SaveGameFix - Cencal correction - this promises to reduce crashes when saving games. It hypothesizes that "physics" is something that causes the game to crash when saving, so it purportedly does a few things: disables smp physics and runs pcb command (purge cell buffer) when saving.
Except smp is mod-added body and clothing physics that uses the bullet physics engine. nothing about it is saved in the saved game at all. In contrast, what actually gets saved is the game's native havok physics. These 2 are not related in anyway.
And pcb just unloads cells that isn't correctly loaded. Running pcb will make loading screens much longer when changing cells. No evidence to suggest doing any of this reduces crashing, but any experts is welcome to correct me if I am wrong
Reading the source of SaveGameFix, it is clear that it is entirely vibe-coded. there is loads of code that does nothing and plenty of AI-generated comments referring to "steps" in a "roadmap" and what "we might" do in a "real scenario"
Here is a quote from a real SKSE plugin developer NoahBoddie, about this nonsense:
> Is there a reason why in the source code the only thing that seems to actually do anything is the thing that calls Purge Cell Buffers whenever you switch between cells? The only things that actually seem to install are the SaveManager and PCBManager, with the save manager just checking a flag saying that a save is going on. Other than that every install for hooks never goes off, and even the functions are empty.
> RE::BSTEventSource<hdt::PreStepEvent>* a_eventSource) {
> if (!a_event) return RE::BSEventNotifyControl::kContinue;
>
> if (SaveManager::IsSaving()) {
> // Additional safeguard in listener
> return RE::BSEventNotifyControl::kContinue;
> }
>
> return RE::BSEventNotifyControl::kContinue;
> }
> As far as I can tell, this is literally doing nothing. it executes no code inbetween these checks, and all of the exits are "continue" so even though it does register it never does anything. And at least as far as I can see, the code for freezing physics has been commented out. Is this intentional?
Thankfully this mod has already been taken down by Nexus Staff
SafeTakeAll (NG) - this mod purportedly prevents crashing when you take all from a container. I'll just quote Noahboddie (comment deleted by the mod authors btw) on why this mod doesn't work:
> This mod is disastrously made on numerous levels, I will now list them in no particular order.
> - First, the offsets are completely incorrect. For starters that makes it so this doesn't even function, but instead is misinterpreting a completely different function for whatever reason, which will likely cause undefined behaviour if not a crash. > - Second, the hook you're doing if it was even in the right place doesn't do anything extraordinarily differently than any other transfer method. AddObjectToContainer is how things switch over, it obviously is already going to be called. > - Third, you don't even transfer over the extra data list of the items you're moving. Which means player enchantments, charges, ownership, tempering, all things that get lost when you do it like this > - Fourth a catch around execute that just continues if it catches an issue. Suppresses the opportunity of a crash log, swallows exceptions that could possibly not be meant for you because it captures all exceptions not just a few. catch(...) is frowned upon for normal use because it's unspecific, and you don't even have anything to print out what the exception even was.
> If anyone is considering using this, I would heavily advise you not to, and be wary of vague fixes that promise the moon with high quality
> > SafeTakeAll is a specialized SKSE plugin designed to eliminate crashes and instability when using the "Take All" feature in Skyrim. It implements a robust, engine-level safety layer during mass inventory transfers to prevent memory corruption, physics engine overflows, and quest state corruption.
> Are you actually aware of any quest state corruption that's happened before? What instability? What memory corruption? Physics? With container items? And overflows? Stack overflow and integer overflow but physics engine overflow? This is absolute word soup with a letter salad on the side, really read this and ask does this make any actual sense. Be careful and be mindful what you put in your game, especially now more than ever
Sad thing is unless real SKSE plugin devs investigate these mods and Nexus moderator take action against them, these mods are actually very popular. People vote and endorse based on vibes, and these mods frequently get voted into Nexus hot files. In March 2026, 3 out of 5 mod of the month mods were vibe-coded mods with various levels of dysfunction. For example, the "Multiple Amulets and Rings... Automatically - MARA" currently has 21 open bugs and credible reports that decapitation causes this mod to crash.
Uninformed users will also happily defend these snake oil mods when they are called out, and attack real SKSE devs as if there is some sort of conspiracy to keep good mods from them. I assure you, unless you do some real benchmarking, you cannot detected a 1% improvement in crashes or fps beyond vibes and placebo.
Is there a chance the LLMs stumbled upon something new and amazing? Perhaps, but it is also likely that they spewed out something that does nothing or messes up your save. Anyways, stay vigilant. Don't blindly trust any random new SKSE mod with a shiny AI-generated thumbnail and LLM jargon salad mod description.