Skyrim Special Edition
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SteveTownsend

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  1. SteveTownsend
    SteveTownsend
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    24 January 2024 - v1.2.0 miscellaneous fixes esp. reported CTD in quest
    20 November 2022 - uploaded v1.1.1 which should support GOG as well as Steam, using CommonLibSSE-NG v3.6.0
  2. MediaEvil
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    This mod does not work. I tried the following config:
    [Pause]
    ResumeAfter=0.0
    CanUnpauseAfter=0.0
    PauseDelay=1.0
    PauseOnSave=0
    PauseOnLoad=1
    PauseOnLoadScreen=1
    IgnoreKeyPressAndButton=0
    IgnoreThumbstick=0
    Maybe it works in other configurations, but I haven't tested it.
  3. WallRockTree
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    I am having trouble getting this to work the way I want. I want to have it be paused when I start or load a save until I click a button (keyboard or maybe mouse button). Until I do that I want it to just stay paused. I want mouse movement to have no effect (move the mouse and the game stays paused).

    It looks like I have pause on load turned on in the settings, but the log says it is off.

    Here is my copy/pasted PauseAfterLoadUnscripted.ini
    Spoiler:  
    Show
    [Pause]
    ; time out the pause - set in seconds - 0.0 means wait for user input before resuming - default=5.0
    ResumeAfter=0.0
    ; delay acceptance of user input for unpause - set in seconds - 0.0 means allow user input right away
    ; timeouts stack: if you set both, auto-resume fires after (ResumeAfter + CanUnpauseAfter) seconds
    CanUnpauseAfter=0.0
    ; a short delay on the pause may be required to allow CELL setup to complete after load-game or a transition
    PauseDelay=1.0
    ; Pause-on-save, set to 1 for true, 0 false
    PauseOnSave=0
    ; Pause-on-load, set to 1 for true, 0 false
    PauseOnLoad=1
    ; Pause-on-load-screen, set to 1 for true, 0 false
    PauseOnLoadScreen=1
    ; Input filtering, set to 1 to ignore, 0 to allow unpause on event
    IgnoreKeyPressAndButton=0
    IgnoreMouseMove=1
    IgnoreThumbstick=1

    Here is my last copy/pasted PauseAfterLoadUnscripted.log
    Spoiler:  
    Show
     2024-03-16 20:22:19.406     info  19164 PauseAfterLoadUnscripted v1.2.0.0
    2024-03-16 20:22:19.407     info  19164 GetGamePath result: D:\Games\SteamLibrary\steamapps\common\Skyrim Special Edition\
    2024-03-16 20:22:19.407     info  19164 Refresh settings cache from valid file D:\Games\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\SKSE\Plugins\PauseAfterLoadUnscripted.ini
    2024-03-16 20:22:19.407    trace  19164 ResumeAfter = 0.0 seconds
    2024-03-16 20:22:19.407    trace  19164 CanUnpauseAfter = 0.0 seconds
    2024-03-16 20:22:19.407    trace  19164 PauseDelay = 1.0 seconds
    2024-03-16 20:22:19.407    trace  19164 PauseOnSave = false
    2024-03-16 20:22:19.407    trace  19164 PauseOnLoad = false
    2024-03-16 20:22:19.407    trace  19164 PauseOnLoadScreen = false
    2024-03-16 20:22:19.407    trace  19164 IgnoreKeyPressAndButton = false
    2024-03-16 20:22:19.407    trace  19164 IgnoreMouseMove = true
    2024-03-16 20:22:19.407    trace  19164 IgnoreThumbstick = true
    2024-03-16 20:22:19.407     info  19164 PauseAfterLoadUnscripted plugin loaded
    2024-03-16 20:24:17.022    trace  17660 SlowTime Magic Effect : Slow Time Effect(00048acd)
    2024-03-16 20:24:17.022    trace  17660 SlowTime Magic Effect : Slow Time Effect(020068b7)
    2024-03-16 20:24:17.022    trace  17660 SlowTime Magic Effect : Supernatural Reflexes(0201a30d)
    2024-03-16 20:24:17.022    trace  17660 SlowTime Magic Effect : Frostmoon Instinct(04035b1c)
    2024-03-16 20:24:17.022    trace  17660 SlowTime Magic Effect : Slow Time Effect(0b0033ee)
    2024-03-16 20:24:17.022    trace  17660 SlowTime Magic Effect : Slow Time Effect(fe05881b)
    2024-03-16 20:24:17.022    trace  17660 SlowTime Magic Effect : Slow Time Effect(241974e1)
    2024-03-16 20:24:17.022    trace  17660 SlowTime Magic Effect : Slow Time Effect(250f283e)
    2024-03-16 20:24:17.022    trace  17660 SlowTime Magic Effect : Shadow Slow Time Effect(5e07fd83)
    2024-03-16 20:24:17.022    trace  17660 SlowTime Magic Effect : Vampire Slow Time Effect(8b05d262)
    2024-03-16 20:24:17.022    trace  17660 SlowTime Magic Effect : Slow Time Effect(8b64919f)
    2024-03-16 20:24:17.022    trace  17660 SlowTime Magic Effect : Heightened Senses Magic(9007f280)
    2024-03-16 20:24:17.022    trace  17660 SlowTime Magic Effect : Gods and Mortals(9206fccd)
    2024-03-16 20:24:17.022    trace  17660 SlowTime Magic Effect : Slow Time(9207b100)
    2024-03-16 20:24:17.022    trace  17660 SlowTime Magic Effect : Death in Three Acts(9208d4bd)
    2024-03-16 20:24:17.022    trace  17660 SlowTime Magic Effect : Death Blossom(9208d4ca)
    2024-03-16 20:24:17.022    trace  17660 SlowTime Magic Effect : Leaping Shadow(9208d4d0)
    2024-03-16 20:24:17.022    trace  17660 SlowTime Magic Effect : Massacre(9209c823)
    2024-03-16 20:24:17.022    trace  17660 SlowTime Magic Effect : Hurricane(920be569)
    2024-03-16 20:24:17.022    trace  17660 SlowTime Magic Effect : Wicked Wind(920bfb15)
    2024-03-16 20:24:17.022    trace  17660 SlowTime Magic Effect : Laughing Ghost(920c0085)
    2024-03-16 20:24:17.022    trace  17660 SlowTime Magic Effect : Hawkeye(920d23e5)
    2024-03-16 20:24:17.022    trace  17660 SlowTime Magic Effect : Massacre(9213251d)
    2024-03-16 20:24:17.022    trace  17660 SlowTime Magic Effect : Slow Time Effect(fe2f58c4)
    2024-03-16 20:24:17.022    trace  17660 SlowTime Magic Effect : Slow Time Effect(fe46584d)
    2024-03-16 20:24:17.023    trace  17660 SlowTime Magic Effect : DCOTakeoffEffect(b3004343)
    2024-03-16 20:24:17.023    trace  17660 SlowTime Magic Effect : Echtra's Hunger(d9040d01)
    2024-03-16 20:24:17.023     info  17660 Plugin Data load complete!
    2024-03-16 20:24:17.023     info  17660 kDataLoaded Message - Pause available
    2024-03-16 20:24:20.497     info  19164 Loading Menu closed without preceding Opened event - no pause
    2024-03-16 20:25:28.121     info  19164 OK to freeze time
    2024-03-16 20:25:28.121     info  19164 Loading Menu opened - pause OK true
    2024-03-16 20:25:49.698     info  19164 Loading Menu closed after preceding Opened event - pause OK
    2024-03-16 20:26:00.667     info   9368 Pause terminated by Input Event type 0 from Device 0
    2024-03-16 20:26:00.667    debug   9368 Restart game
    2024-03-16 20:28:22.789     info  19164 OK to freeze time
    2024-03-16 20:28:22.789     info  19164 Loading Menu opened - pause OK true
    2024-03-16 20:28:30.573     info  19164 Loading Menu closed after preceding Opened event - pause OK
    2024-03-16 20:28:33.870     info   9368 Pause terminated by Input Event type 0 from Device 0
    2024-03-16 20:28:33.870    debug   9368 Restart game 

    Currently I cannot tell that it is working at all. What settings do I have to change to get it to work?
    1. SteveTownsend
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      The confusing log output is just a dumb cut-and-paste bug by me. I believe it's safe to assume that the settings in your INI file are properly picked up, assuming that is the winning override or only version of the INI file in your Load Order.
      https://github.com/SteveTownsend/PauseAfterLoadUnscripted/issues/25

      The handling of keyboard and mouse button events appears to be wrong. I assume most people also allow mouse move or thumbstick to unpause, and that's why this has not been noticed before. The two types of event need separate config settings really, that's going to be a breaking change for existing configs in the next release.
      https://github.com/SteveTownsend/PauseAfterLoadUnscripted/issues/26
    2. WallRockTree
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      Thanks for looking into these issues. Yeah, I did check that I did not have another PauseAfterLoadUnscripted.ini being loaded by using the well known and awesome program Search Everything. I actually thought to check right before I entered my initial report. I had previously used Pause Menu After Load Screens and earlier versions of your mod, but they are disabled.

      The reason I wanted to separate keyboard and mouse inputs is that I sometimes am not ready to start and I accidentally barely bump the mouse. It was more important though when I had my earlier, much slower computer with a 5+ minute game load time. I could live without the fix if it's too disruptive to other existing users.

      Thanks again! I gave you a Kudo for being so on top of things!
    3. SteveTownsend
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      It's just a bug that needs fixing afai can see right now. Users will need to update their configs to reflect the split of Mouse Button and Key Press.
    4. WallRockTree
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      Just to clarify: when I keep all the other settings the same as above, and I set these to either all 0 or all 1, I still get no pausing. Is that correct?

      IgnoreKeyPressAndButton=0
      IgnoreMouseMove=0
      IgnoreThumbstick=0
    5. SteveTownsend
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      I'll test it but sounds broken
    6. WallRockTree
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      OK, I changed my settings to this and it seems to work as I hoped:
      Spoiler:  
      Show
      [Pause]
      ; time out the pause - set in seconds - 0.0 means wait for user input before resuming - default=5.0
      ResumeAfter=920.0
      ; delay acceptance of user input for unpause - set in seconds - 0.0 means allow user input right away
      ; timeouts stack: if you set both, auto-resume fires after (ResumeAfter + CanUnpauseAfter) seconds
      CanUnpauseAfter=0.0
      ; a short delay on the pause may be required to allow CELL setup to complete after load-game or a transition
      PauseDelay=1.0
      ; Pause-on-save, set to 1 for true, 0 false
      PauseOnSave=0
      ; Pause-on-load, set to 1 for true, 0 false
      PauseOnLoad=1
      ; Pause-on-load-screen, set to 1 for true, 0 false
      PauseOnLoadScreen=1
      ; Input filtering, set to 1 to ignore, 0 to allow unpause on event
      IgnoreKeyPressAndButton=0
      IgnoreMouseMove=1
      IgnoreThumbstick=0 

      These following conditions seem to work correctly and independently when ResumeAfter= more than 0.

      IgnoreKeyPressAndButton=
      IgnoreMouseMove=
      IgnoreThumbstick=

      In it's current state (v.1.2.0) I think ResumeAfter=0 really means it will pause for 0 seconds, thus making the mod appear not to be working. I hope to find a setting here that really means it will pause forever until one of the button clicking conditions are met so I can walk away from the computer without being on a timer. 
    7. SteveTownsend
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      I've added all your updates to the GitHub issue, I will look at all of this after wrapping up a big update to Smart Harvest NG - this weekend or before, I hope.
  4. chypres89
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    When entering new cells some quests will not trigger events. Like in Riverwood with Hadvar or entering the shop to retrieve the claw. you can still talk and trigger them but they wont trigger automatically.
    1. psyyo
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      that actually sounds like an improvement
    2. SteveTownsend
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      I'm neutral on this. Technically it breaks the game as written, but not something I feel is urgent to fix.
    3. SteveTownsend
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      https://github.com/SteveTownsend/PauseAfterLoadUnscripted/issues/23 for tracking
  5. Lorenzini
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    This mod is causing CTD for the Rise In the East quest (for me at least). After talking to Adelaisa at the EEC office, she told me to board the ship to go to Japhet's Folly. After the "All aboard" announcement made by the EEC mercenary, a load screen took place.

    The next scene is supposed to be arriving at Japhet's Folly, and I am supposed to talk to Adelaisa again. That never happens. As soon as the screen reappeared, the game CTD. Every time, until I remove this.
    1. SteveTownsend
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      https://github.com/SteveTownsend/PauseAfterLoadUnscripted/issues/22 for tracking
  6. QuatreYeux
    QuatreYeux
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    for some reason, after the last update, this mod stopped having any effect.
    I redownloaded, reinstalled and checked the ini a couple of times (through MO2), but without any success
    Am I missing a step ?
    1. SteveTownsend
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      Weird. Does the SKSE plugin log file show anything?
    2. SteveTownsend
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      Did you update Address Library to the matching version for the updated SkyrimSE.exe?
  7. hoangdai94
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    ❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️
  8. esmm40
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    Had to disable this in order to let the quest Bloodline progress after bringing Serana home for the first time. With the mod active the NPCs just stood there and wouldn't interact. Once the mod was disabled the scene played out as intended. Is it safe to renable afterward?
    1. SteveTownsend
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      Yes, this can be freely toggled between runs.
  9. luoluo123456
    luoluo123456
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    Careful question: Does it work in vr?
    1. SteveTownsend
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      It should do. It's built with the CommonLibSSE version that includes VR support.
  10. MugnumAF
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    Suggestion: an option to trigger pausing only while in combat / in searching phase.
    Reason: after changing locations while being chased, it's not uncommon for enemies to teleport in front of player and start attacking, while player is still in the 1 sec loading state. The mod is already solving this issue as of right now, but has it's own shortcomings when combined with other mods. It'd be great if it functioned only in those rare circumstances.

    Not sure how your approach works and how difficult that would be, but anyway here's a condition for checking combat states: Subject.GetCombatState = 1 or 2.
    1. SteveTownsend
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      I can add this to a list of conditions for the next release.
      https://github.com/SteveTownsend/PauseAfterLoadUnscripted/issues/17
  11. Endro15
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    the mod makes followers stuck behind doors when in a small room is there a way to fix that?
    1. SteveTownsend
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      imo follower pathing is unlikely to be affected by a short-lived hard pause to the entire game engine, which is how this mod works.
      If you are not running one of the mods that has followers teleport to catch up with you, try one of those.