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[SOLVED] Creating a Save Point via Activater


TentakelnBitte

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[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?

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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...

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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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