The Elder Scrolls V: Skyrim Special Edition

The Elder Scrolls V: Skyrim Special Edition

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False Save corruption; Engine Fixes has the solution, how do I check this
MaxStdio (default: true) - Raises max file handle limit from 512 to 2048, which should fix "False Save Corruption" bug in most cases.
This is the cheif fix for the false save corruption, its a standard feature with all SSE engine fixes installs, now the real question for me is HOW do I check the max file handle limit to see how many files I'm am currently using; if I can determine that I may be able to fix the false save corruption bug permanently. Any ideas on how to do this? If so let me know; and no I will not be modifying my load order until I get the information from this to see if that is indeed the cause and to know how many mods would need to actually be merged/removed to fix the issue, without that information I'd be taking a wrecking ball to a problem that needs a scalpel to solve
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Showing 1-15 of 25 comments
Ilja Dec 22, 2022 @ 2:01pm 
Your mod manager should tell you how many hard (.esm and .esp) and soft (.esl) plugins you have currently activated.

If you do not have inactive plugins lingering around you Data folder, then that is the number you are counting against.

- MO2 uses virtual Data folder. If you do not have files installed directly in to your Data folder and unwanted plugins have been moved to Optional Folder, then the counter at right panel shows the correct value.

- Vortex uses hardlinks. Like above, if you do not have anything installed directly in to Data folder, you can check your file count from load order view.
Ok I recently removed the inactive plugins about 248 would that impact the number which last I checked was 255 ESPs and 994 ESL plugins for a total 1249 in total.
Last edited by jedi7000nathan/sevenbillionjedi; Dec 22, 2022 @ 2:08pm
Ilja Dec 22, 2022 @ 2:10pm 
All .esm and .esp files (without ESL-lag) count against the hard limit - including main file + official DLCs.

If you have total of 255 hard plugins and 994 .esl files, then yes: removing plugins from Data folder will count against the total.

This basically a bug. Game should ignore inactive plugins from Data folder, but it still rummages through them on load. It shouldn't do that.
Ilja Dec 22, 2022 @ 2:11pm 
Actually, let me update myself on that. I have been MIA for a while.
I'll ask others to make sure that this information isn't outdated.
Avrie Dec 22, 2022 @ 2:22pm 
The max file handle limit fixes a reporting bug with the number of ESL files in use. It used to generate an error even when you were under the actual limit. If you're having issues loiading the game, the obvious problem is you've exceeded the number of ESP's you'r allowed to load by... wait for it... "1" LOL. Disable a couple of ESPs temporarily to give yourself a little breathing room and check the load order in SSEEdit to see what can still be converted to ESL, or lite ESPs. You'r just a little crowded, it isn't actually caused by the maximum file handle reporting bug.

With a load order that big I'm assuming you're using MO2? If so on the right side under the run button you'll see "active" and a number. If you hover over the number it will break down each type of plugin, and tell you the amount. 255 is unacceptable seeing as FE, and FF are reserved values. IE: 254 (FE) are all the "lite" ESPs and don't count against the limit.

https://www.youtube.com/watch?v=g_urrHrGQOY

This might help
Last edited by Avrie; Dec 22, 2022 @ 2:31pm
Ilja Dec 22, 2022 @ 2:25pm 
Alright, so my brains did freeze and I forgot the half of it.

Edit. Award is from me.
Last edited by Ilja; Dec 22, 2022 @ 2:27pm
Avrie Dec 22, 2022 @ 2:33pm 
Nah, you're fine Ilja. Slight difference between max files, and max file handles is all.
smr1957 Dec 22, 2022 @ 2:34pm 
Originally posted by Ilja:
All .esm and .esp files (without ESL-lag) count against the hard limit - including main file + official DLCs.

If you have total of 255 hard plugins and 994 .esl files, then yes: removing plugins from Data folder will count against the total.

This basically a bug. Game should ignore inactive plugins from Data folder, but it still rummages through them on load. It shouldn't do that.
I have seen this posted a lot, and by some very knowledgeable people - and yet (and I consider myself to be fairly knowledgeable), I have never seen this in my game (and those of you who know the size of my build, also know that i have an extreme number of files - 1668 esm/esp/esl files in total in my data folder as a matter of fact - merged down to 251 standard plugins and 53 .esls, with 1364 inactive files). Makes me wonder what other variables may be at work that may be causing others to have this issue where I do not. (I am also on the old NMM - whether that has anything to do with it, I cannot say.)

This is definitely something that perhaps needs looking into - especially considering I do not have any issues with my extreme numbers, where others with less, do.
Last edited by smr1957; Dec 22, 2022 @ 2:35pm
Avrie Dec 22, 2022 @ 2:37pm 
It's the 251 Steve... at 255 your game wouldn't load either

The difference being of course that you know what your doing.
Last edited by Avrie; Dec 22, 2022 @ 2:38pm
Originally posted by Avrie:
It's the 251 Steve... at 255 your game wouldn't load either

The difference being of course that you know what your doing.
What's the differance between 251 and 255 that seems to causing the issue.
smr1957 Dec 22, 2022 @ 2:42pm 
Originally posted by Avrie:
It's the 251 Steve... at 255 your game wouldn't load either

The difference being of course that you know what your doing.
No, of course I know that - I am referring to many posts by knowledgeable people stating that over a certain number of total plugins in the Data folder - even those which are inactive - the game gets borked out.
smr1957 Dec 22, 2022 @ 2:45pm 
Originally posted by jedi7000nathan/sevenbillionjedi:
Originally posted by Avrie:
It's the 251 Steve... at 255 your game wouldn't load either

The difference being of course that you know what your doing.
What's the differance between 251 and 255 that seems to causing the issue.
At 255, the FE slot (which is used by .esl files) would prevent any .esl files from loading - since that slot is occupied by an .esp. So at 251 as I have, for example, I could still load in another 3 standard .esp files.
Last edited by smr1957; Dec 22, 2022 @ 2:48pm
If so would turning one ESP off fix things? Because if that helps I'll do it
Last edited by jedi7000nathan/sevenbillionjedi; Dec 22, 2022 @ 2:49pm
smr1957 Dec 22, 2022 @ 2:50pm 
Originally posted by jedi7000nathan/sevenbillionjedi:
I so would turning one ESP off fix things? Because if that helps I'll do it
If you currently have 255 standard plugins, then yes, turning off one should free up the FE slot, thus allowing .esl files to load.
I'm trying to pinpoint the cause of this. I know that its HIGHLY likely to happen if I engage in crafting for too long. But other times it crops up randomly after playing the game for a long period of time
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Date Posted: Dec 22, 2022 @ 1:45pm
Posts: 25