TentakelnBitte Posted February 2, 2020 Share 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? Link to comment
̖̪. Posted February 2, 2020 Share 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... Link to comment
TentakelnBitte Posted February 4, 2020 Author Share 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 Link to comment
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