Apart from the "pause" itself is this supposed to prevent CTDs when going into new cells, or minimize them somehow? Or it just literally pausing the game and that's it?
It's supposed to prevent you from getting killed if you have mods installed that increase spawn rates or place spawns near loading doors, or in unmodded games where you happen to be hostile to guards or citizens for some reason or another and you duck into a building where one of those is present near the entrance...because while you can't take action until everything is fully loaded, enemies CAN as soon as the cell itself loads.
Strangely enough, I can't get this to work. Does it not work on AE? And is the bCustomMenu in Skyrim Souls RE the right option to flag 'false'? Tested on new game. The Unscripted one does work though, but then I'm missing out on this awesome Paused notification
awesome mod, but just one question. is there any way to do this same function using like, the same way a mod like racemenu might have an error come up upon loading a save? thing is, i wanted this mod cause there was a point in time around AE's initial release when i had to wait for an update from racemenu, and it always came up with a dialog saying whatever that loaded in before the fade without fail. just since occasionally even this mod lags a bit with pausing on load.
I love this mod! Any chance for an option to disable it when fast traveling, as I have immersive fast travel messages installed so there end up being 2 pause menus because the other mod basically does the same. Thanks!!
Would it be possible to get a version of this where the Game Paused message is much smaller and in a generally unused corner of the screen and/or perhaps a version with no message? I know the other versions already have no paused message, but I ask because (unless I'm wrong) this version of the pause after load mods seems like the one most compatible with Skyrim Souls RE.
I've added two more optional files, they are a version where the text is a lot smaller and in the bottom right hand corner and a version with no text at all.
As these optional files don't seem to cause Vortex to tell you there's a file conflict and get you to pick the new alternatePauseMenu.swf file included in them instead of the main one, I assume I should just manually move an optional one over and replace the file? Seems to be working so far.
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did you configure the ini?
EDIT: Never mind, I got it to work! User error.
event OnMenuOpen(String MenuName)
GoToState("Paused")
If (!b_firstLoad)
if Game.IsJournalControlsEnabled() || UI.IsMenuOpen("RaceSex Menu")
Utility.Wait(1)
UI.OpenCustomMenu("alternativePauseMenu")
Utility.Wait(1)
endIf
else
b_firstLoad = false
endif
GoToState("")
endEvent
As these optional files don't seem to cause Vortex to tell you there's a file conflict and get you to pick the new alternatePauseMenu.swf file included in them instead of the main one, I assume I should just manually move an optional one over and replace the file? Seems to be working so far.