My problem is that right now my compressed save file is already 61mb
Just to confirm, you've got savefile compression turned on via settings.json? It might actually be faster with that turned off, especially if you've got an SSD, since disk writes are cheap and compressing a large savefile is less so.Yup, save file compression is turned on via settings.json:
Holy S***! I've NEVER seen save files that big! I THINK I've heard of a mod causing save bloat issues (Vayra's sector I THINK). But yeah, I'm pretty sure the shear sizes of those saves is what is taking you so long to save your gameYup... I kind of understand that the problem is in the sheer size =( And yes I do have "Vayra's sector". Are there any other mods infamous for save bloating?
... oh, wow! Yeah, this is definitely not normal-looking; as Midnight says, this looks like it's likely a save bloat bug in one of the mods you're using.Any ideas how can I identify the mods causing save bloats? Apart from playtesting various mod combinations which could take like eternity =)
Any ideas how can I identify the mods causing save bloats? Apart from playtesting various mod combinations which could take like eternity =)
... I THINK I've heard of a mod causing save bloat issues (Vayra's sector I THINK). ...
Well, you could try to open up the xml in some kind of editor that can handle files this big, and see if anything jumps out as taking up a lot of the file, but that could be pretty tricky to figure out.Notepad++ can handle it but I'm not sure I'll be able to find the issue. It's not like each mode is putting it's own stuff in a separate big block
Beyond that, yeah, testing with combinations of mods would be the way to go. Probably fastest to do half the mods (aside from the utility mods) at a time, so that you can tell which half of the mods the problem is in, and then progressively narrow it down from there. Still quite a bit of time/effort, though.Yeah going halves each time is the fastest way but it took me liek 7 days to bloat it this size on single playthrough... spending another 5x7daays cycles just to track bloating mods (would be progressively harder if there are several of them) would just suck any fun of the game
Thx! On my next playthrough I'll try without that mod coz save bloating is a pain. Also just by looking at the list of mods I have enabled - do you see any other suspicious ones?... I THINK I've heard of a mod causing save bloat issues (Vayra's sector I THINK). ...
And that might be a good one to start with as just a one-off...
Notepad++ can handle it but I'm not sure I'll be able to find the issue. It's not like each mode is putting it's own stuff in a separate big block
...
Yeah going halves each time is the fastest way but it took me liek 7 days to bloat it this size on single playthrough... spending another 5x7daays cycles just to track bloating mods (would be progressively harder if there are several of them) would just suck any fun of the game
Thx! On my next playthrough I'll try without that mod coz save bloating is a pain. Also just by looking at the list of mods I have enabled - do you see any other suspicious ones?
Yeah, this is probably me. Could you upload one of the larger saves for me? I'm not sure where to start diagnosing something like this.Sure I will. I have just checked and thx to the tidy way you pack stuff in XML I was able to locate ur stuff and check the size. Out of the 270mb of campaign.xml 247mb are indeed taken by your mod.
Yeah, this is probably me. Could you upload one of the larger saves for me? I'm not sure where to start diagnosing something like this.Sure I will. I have just checked and thx to the tidy way you pack stuff in XML I was able to locate ur stuff and check the size. Out of the 270mb of campaign.xml 247mb are indeed taken by your mod.
Here's the campaign.xml I was analyzing: https://www.dropbox.com/s/vsqbpjfaa8hmchx/campaign.xml?dl=0
In order to be able to navigate an XML of this size with ease I was using: http://www.firstobject.com/dn_editor.htm (much faster than Notepad++ on files of this size)
Please have a look at this section of XML (VayraRaiderBaseReaper/hiddenMarkets/ is like the block that does all the bloating coz this block alone is 247mb while the rest of your blocks are less than 1mb):
/CampaignEngine/data.scripts.campaign.bases.VayraRaiderBaseReaper/hiddenMarkets/Market[]/economy/stepper/econ/markets/Market/primaryEntity/orbit/f/where/o/saved - seems all the bloating happens here
<Astrd z="324797" rot="-1.7" r="9.6">
<l z="324798">-7831.8853|7521.065</l>
<v z="324799">0.0|0.0</v>
<j0>{"f6":-965.7,"f0":"Asteroid","f2":[255,203,186,255],"f4":"abf0a53f-4c8e-48a0-a3ce-a1fbdff118cd"}</j0>
<o ref="173963"></o>
<orbit cl="COrbt" z="324800" r="10858.399" op="959.9271" ca="136.15979">
<e cl="Astrd" ref="324797"></e>
<f cl="CampaignTerrain" ref="324710"></f>
</orbit>
<cL cl="Sstm" ref="324508"></cL>
<ls cl="Plnt" ref="324516"></ls>
<me z="324801">
<d z="324802"></d>
</me>
<sc z="324803"></sc>
<cD z="324804">
<e>
<st>misc_astrdSource</st>
<AsteroidBeltTerrainPlugin ref="324716"></AsteroidBeltTerrainPlugin>
</e>
</cD>
</Astrd>
In order to be able to navigate an XML of this size with ease I was using: http://www.firstobject.com/dn_editor.htm (much faster than Notepad++ on files of this size)
Please have a look at this section of XML (VayraRaiderBaseReaper/hiddenMarkets/ is like the block that does all the bloating coz this block alone is 247mb while the rest of your blocks are less than 1mb):
/CampaignEngine/data.scripts.campaign.bases.VayraRaiderBaseReaper/hiddenMarkets/Market[]/economy/stepper/econ/markets/Market/primaryEntity/orbit/f/where/o/saved - seems all the bloating happens here
Thank you very much Alex. Hope this info will be useful for Vayra.
Nex has a core lifecycle plugin replacement, but it extends the vanilla one and only overrides addScriptsIfNeeded. I haven't seen anything like this issue in my own Nex games and haven't received any such reports.
Did a quick search through all the mods posted in that modlist with Notepad++'s "find in files" and the only mod that has a coreLifecyclePlugin in its settings.json is Nexerelin, but like Histidine said, that one should work as it extends CoreLifecyclePluginImpl and the only method in it is addScriptsIfNeeded()... Hmm.
Wait, that should work, right? No chance the game is replacing CoreLifecyclePluginImpl and then not calling the parent/super's onGameLoad because it's not explicitly included in the extension that replaced it?
Because if that's not it, I'm stumped. Maybe if something silently crashes beforeGameSave and onGameLoad?
Alternatively, reading through this .xml it looks like my hiddenMarkets list sometimes catches just a "ref", whatever that is, literally just a number -- and sometimes catches a "z" with all the details on a market plus, apparently, all of the campaign terrain, inside another market inside an "economy stepper".
Path looks like this (line broken for readability):
/CampaignEngine/scripts/data.scripts.campaign.bases.VayraRaiderBaseReaper/hiddenMarkets/Market[8]/economy/stepper/
econ/markets/Market/primaryEntity/orbit/f/where/o/saved/
LocationToken[147]/orbit/s/con/systems/Sstm[5]/o/saved/
Astrd[196]/cD/e/AsteroidBeltTerrainPlugin
Here's the list of mods I've been using:Spoiler{"enabledMods": [
"$$$_trailermoments",
"anotherportraitpack",
"raccoonarms",
"blackrock_driveyards",
"CombatAnalytics",
"chatter",
"lw_radar",
"istl_dam",
"diableavionics",
"DisassembleReassemble",
"gs",
"GMDA",
"HMI",
"HA",
"junk_pirates_release",
"lw_lazylib",
"leadingPip",
"ArkLeg",
"luddenhance",
"MagicLib",
"Mayasuran Navy",
"nexerelin",
"ORA",
"sun_ruthless_sector",
"sad",
"SCY",
"shadow_ships",
"swp",
"bonomel_skilledup",
"speedUp",
"Sylphon_RnD",
"tahlan",
"underworld",
"US",
"URW",
"vayrasector",
"lw_version_checker",
"audio_plus",
"shaderLib"
]}[close]
Thank you for chiming in! Any chance you could send me your save? And if you're feeling particularly generous, your mod folder as well? :)
Would probably have to upload those somewhere since I suspect the save would also be too large for an email attachment.