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Most Recent Save file for the same character: Pushing 13MB.
Deffos for realsies mate.
The progression is slow, but I'm noticing increases each time I saved. I made about 3 saves in the Institute and each one gets ever so slightly bigger.
For what it's worth, though, my most recent saves on my current character are about half the size of my other character and load times seem to be roughly the same.
And yet the majority of the delusional fanboys here insist it's a new engine. But here we are... Seeing the same save bloat problem that's been an issue with Bethesda's game engine for many years. This issue was present in Oblivion.
Actually, we see the same delusional haters who don't seem to realize that it's impossible to make an open-world game where the player can manipulate thousands of items, and the engine needs to keep track of hundreds of NPCs, and not have the save sizes increase over time. The reason Morrowind didn't have this issue (though it actually, did, it was just far less noticeable) is because most things in Morrowind were static.
The more "dynamic" you make a game, the more space is required to keep track of all the changes the player makes while playing it.
Literally every single engine you might use to make a game like this is going to have the same problem. The only exception would be games where entire cells reset completely to a specific default as soon as the player leaves it.
Try to think about things a bit before ignoring reality and looking for the easiest target to blame for whatever problems you think you're experiencing. But of course, I'm sure saying "hurr durr it's an engine problem" is much easier than using your brain and admitting you don't really understand how any of this works.
OP: Correlation doesn't necessarily imply causation. Your main quest could have bugged out due to factors that have nothing to do with the saves themselves. For what it's worth, my latest save is roughly 3x larger than the earliest save I have, and they both take roughly the same amount of time to load. But I also have over 40 mods installed.
Modders on Skyrim have eliminated a lot of bad records in the save files. Records that don't change back properly to let themselves be removed when they need to, and simply bad records that didn't work right in the first place. Significantly fixes some of the save game bloat.
And now for Fallout 4. Using the same engine that had save game bloat issues for the past 4 games, now has stuff like settlements it has to keep track of. Now considering they still haven't got rid of the Monsignor Plaza crash after all this time, do you really think they fixed sabe game bloat?
Thank you all I have learned a lot from this thread.
Ironically during play there seems to be very little trouble, save for an audio delay. For example when I shoot the gun bucks the enemy is hit THEN I hear the shot, and his death scream a second or two after his body has already lay(Lain, laid...my wife is the english major ) down.
It takes roughly 2-5 minutes to load into this play through.
I used "player.additem" heavily for shippments so I was getting ten shipments of matts at a time. Filling each workstation with every concievable matterial this way last play through. Thus adding thousands of new items to keep track of at a time.
Now theoreticaly that should not affect THIS play through right?
very interesting.
I could definitely see the game doing some stupid thing like that for saves too.
Those other games don't have the same systems that Bethesda's do, where it must keep track of thousands of random items, NPCs, quest objectives, etc, all while a player is manipulating them. Most other open world games are largely static, which environments and characters randomly generated every time the player enters any given area. Bethesda's games tend to be a little more complex, with player interaction happening in many more locations, with many more objects.
And just because you can cull improper save data with Wrye Bash doesn't mean anything beyond the fact that Bethesda is too lazy to implement that functionality themselves, the same way they're too lazy to clean up their own DLCs before releasing them, shoving them out the door with hundreds, if not thousands of dirty edits.
It has nothing to do with the engine and everything to do with developer incompetence. If you want to blame something, blame the correct things.
"shoving them out the door with hundreds, if not thousands of dirty edits."
is what grieves me the most. They know. And they do it anyway.
Grouse if I had one big complaint it is that right there because of what it represents all the way back up the chain to the impatient investors.