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Posted
19 minutes ago, Kattmandu said:

My uncleaned save is from game version 1.6.670 which relies on mods that don't work in game version 1.6.1170.  So really I need to clean the save to run the game without those now broken mods.

 

Zanderat has changed a few other lines in the Engine Fixes toml file and did not change the line WaterFlowSpeed to 16.

[EngineFixes]
CleanSKSECosaves = true                # Delete SKSE cosaves that have no matching save

[Patches]
MaxStdio = 8192                         # Sets the maximum number of open file handles (default 512), preventing the game from running out with large plugin counts (fixes false save corruption)
RegularQuicksaves = true               # Makes quick saves into regular saves
SleepWaitTime = true                   # Modifies how long it takes an hour to pass when sleeping/waiting.

[Experimental]
SaveGameMaxSize = true                 # Expands the maximum uncompressed size of a save game from 64 MB to 128 MB# can fix "crash on save" issue in long-runnning saves


 

We change the waterflowspeed value due to our change to global timescale via the Step Patch.

The other changes in his file should be good, but MaxSdio is overkill and probably only for those running > 1000 plugins and lots of scripts. The default 2048 should be more than enough for the Step build.

I don't use, understand, or consequently, care about achievements, so I cannot speak to this. I trust it's something that is ideally enabled though.

I have updated our 2.3 SSEEF instructions likewise.

Posted (edited)
On 8/19/2024 at 11:27 AM, z929669 said:

We change the waterflowspeed value due to our change to global timescale via the Step Patch.

The other changes in his file should be good, but MaxSdio is overkill and probably only for those running > 1000 plugins and lots of scripts. The default 2048 should be more than enough for the Step build.

I don't use, understand, or consequently, care about achievements, so I cannot speak to this. I trust it's something that is ideally enabled though.

I have updated our 2.3 SSEEF instructions likewise.

And as I mentioned, it seems the key to loading a save with missing content is to click on No to the first message (clicking Yes will open the Creation menu) and Yes to the second message (clicking No will revert back to the main menu).  When the list of missing content in the messages are many, the questions about searching the Creation menu at the bottom of the first message and continue loading at the bottom of the second message get pushed out of view so you don't know what you are clicking Yes or No to.  If only one mod is missing, then there is no issue seeing the questions to which Yes and No apply to.

 

First message:

This save relies on missing content.  The following item(s) are not present:

Mod

Mod

Mod

Mod

Mod

Yes              No

 

Second message:

The following content is not present:

Mod

Mod

Mod

Mod

Mod

Yes              No

 

Edited by Kattmandu

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