This mod appears to not respect its mod menu options at all. When timed autosaves happen you can often clip through the floor if you are jumping at the time and quickly die if you're not quick with tcl. Such a shame that it's so hard to get a functional autosave in this game.
Error in event callback: .\Data Files\MWSE\mods\ui expansion\menusaveload.lua:326: attempt to index field 'region' (a nil value) stack traceback: .\Data Files\MWSE\core\lib\event.lua:167: in function '__index' .\Data Files\MWSE\mods\ui expansion\menusaveload.lua:326: in function <.\Data Files\MWSE\mods\ui expansion\menusaveload.lua:300> [C]: in function 'xpcall' .\Data Files\MWSE\core\lib\event.lua:180: in function <.\Data Files\MWSE\core\lib\event.lua:170>
Now you probably should not save in the Wilderness, but anyway.
Decent mod but the problematic issue for me is the saving during combat - that's just a big annoyance for me and there's no way to set the mod autosave functions to avoid interrupting combat with a save.
I'll give it another go, I was sure it was autosaving in the middle of combat despite the settings in MCM - I figured it was the timer and bad luck of the draw.
Is there any way you can import the format save feature that UI Expansion uses (ie character name)? I'd like to play other characters without risk of overwriting saves. :/ I'd just use UI Expansion - it's great but the search form fields interfere with my keybinds for quick key mod.
Wow, I forgot I made this post. That was an Operation Ivy reference btw. Anyway, something is bork'd. Autosaves aren't saving some script information, possibly a lot. This is evident in Arvesa - An Armigers Tale. My post details the fun I've had tracking this bug down. In OR_Ves_TrainScript the t_* variable values are lost on saving. It's possible they're not saved at all, but I'm at my limit when it comes to bug tracking as it means playing around with a set of tools I'm totally unfamiliar with and I've done enough of that tonight. It's possible this is a conflict with some other .esp-less mod or an MWSE or MCP 2.5 issue. I've had it for nearly two weeks and have updated MWSE twice in that time btw, and nothing stands out as a likely cause on MCP's side.
If there's anything else I can do to help track down the cause let me know. Walkthrough will be needed tonight, tomorrow+ I'll probably have the brainpower to follow general instructions. :s
Edit: I haven't got the saves anymore, but when I suspected there was an issue I did notice that an autosave made immediately after a manual save was ~50kb smaller, around 1,023kb. Normally I'd write it off as coincidence, but maybe it isn't.
I just finished installing mods following the Morrowind# guide (including this mod) and then started a new game. The first time I tried to save, the game froze and then crashed to desktop. I restarted the game and tried to load an autosave and the game crashed to desktop. I disabled this save mod and I was able to save and load about 10 times in a row and then the game crashed to desktop again. So it seemed to work better without this mod but still crashes.
I had "Auto-Save when Rest" enabled in game settings unknowingly. That one ignores your "minimum time between autosaves". I loaded an older autosave to do some tests, rested 10 times and overwrote all my autosaves and quicksaves. Your "number of autosaves to keep" includes quicksaves as well.
Ideas to make the mod better: - Add "(On/Off) Create autosaves after resting/waiting?" and link it to in-game one if anyhow possible. - Make "Minimum time between autosaves?" apply to the in-game one as well. - Make "Number of autosaves to keep?" actually refer to only autosaves with quicksaves excluded. - Make autosaving unable to overwrite quicksaves and vice-versa. - Add "number of quicksaves to keep?" .
"Create autosaves on a timer?" doesn't work for me at all.
What to do with the old version v1.0.2, how to remove it correctly, or there is nothing to not touch and just drop the new 2.0 and that's it? They differ greatly in the contents of the files and I don't know what to do.
The latest Version on Github (https://github.com/NullCascade/morrowind-mods) is working fine for me and fixed a hang on cell load issue and added the MCM Menu. Please NullCascade update the Nexus Version as well. I don't think everyone is comfortable with getting the latest version from Github and installing it in Morrowind.
On the Github page, click the green "Code" button in the upper right, then "Download ZIP". This will download all the mods on that page so you'll need to pick the one(s) you want.
71 comments
Error in event callback: .\Data Files\MWSE\mods\ui expansion\menusaveload.lua:326: attempt to index field 'region' (a nil value)
stack traceback:
.\Data Files\MWSE\core\lib\event.lua:167: in function '__index'
.\Data Files\MWSE\mods\ui expansion\menusaveload.lua:326: in function <.\Data Files\MWSE\mods\ui expansion\menusaveload.lua:300>
[C]: in function 'xpcall'
.\Data Files\MWSE\core\lib\event.lua:180: in function <.\Data Files\MWSE\core\lib\event.lua:170>
Now you probably should not save in the Wilderness, but anyway.
It's in the MCM. You can turn off saves on combat start/end.
Thanks for response.
I'll give it another go, I was sure it was autosaving in the middle of combat despite the settings in MCM - I figured it was the timer and bad luck of the draw.
Is there any way you can import the format save feature that UI Expansion uses (ie character name)? I'd like to play other characters without risk of overwriting saves. :/ I'd just use UI Expansion - it's great but the search form fields interfere with my keybinds for quick key mod.
<3 Thank you.
If there's anything else I can do to help track down the cause let me know. Walkthrough will be needed tonight, tomorrow+ I'll probably have the brainpower to follow general instructions. :s
Edit: I haven't got the saves anymore, but when I suspected there was an issue I did notice that an autosave made immediately after a manual save was ~50kb smaller, around 1,023kb. Normally I'd write it off as coincidence, but maybe it isn't.
Rus:
Обновил перевод на русский язык для версии 2.0.
Немного подкорректировал термины на русском языке, для большей понятности.
Ideas to make the mod better:
- Add "(On/Off) Create autosaves after resting/waiting?" and link it to in-game one if anyhow possible.
- Make "Minimum time between autosaves?" apply to the in-game one as well.
- Make "Number of autosaves to keep?" actually refer to only autosaves with quicksaves excluded.
- Make autosaving unable to overwrite quicksaves and vice-versa.
- Add "number of quicksaves to keep?" .
"Create autosaves on a timer?" doesn't work for me at all.
I highly recommend you make use of a mod manager, like Mod Organizer 2.