Kingdom Come: Deliverance II

Kingdom Come: Deliverance II

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0kb save issue - Any word from the devs?
Just an acknowledgement would be a start. At least let us know you're aware of the issue and are looking into the cause or something.
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Showing 1-11 of 11 comments
orcaa Apr 18 @ 1:35pm 
Originally posted by Bilbo Ballbag:
Just an acknowledgement would be a start. At least let us know you're aware of the issue and are looking into the cause or something.

why an acknowledgement when the problem could be on your end. Have you done due diligence and made sure the problem is not on your end ?
Last edited by orcaa; Apr 18 @ 1:36pm
MishaTX Apr 18 @ 2:22pm 
Originally posted by orcaa:
Originally posted by Bilbo Ballbag:
Just an acknowledgement would be a start. At least let us know you're aware of the issue and are looking into the cause or something.

why an acknowledgement when the problem could be on your end. Have you done due diligence and made sure the problem is not on your end ?
If it's "on his end", then he shares ends with a LOT of people.

No, it's not on your end, OP, it's a bit of lazy coding where the mod list in the save duplicates every time you save. Eventually that list becomes too long and you can't save anymore. Confirmed by numerous people, including yours truly and the guy who made a tool that fixes it.

Look for "mod list cleaner" on the Nexus, and your problem will be solved until the devs clean up the mess they made. The reason they're not acknowledging the issue has to do with Easter and being hung over, I suspect.
orcaa Apr 18 @ 2:58pm 
Originally posted by MishaTX:
Originally posted by orcaa:

why an acknowledgement when the problem could be on your end. Have you done due diligence and made sure the problem is not on your end ?
If it's "on his end", then he shares ends with a LOT of people.

No, it's not on your end, OP, it's a bit of lazy coding where the mod list in the save duplicates every time you save. Eventually that list becomes too long and you can't save anymore. Confirmed by numerous people, including yours truly and the guy who made a tool that fixes it.

Look for "mod list cleaner" on the Nexus, and your problem will be solved until the devs clean up the mess they made. The reason they're not acknowledging the issue has to do with Easter and being hung over, I suspect.

So the issue is with a mod ? Is it a Developer built mod or a 3rd party built mod ?
Originally posted by MishaTX:
Originally posted by orcaa:

why an acknowledgement when the problem could be on your end. Have you done due diligence and made sure the problem is not on your end ?
If it's "on his end", then he shares ends with a LOT of people.

No, it's not on your end, OP, it's a bit of lazy coding where the mod list in the save duplicates every time you save. Eventually that list becomes too long and you can't save anymore. Confirmed by numerous people, including yours truly and the guy who made a tool that fixes it.

Look for "mod list cleaner" on the Nexus, and your problem will be solved until the devs clean up the mess they made. The reason they're not acknowledging the issue has to do with Easter and being hung over, I suspect.

WarHorse are not responsible for problems caused by mods, nothing to do with them.
MishaTX Apr 18 @ 3:16pm 
Originally posted by orcaa:
Originally posted by MishaTX:
If it's "on his end", then he shares ends with a LOT of people.

No, it's not on your end, OP, it's a bit of lazy coding where the mod list in the save duplicates every time you save. Eventually that list becomes too long and you can't save anymore. Confirmed by numerous people, including yours truly and the guy who made a tool that fixes it.

Look for "mod list cleaner" on the Nexus, and your problem will be solved until the devs clean up the mess they made. The reason they're not acknowledging the issue has to do with Easter and being hung over, I suspect.

So the issue is with a mod ? Is it a Developer built mod or a 3rd party built mod ?
No. The issue isn't with a mod, it's the mere existence of mods, any mods, in your save file and the current buggy way that the game handles save files. It's a bit confusing, so let me try to make it make sense:

When you save a game where you have mods active, doesn't matter which mods, the game will add a list called "UsedMods" at the beginning of your save file, for troubleshooting purposes, I guess, doesn't matter.

The problem arises when you load a save with a "UsedMods" list in it and then save again. Instead of clearing the list and then rewriting it with your current mods (which may have changed, this also doesn't matter), the game just adds your current mods to the already existing list, even if they're already listed. So if you have ten mods, your list now has twenty entries all of them duplicates. This the goes on and on, thirty, forty, fifty etc, until the list gets too long for the save system to handle, at which point your game won't save at all and crashes when you try.

So it's not the mods "breaking" the game, it's the way the game handles save files.

I hope it makes more sense now :-).
MishaTX Apr 18 @ 3:21pm 
Originally posted by duncanjmcintyre:
Originally posted by MishaTX:
If it's "on his end", then he shares ends with a LOT of people.

No, it's not on your end, OP, it's a bit of lazy coding where the mod list in the save duplicates every time you save. Eventually that list becomes too long and you can't save anymore. Confirmed by numerous people, including yours truly and the guy who made a tool that fixes it.

Look for "mod list cleaner" on the Nexus, and your problem will be solved until the devs clean up the mess they made. The reason they're not acknowledging the issue has to do with Easter and being hung over, I suspect.

WarHorse are not responsible for problems caused by mods, nothing to do with them.
I would agree completely with you, my friend, if it were the mods breaking the game, but it isn't, it's the mere existence of mods being handled poorly by the save system. And now that modding is official with a workshop supported by Warhorse, it indeed becomes their responsibility to make sure that the existence of mods doesn't break the game.

But you're absolutely right that broken mods aren't and never can be the responsibility of any studio. That's not the issue here, though.
Originally posted by duncanjmcintyre:
Originally posted by MishaTX:
If it's "on his end", then he shares ends with a LOT of people.

No, it's not on your end, OP, it's a bit of lazy coding where the mod list in the save duplicates every time you save. Eventually that list becomes too long and you can't save anymore. Confirmed by numerous people, including yours truly and the guy who made a tool that fixes it.

Look for "mod list cleaner" on the Nexus, and your problem will be solved until the devs clean up the mess they made. The reason they're not acknowledging the issue has to do with Easter and being hung over, I suspect.

WarHorse are not responsible for problems caused by mods, nothing to do with them.
You stand, brave white knight, in defense of your lords!

But you're dead-ass wrong. They introduced a bug with how they handle the list of mods. They officially support mods. They're the only ones that can fix this.

Given the nature of the bug, it's kind of understandable why they missed it (you have to have a ton of mods or reload a ton of times), but they need to patch this.
Originally posted by orcaa:
Originally posted by Bilbo Ballbag:
Just an acknowledgement would be a start. At least let us know you're aware of the issue and are looking into the cause or something.

why an acknowledgement when the problem could be on your end. Have you done due diligence and made sure the problem is not on your end ?
Get lost. There are tons of people reporting issues after this dog turd of an update launched. Tend "your end" somewhere else.
Originally posted by MishaTX:
Originally posted by duncanjmcintyre:

WarHorse are not responsible for problems caused by mods, nothing to do with them.
I would agree completely with you, my friend, if it were the mods breaking the game, but it isn't, it's the mere existence of mods being handled poorly by the save system. And now that modding is official with a workshop supported by Warhorse, it indeed becomes their responsibility to make sure that the existence of mods doesn't break the game.

But you're absolutely right that broken mods aren't and never can be the responsibility of any studio. That's not the issue here, though.

Fair point really.
Actalo Apr 18 @ 4:03pm 
Considering WH enabled Workshop and released modding tools, if KCD2 saves become corrupted due to self-duplicating modlists, it's on their end.

ie: general mod compatibility is 'implied integral' to the game.
Last edited by Actalo; Apr 18 @ 4:04pm
femma Apr 19 @ 12:12pm 
Fortunately there is now a working fix for the infamous save bug:
https://www.youtube.com/watch?v=U6gMPKNjk8U

Can be fixed with this tool, check the Nexus link from YT page. Praise the modders!

Also, help available at the official KCD2 Discord:
https://discord.gg/ug2tpWMe
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