skyler544 Posted September 18, 2014 Share Posted September 18, 2014 So, I use SkyTweak, which some of you may know does not play nice with autosaves. Normally this wouldn't be a problem, since you can disable autosave from the game menu. However, I'm also using the excellent Northern Cardinal mod, which is a ship that you can sail various places. The catch is that the mod executes an autosave every time you sail somewhere new, which, A) messes with SkyTweak, and B) often causes a CTD. Is there any way of getting into the guts of a mod with the CreationKit or TESVedit and simply disabling that autosave? Is there an ini tweak that would do the trick? Is this feasible, or would it break things in other ways? any help is appreciated! Link to comment Share on other sites More sharing options...
JasmineMcCoy Posted September 18, 2014 Share Posted September 18, 2014 (edited) I don't know if it would break anything, but the mod you mention has "Game.RequestAutoSave()" in two of it's scripts. You could try editing those scripts either by simply deleting those lines or changing them to "Game.RequestSave()" (if that one doesn't give you issues) and see what happens (I don't recommend overwriting the original ones in the mod's bsa archive though). Edited September 18, 2014 by JasmineMcCoy Link to comment Share on other sites More sharing options...
skyler544 Posted September 19, 2014 Author Share Posted September 19, 2014 now that I think about it I suppose that it being in the script makes a lot more sense. I don't know the first thing about papyrus or C++ however; I only have rudimentary knowledge of java and python. Thanks for the reply; I guess now I need to find out how to edit papyrus scripts! Link to comment Share on other sites More sharing options...
IsharaMeradin Posted September 19, 2014 Share Posted September 19, 2014 It is real easy. If the mod's scripts are packed inside a BSA file, extract them and place them in the Data > Scripts > Source folder. Load the ESP in the Creation Kit, go to the Gameplay menu and open the Papyrus Script Manager. Use the filter to locate the scripts in question. Right click and choose to edit. A new box opens that shows the human readable code. Locate the auto-save request line. Either change it to request a normal save as mentioned above or simply put a semi-colon in front of the line. After that, press Build at the top and then File > Save, then exit that window. Repeat with any other scripts as necessary. When complete exit the Creation Kit without saving the plugin (script edits usually do not affect the ESP itself). If you are using Mod Organizer, you'll be better off setting up a third party utility like Notepad++ to compile your scripts outside of the MO environment. Starting point for all things papyrus: http://www.creationkit.com/Category:Papyrus Link to comment Share on other sites More sharing options...
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