Skyrim Special Edition
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Mark Fairchild

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About this mod

FallrimTools includes ReSaver, which is a powerful savegame editor/cleaner for Skyrim Legendary Edition, Skyrim Special Edition, and Fallout 4.

Permissions and credits
How To Avoid Problems
  • NEVER EVER uninstall mods unless you are starting a new playthrough.
  • Be careful updating mods. Check for update instructions. Some updates require you to start a new playthrough.
  • Turn off autosaving and don't use quicksave. There are mods that claim to "fix" quicksaving -- they do not work. The problem with quicksaves and autosaves is inherently unfixable.
  • When you load your savefile, wait at least thirty seconds before saving again.
  • At least try to avoid saving during combat or other conditions of heavy script load.
  • Just because someone went to the effort of making a ModPack doesn't mean that ModPack is stable or reliable.

A Few Notable Way that Savefiles Die
Thrashing happens when scripts are being started faster than the old ones can finish. Eventually there are too many and the savefile becomes corrupted. Even well-made mods that work perfectly under normal conditions can start thrashing when script load gets too high.

When a savefile becomes too large, it can cause crashes when it's loaded even if it's not corrupted. This problem especially affects Skyrim Legendary Edition, but can still happen with Fallout 4 and Skyrim Special Edition.

Unattached Instances
Sometimes unattached instances are harmless. Sometimes they reduce performance. Sometimes they cause crashes. Sometimes they are like the one rotten support beam that is holding up an entire house -- so removing them with ReSaver will sometimes cause the entire savefile to stop working. 

High Script Load
Saving during conditions of high script load will sometimes produce truncated savefiles. Autosaves are especially vulnerable to this.

Please support mod authors! Endorse their mods, send them some coffee money if you can afford it. It motivates them to keep producing quality work and to stick around and fix bugs, which helps to make tools like this one unnecessary.

If you ask for help and it turns out you're installing sketchy modpacks, I will laugh at you (I may still try to help anyway).

Check the posts, both here and on the mod pages for the mods you have installed. There's a good chance that someone else has experienced the
same problem as you are.

Fallout 4 Special Note!
Some unattached instances are a normal part of how Fallout 4 operates.


  • This software is free and open source, and always will be.
  • Thank you to everyone who has been testing the tools and reporting their issues!
  • Special thanks to flexcreator -- the creator of Script Scalpel -- for writing such a great tool and giving me access to the Script Scalpel source code.
  • It includes ReSaver - the savefile cleaner.
  • It included other tools in the past, and may do so again in the future.

  • Java is a requirement -- ReSaver is written entirely in Java.
  • Mod Organizer 2 is strongly recommended for managing your mods.

What you can do to help
  • Test the tools! Report any problems! Report any annoyances!
  • Try cleaning a few savefiles with ReSaver, see it the new tool works at all.
  • Play with the tool, try to get it to crash in exciting ways. Let me know how you crashed it.
  • Find problems or annoyances with the user interface.

  • If you would like to donate, Steam gift cards are good, or donations through Nexus or Paypal.
  • Really, I'll accept anything. :-)
  • Seriously, I'll take a high-five, or a photo your cats. An envelope full of used bandaids? Sure!
  • But it's not necessary. I wrote these tools because I love Skyrim and Fallout. I require no compensation.

ReSaver - the savefile cleaner

ReSaver is a savefile editor, based loosely on the excellent user interface of SaveTool. It works with Skyrim Special Edition, Skyrim Legendary Edition, Skyrim Legendary Edition + Crash Fixes, and Fallout 4.

There are already two Very Good savefile editors out there; Save Game Script Cleaner (aka SaveTool), and Savegame Script Scalpel. I use them both and they are fantastic. They do have their problems though. Script Scalpel has a difficult UI and is a bit slow. SaveTool has quite limited filtering options. And at the time I'm writing this, neither of them can load savefiles from Skyrim Special Edition or that use the new file format introduced in Crash Fixes 10. And they can't handle Fallout 4. ReSaver is intended to correct those problems while adding useful new features for cleaning saves.

  • Reads and writes Skyrim SE, Skyrim LE, and Fallout 4 savefiles
  • Reads and writes the new Crash Fixes savegame file format
  • Displays a TONS of useful information
  • Edits script data
  • Terminates threads (right-click on an ActiveScript and pick "Terminate")
Mod Parsing
  • Reads your ESM/ESP/PEX/BSA files looking for information that will help
  • identify which parts of the savefile are the ones that you're looking.
  • Just pick "Parse" from the File menu.
  • Works best if you use Mod Organizer.
  • Filter using regex (regular expressions)
  • Filter by plugin (right-click on a plugin)
  • Filter by mod (right-click on a plugin)
  • Filter to show what would be deleted by each cleaning operation
  • Deletes unattached script instances (in the "Clean" menu)
  • Deletes undefined elements (in the "Clean" menu)
  • Cleans formlists
  • Deletes plugin data
Not yet implemented
  • Exporting and importing savefile data
  • Cleaning of Havok data
  • Filtering scripts with invalid data
  • Analyzing mods managed by Nexus Mod Manager, Vortex, or Wrye Bash

ReSaver is quite stable and I use it myself. I have hundreds of mods, including dozens of major quest mods. I NEED a serious save editor. That's why I wrote one. I can't promise that it's perfect. It's possible that it will ruin your savefile, hard drive, childhood, and kidneys. In other words, there is no guarantee of fitness for any particular purpose, etc. But it's pretty good.

See the Videos section on the Skyrim Special Edition page for more detailed instructions.
Getting started:

  1. Unzip the FallrimTools archive somewhere.
  2. Double-click on ReSaver.exe.
  3. Choose your savefile.
  4. You should see a tree structure that has all of the save's script elements.
  5. The #1 thing that most people need is to remove script instances that are not attached to anything.
  6. Go to the "Clean" menu and select "Show Unattached Instances". This will filter the list and show only the script instances that aren't attached to anything.
  7. Go to the "Clean" menu and select "Remove Unattached Instances".
  8. Save to a new file.
  9. Load your savefile in Skyrim/Fallout and make sure it's working properly

Excerpt from a conversation on the subject of whether cleaning savefiles actually works:

I have a few questions if you have a few moments to answer. Recently I advised someone on the Steam forums to come and download your save game script cleaner. The person had 200+hours on the save and had removed a few scripted mods. They were having crashing and stuttering. I told them to download your cleaner and use it to remove the rogue scripts left behind. At that point I pretty much got told I was wrong for telling him to do so as the acting consensus was he should not even try...but delete his save and restart.

Now, posts by Arthmoor himself were cited as to why what I did was horrid. And I found this thread :

as well as this being quoted: "There is no such thing as a clean save. It does not matter who tells you there is, it doesn't exist in Skyrim. You cannot remove any mod, not even the patch, without there being some data that's been permanently changed. Doing this repeatedly WILL damage your save and WILL eventually lead to it becoming corrupt and unusable. Bethesda's own developers have confirmed the only way to properly remove a mod is to load a save made BEFORE that mod was introduced into the game. If you started a new game with 10 mods installed, you're going to be stuck with those 10 forever" from Arthmoor

I have in fact used your cleaner myself many times over the years. Sometimes it helps sometimes there is no redemption for the save. Just wanted to say that.

Now my question is, should I have not helped this person out? Did I indeed tell them wrong info? I do not want to go around thinking I am helping if I am actually hurting. So I figured I'd go right to the source instead of a bunch of he said she said childish nonsense. Does you cleaner actually clean the scripts or does it not? A detailed explanation of the process would be very helpful.

Thank you very much for your time. :-)


    I tell people the same thing that he does: NEVER uninstall mods during a playthrough. Arthmoor is completely correct -- cleaning savefiles is NEVER safe or reliable.

    That said, people still do it. Maybe they learned about the dangers once it was too late, maybe they're 200 hours in and a mod has started causing crashes, whatever. Scolding them wont magically turn back the clock and undo the damage. And that's why ReSaver exists. Well, one of the reasons.

    If it were me, with 200 hundred hours invested, I would do whatever I could to try to salvage my savefile. Restarting my game because a mod I've been using for the last two months suddenly went belly up? No thanks, I'll at least TRY to remove it safely. But there are no guarantees -- as soon as I uninstall that mod, I'm in dangerous waters.

    Resaver will bandage the wound, but your game may still bleed to death anyway.

    Read through a month's worth of comments -- you'll get a mix of people for whom ReSaver was a miracle fix, and people for whom it was zero help. If you can avoid being in that situation in the first place, you should.


    The only really important cleaning action is "Remove Unattached Instances".

    A ScriptObject is an instance of a script which is attached to something in the game -- a quest, an actor, a piece of furniture, whatever.
    Anything that interacts with scripts in any way has a ScriptObject attached to it.

    When a mod gets uninstalled, it leaves things behind. One of those things is those ScriptObjects, which are still present even though the thing they were attached to is gone. Those orphans are called "Unattached Instances", a term going all the way back to Papyrus Script
    Scalpel, upon which ReSaver was based.

    Many unattached instances are harmless and do nothing (in fact in Fallout 4 they are used deliberately). But some keep trying to do things, and usually failing it, which slows your game down. Some do things that cause crashes. "Remove Unattached Instances" removes those orphaned ScriptObjects. They are genuinely and truly gone.

    HOWEVER #1: scripts can hold references to each other, which is how they interact. So unorphaned scripts sometimes try to access orphaned ones. Sometimes this causes problems, sometimes not. But when you clean your savefile and remove the unattached instance, the unorphaned script may behave unpredictably. In this case, cleaning your savefile may make things worse. Rotten support
    beams in your house may not be ideal, but sometimes the house will collapse when you try to remove them.

    HOWEVER #2: there's a LOT of other mod stuff in savefile. Much of it is unknown by anyone outside of Bethesda. Even the Papyrus section -- which I know a great deal about -- has an entire section that is only partially deciphered for SLE and is completely obscure for SSE. It's mostly simple data tables, but some of them do contain references to scriptObjects.

    When people say that information is baked in, they are referring to those last two points. But the scripts and ScriptObjects themselves really are gone.