Nice mod but you might not want to use this because of the game itself.
There are times when saving can cause crashing or is more likely to corrupt a file. This mod has no way of knowing when those times are. Depending on what mods you are running your crashes could increase to a insane amount.
Some bad times to save are: Saving while any stat is changing including stats added by mods Saving during during scripted animation Saving during a complex script Saving during battle
There are lots of others. The meat of it is you only want to save when nothing or very little is going on. I would suggest finding a inside location that can be easily monitored and save there if nothing is going on.
Also I would highly suggest using Duke's Patrick Safe Save mod in nag mode. The mod tries to determine when it is safe to save. In nag mod it doesn't save but makes a pop up message box telling you it is a good time to save. This way you can not save if you know something bad is going on like a stat is changing.
How do I disable combat saves? I have set skyCAquest.iCombatSaveCount to 0 and skyCAquest.fAfterCombatDelay to 0 but it still saves the game right after a combat ends and names it "timed save"
@dashingjimmy--well, I got back home again and attempted to create an OBSE v. 19 compatible version of my mod. Unfortunately, although SOME event handlers are implemented in OBSE 19, not the SPECIFIC ones I use to detect player-driven events in my mod. So, I would not be able to make it OBSE 19 compatible without changing the design. Fortunately, I have been using OBSE 20 for several weeks now, with zero problems. I think the only reason it is still in beta is to flush out problems with NEW capabilities, rather than any concern over compatibilty with older mods. If you upgrade to 20, then, I am confident that you will not have any problems. But, of course, that is up to you.
@dashingjimmy--unfortunately, I included an OBSE version check in the script, so it will not initialize if it does not detect OBSE 20. I included it because that is the version the mod was tested on, and because I thought event handlers were only implemented in version 20. However, I just went back and reviewed the documentation and see that they were there in 19 as well. So, if you are dead set against version 20, I'll release an OBSE 19 compatible version later today after I have a chance at least to test it first.
What an excellent idea! I remember using a similar save utility that didnt have as much options like limiting the number of saves before it starts overwriting them. I like options!
Thank you. Now I wont be so panicky every time I transition from interior to exterior cells, as I tend to CTD at times.
@dashingjimmy > I nuse lot of mod that requires obse, and only two or three (including this one) requires it, And I had no problems using the v.20, you can take it. (otherwise you would miss a wonderful mod)
Huh, that's weird. I've just lost hours of play because of a corrupt save and being lazy and not keeping back-ups, and this suddenly gets uploaded. Thanks!
Might this work with OBSE v.19? I don't really want to upgrade yet as it says v.20 is still beta...
12 comments
There are times when saving can cause crashing or is more likely to corrupt a file. This mod has no way of knowing when those times are. Depending on what mods you are running your crashes could increase to a insane amount.
Some bad times to save are:
Saving while any stat is changing including stats added by mods
Saving during during scripted animation
Saving during a complex script
Saving during battle
There are lots of others. The meat of it is you only want to save when nothing or very little is going on. I would suggest finding a inside location that can be easily monitored and save there if nothing is going on.
Also I would highly suggest using Duke's Patrick Safe Save mod in nag mode. The mod tries to determine when it is safe to save. In nag mod it doesn't save but makes a pop up message box telling you it is a good time to save. This way you can not save if you know something bad is going on like a stat is changing.
skyCAquest.iCombatSaveCount to 0
and skyCAquest.fAfterCombatDelay to 0
but it still saves the game right after a combat ends and names it "timed save"
Thank you. Now I wont be so panicky every time I transition from interior to exterior cells, as I tend to CTD at times.
And I had no problems using the v.20, you can take it.
(otherwise you would miss a wonderful mod)
I was looking for a mod like this!
Might this work with OBSE v.19? I don't really want to upgrade yet as it says v.20 is still beta...