Large Worldspace Save Glitch Explanation and Solution

Post » Wed Nov 28, 2012 3:31 pm

Hi guys!

For any of us who are working on large worldspaces, this is important to note. If somebody already figured this out, then I'm sorry for rehashing old material, but in case you haven't, please read below.

Save Glitch Solution and Explanation:
There was a bug of sorts with creating a large worldspace. After loading a large worldspace, in game, and teleporting to it with the "cow" command from the main menu, if the user created a save file when in the new worldspace, then tried to reload that save, under all circumstances, the game would crash to desktop or freeze.

I was experiencing this bug as well as I think at least two other people who are also working with large worldspaces.
My team and I are tackling a 192 x 384 cell world. I think thats 6x12 quads.

Last month, or more precisely, in the beginning of this month, I had the fortune of chatting with SeventyFour about this. He (or she) got me thinking about this again. I shared my files with him and vice versa. This was because I had somehow magically managed to cure my worldspace of the Save Glitch. After looking at his files and comparing them with mine, neither of us could find why this might be.

After the release of TES5Edit 3.0.24, I decided to look around some more, and finally came around to what I think are the ciriteria for the save bug.

The reason for the inability to load a save successfully was that the large world ESM was injecting the worldspace FormID into Skyrim.esm. Another cirterion for the save bug was that the game engine requires that all ESMs that are not Skyrim.esm, must be dependent on Skyrim.esm.

When these two issues are addressed and corrected, the save bug disappears. I used TES5Edit to look at seventyfour's files, my files and the hoddminir file as it is up on the nexus. I checked to see what the difference was and sure enough, giving each file a dependency to Skyrim.esm with xEdit, as well as making sure the worldspace wasnt being injected into Skyrim.esm fixed the glitch.

This would not have been possible without TES5Edit. So those guys deserve a standing ovation for this tremendous tool.

I'm going to try to explain FormID injection below. Please correct me if I'm wrong.

Injecting a FormID:
Envision a load order for mods.

Skyrim.esm = 00
Update.esm = 01
Dawnguard.esm = 02
Hearthfire.esm = 03
NewWorld.esm = 04

Assume that NewWorld.esm creates a new worldspace called Essos (EditorID). It should have a FormID consisting of a 6 digit random number, say 001100, with a prefix of the load order bit for the mod. So, for Essos the whole FormID should be 04001100.

When there is an instance of FormID injection, using the example of Essos, the FormID would be 00001100 if Essos suffered injection into Skyrim.esm.


I'm still foggy on why FormID injection causes this issue. If anybody has the answer to that, I would be grateful to know what it is, to be able to understand it.
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Jesus Lopez
 
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