TentakelnBitte Posted February 2, 2020 Posted February 2, 2020 [Repost of my N*xus thread] I'm trying to add "save points" via an activator, however, I cannot for the life of me find the keywords/scripts necessary to initiate a save. Searching any combination of 'ck' & 'save' shows nothing but pages of people trying to save their mod... not coding something IN the ck. There are a few places in the game where it hard saves once you walk past them (so a physical marker, not quest scripting), so I know it's doable, but like I said I can't code it properly and searching feels impossible. Examples: The last room when you're looking for Karliah & the top of the stairs outside The Caller's door. Help?
blank_v Posted February 2, 2020 Posted February 2, 2020 Scriptname defaultAutosaveScript extends ObjectReference import game import utility bool property done auto hidden bool property lazySave auto EVENT onTriggerEnter(objectReference actronaut) ; ;Debug.Trace("Trigger Hit") if done == FALSE while !isInMenuMode() waitMenuMode(0.5) endWhile done = TRUE ; ;Debug.Trace("Autosave Requested") requestAutoSave() endif endEVENT EVENT onReset() done = FALSE endEVENT Default script created by Bethesda Used only in one object in only one dungeon... i dont know it work or dont... try... lol...
TentakelnBitte Posted February 4, 2020 Author Posted February 4, 2020 On 2/2/2020 at 4:30 PM, TobiaszPL said: -snip- Can I ask what object you found it linked to? Didn't work, but thanks for trying! I ended up using this: Event OnActivate(ObjectReference akActionRef) If akActionRef == game.getplayer() Game.RequestSave() ;or ;Game.RequestAutoSave() EndIf EndEvent Same person (on N*xus) linked me the reference list I desperately needed (in case people some how conjure this thread looking for help) - https://www.creationkit.com/index.php?title=Game_Script
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