Sclerocephalus explains how when the bug is triggered, the terminal engages scripts that should not run while a workshop is loaded.
      Terminals will then represent invalid data that is not representative of actual workshop data, and engages scripts based on that incorrect information.
      The activated terminal does not clear script variables when exited (which piggy backs off a quest that is enabled at game start and never completes), it relies on another terminal being activated to replace this information, which is doubly bad if you only have the terminal in one location (which is me).
      He also explains that there is a broken "if" statement which fails to actually assign settlers correctly to guard or farming duty.

      **Lastly**

      I did find a post on the simsettlements forum that using WSFW (https://www.nexusmods.com/fallout4/mods/35004?tab=description) can fix an infinite loop bug found in UFO4P (Not sure if its referring to #25225 however it was posted around the time that v2.0.5 was the latest version). Remains to be seen if it is retroactive or not.

      Thanks again for helping with this.
Top