[relz] Skyrim mods by kuertee (thread 1)

Post » Sun May 27, 2012 8:15 pm

But isn't it that no save will be made to a save game profile unless that profile is the active one when the game is running?

And yes Bash's save game profiles are the best I've seen for managing save game files.

I assume you are referring to my explanation of CASM because that's how it works. However, as I said, this still leaves you with a very messy save game folder, and I do not like messy folders. :) That's why I prefer using subfolders. Not only for save game profiles, but also for software versions.

Like I said, though, it's a matter of preference (and maintenance).
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no_excuse
 
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Post » Mon May 28, 2012 5:34 am

No I was talking about Wrye Bash's save game tab. It doesn't leave the save game folder messy and each profile folder only contains the saves from that profile and when it is active that is all the save you see in game or in bash.

You probably know this and I misunderstood your post - so just replying clarifying for Kuertee and others.

I've never used a save game making mod that I could trust enough. I get almost neurotic about things like real full saves and making sure that the game functions with regard to the main menus and so on. I also avoid most fast exit type console commands and so on.
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Ymani Hood
 
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Post » Mon May 28, 2012 7:34 am

Updated mods:
Battle fatigue and injuries http://skyrim.nexusmods.com/downloads/file.php?id=13241
0.6, 27 May 2012:
  • Bug-fix: Removing enchanted items that give you health shouldn't result in injuries anymore.
  • Tweak: This mod doesn't bug-out the prologue mission anymore. However, it doesn't actually start in-game until after you
    escape from Helgen.

Fight or fly http://skyrim.nexusmods.com/downloads/file.php?id=15223
0.64, 27 May 2012:
  • Tweak: Preventing yielded NPCs from attacking again. Previously, there was a delay in applying the AI that prevents
    them from reentering combat. In this version, the only delay happens when you go through a "load door" and enter
    an area with actors who previously surrendered. It may take a second for the Ai to be applied to these actors.
    This is enough time for them to take a swing at you. After this delay, they will acquire the behaviour and not
    attack again. I'm not sure if I can remove this delay. I already reset the quest that applies the behaviour (via
    alises) when the player loads a new area. The Skyrim game engine will then apply the behaviours when the quest
    gets its alloted CPU time slice - this is what causes this delay.
  • Tweak: Followers (including your last ridden horse) who flee to you will only return to combat immediately if they
    cannot die (i.e. they are tagged as essential). Otherwise, they will continue to flee until they are safe.
    Previously, if they are close to you, they will fight to the death - resulting in their deaths.
  • Tweak: This version uses GetRace () == DragonRace to prevent the mod from applying the flee behaviours to dragons.
    Previously, only IsInFaction (DragonFaction) was used. This version uses both.





@aitensh1 and @psymon: cool! I didn't realise Wrye had a profile feature. In regards to save-game naming...I suppose I can add a feature to keep the current "Auto-save" names when I update Auto-save and time with custom named saves.
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m Gardner
 
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Post » Sun May 27, 2012 6:50 pm

According a comment on the Nexus, your Gold adjustments mod is subtracting gold from followers, how far off is a fix to that? Is the only thing preventing me from using it ATM it, as I have a weighted gold mod, and use my followers as pack mules.
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carly mcdonough
 
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Post » Mon May 28, 2012 8:43 am

Oh! Thanks for the reminder. Will have the fix sometime today.
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Marquis deVille
 
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