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  1. Scarecrow23
    • member
    • 343 posts
    • 39 kudos
    I wonder if you'd be willing to add a feature (optional) to disable saving unless one of the triggers is met?

    E.g. prevent manual saving. I have a mod that does a similar thing that I haven't released but I like the idea behind this one, disabling saving really makes 'No Death' mods stand out.

    If you are interested, you can disable saving in-game by calling Game.SetInChargen(<isableSave=True>, False, False). I have a helper property I wrote to make accessing it easier,

    Bool _saveEnabled

    Bool Property SaveEnabled

    Bool Function Get()

    Return _saveEnabled


    Function Set(Bool value)

    If (_saveEnabled != value)

    _saveEnabled = value

    Game.SetInChargen(!value, False, False)

    ebug.Notification("SaveEnabled: " + value)

    ebug.TraceStack("SS --- SaveEnabled: " + value)






    edit: well the formatting is f***ed, but that should work.

    1. xornfl
      • member
      • 229 posts
      • 5 kudos
      Can u release ur save disabler mod, i want somthing like that!
  2. Thos
    • premium
    • 189 posts
    • 12 kudos
    Thanks for the update... what changed?
    1. aldurand
      • supporter
      • 3 posts
      • 2 kudos
      There are a lot of little changes, mostly bugfixes.
  3. nblitz1982
    • supporter
    • 30 posts
    • 0 kudos
    No problems so far and it's working well, thank you! Endorsed.
  4. nblitz1982
    • supporter
    • 30 posts
    • 0 kudos
    Giving it a try. I save often and organize saves like a paranoid and this should put my mind at ease so I can immerse myself even more.
  5. Gameomat
    • supporter
    • 106 posts
    • 4 kudos
    Splendid! A feature I miss in the Vanilla Game. Much appreciated and endorsed!
  6. SamusKnight2K
    • supporter
    • 1,903 posts
    • 52 kudos
    Something I wonder, does the disable mod also shut down any running scripts completely allowing for a clean removal? Papyrus errors about the specified scripts missing during start-up are normal after removing a mod, and I think those eventually disappear completely as the references are purged from future saves. However what I'm not sure about is if this mod actually terminates running scripts and prevents them from running until enabled again. By that I mean it only references the scripts once or twice per startup and doesn't spam the log with missing references if properly disabled and then uninstalled, esp and bsa both.

    EDIT: Rewrote my comment, didn't realize it had the feature to disable the mod. But noticed it mentions leaving the bsa present to prevent errors.
  7. cornbreadtm
    • member
    • 291 posts
    • 4 kudos
    O, I get it this is like the token save system for games like Resident Evil, and Breath of Fire 5.
    Might make things interesting in my next play through, I'll bite.
    1. Devon_v
      • supporter
      • 1,199 posts
      • 3 kudos
      It's a smart auto save system. Rather like Savvy Save, but with MCM. It allows you to set how many "points" different events and actions are worth, and when enough stuff has happened since the last save, it makes another one. The idea is to let you just play without worrying about saving all the time so you don't lose everything when Skyrim randomly explodes.
  8. frozunswaidon
    • BANNED
    • 918 posts
    • 234 kudos
    Looks interesting, might have a try!