Properties and saves, be careful !

Post » Tue Jun 19, 2012 5:48 am

It seem that all script properties are saved in the save game.
It's really bother me because mod update are really difficult with this. For exemple, if i need to change a property sound, I can't do it easly because old savegame with always refers to the old attached sound !

I recently see that autoreadonly are not saved, but seem impossible to set it with "object" properties :

Sound Property Soundtest autoreadonlySound Property Soundtest2 = none autoreadonly
Both send me a error on compilation.

So, there is no way to disable saving ? Mod update will be a nightmare ?
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Elle H
 
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Post » Mon Jun 18, 2012 7:52 pm

This might explain why people who uninstalled my old walk speed mod script were still experiencing speed modifiers. Stay classy Bethesda.
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Kahli St Dennis
 
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Post » Mon Jun 18, 2012 8:16 pm

This http://www.creationkit.com/Save_File_Notes_(Papyrus)ought to give you a better idea of what happens when script data is (de)serialized.
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Manuela Ribeiro Pereira
 
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Post » Mon Jun 18, 2012 7:00 pm

I thought this was a given with modded save games? Personally, I *never* expect my modded save games to perform correctly after I uninstall the mods associated with them.

I guess that's just me.

:shrug:
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Ally Chimienti
 
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