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x0pht

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  1. Someone please kindly try this and let me know the result. 1. Make a save in an indoor area between 7pm and 8pm, e.g. Lakeview Manor (that's where I made my test save) 2. Exit to desktop, restart the game, go outdoor, and take a screenshot as soon as the exterior is fully loaded 3. Exit to desktop and restart the game again, load the last auto save (if the auto save function is not turned off), and take a screenshot as soon as the game is fully loaded Now you should have got two identical screenshots. Please compare them and let me know if there's any difference in brightness/darkness. I really appreciate it if someone could give it a try and test it out for me.
  2. I'm not sure if it's mod related, but I recently noticed when I load a save made in an indoor area as soon as the game is started, the night becomes completely dark before 8 pm for the entire session, which is supposed to be around 9 pm. It happens even without any weather or night mods - in which case it's not "completely" dark since there's no completely darkness with vanilla weather, but the difference in brightness is definitely still noticeable. I don't encounter this problem when loading a save made in an outdoor area upon firing up the game. e.g. 7 PM: indoor save: http://i.imgur.com/e4tw5ug.jpg outdoor save: http://i.imgur.com/N6Xvcac.jpg 7:30 PM: indoor save: http://i.imgur.com/vFyVn7M.jpg outdoor save: http://i.imgur.com/IaPfst1.jpg (please ignore the difference of the saturation of the lantern in the screenshots, it's because of a mod patch that only changes LoS lantern colours, fade values, etc.) Has anyone had a similar issue? any solutions? Thanks in advance!
  3. How does loading the save twice solve the issue? The items and gold in the store will be re-reset back to whatever the store had when you saved the game.
  4. Try uninstalling the mod, then load your auto save. Everyone should come out now, and see if the execution scene continues. If not, re-enter the area, and then check again. The scripts are pretty clean, shouldn't bloat your save or give you any CTDs. You may use Save game script cleaner or Savegame script scalpel to clean the savegame if you'd like.
  5. Someone mentioned something similar on either "when vampires attack" or "run for your lives" mod discussion forum. They claimed there was a bug with the scripts during the solitude execution scene. I can't personally confirm it as I'm way past the scene, and it was like long long time ago. EDIT: Solution: I would say uninstall the scripts, re-do the scene, then re-install the mod (same version).
  6. a workaround would be load the same save twice without exiting the game itself. :p
  7. Thank you Hyac, yes actually that was what I thought too, cuz i thought the only possible explanation for this "always create a new save" theory was the game only re-wrote the new changes in the saves if saved in the same slot, like how incremental backup works, but even then the ultimate result should not differ from creating a new save, unless there's a bug in this save scheme that Bathesda has still not found out by now - which is highly unlikely. Maniax2, I really appreciate the link to this video. It perfectly explains how the game saves. This is exactly what I was looking for, and what I had always been wondering. Thanks again, everyone! Myth solved! :)
  8. drakshdw, thanks for the insight. I do agree that the some orphaned scripts persist and remain in the savegame unless the user cleans the saves. I've seen ppl suggesting that starting a new save is different than overwriting an old save/doing a quick save. <-- Is that true? If so, i'm curious to know what the differences are.
  9. Does the traditional "clean save" method actually do anything compared to simply overwriting the old saves? In other words, in terms of the savegame file structure, what's the difference between "starting a new save", "overwriting an old save", and "doing a quicksave/autosave"? As far as I understand, they should be completely identical, or shouldn't they? Thanks in advance!
  10. Thank you so much jet4571. that explains everything, and it all makes sense then. I guess I missed something when I thought I still had everything that were stored after I switched two seperate ESP's to a merged one. Cuz the items from at least one of the ESP's shouldn't show up, as that ESP file no longer existed. I'll dig up that mod and its merged version tonight, and try them again.
  11. lol yeah but I'll probably give it a try anyway when i'm home tonight. but i remember i used a merged esp before, and I still had all the items after I switched. At least half of the items used to belong to an esp with a different filename.
  12. Thank you both for the answers. :smile: That's what I thought. Form ID = Plugin Identifier (first two digits) + Base ID. (though i just did a bit of search again, and it seems that FormID may refer to either BaseID or Ref ID depending on which "window" we look at, it's for Fallout GECK, but I assume CK shares certain similarity -> http://geck.bethsoft.com/index.php?title=Glossary#Base_ID ) As for the six digit BaseID's, as far as I understand, they could be duplicate as long as they are not in the same mod. That's also why I'm puzzled as to how savegames tell which item is which, since the first two digits are dynamically assinged based on the load orders. yeah I know, the first two digits are dynamic. i suppose that's the only explanation. but how are the plugins referred in the saves. Is there any unique ID in the esp or esm? It cant be simply the file name, can it? What if the ESP file is renamed, will it still work? EDIT: OR... perhaps duplicate BaseID's from different mods WILL actually cause issues? e.g. overrides each other, as shadeybladey said you use the same FormID in CK if you wanna replace the vanilla items?
  13. This question might sound kinda dumb, but i've always been wondering how come a stored item from a mod is never lost when the load order of the mod is changed. For example, an item with a baseID of, let's say, 1A012345. Now I store this said item in a safe container, save and exit the game, and move the mod that contains the item to one slot below. So now the BaseID of this said item is 1B012345. I load the previous save, open that container, and the item is still there. How is the reference to the items from plugins stored in the savegames? What if there's another item from a different mod but having a same BaseID, then I switch these two mods? Will the fact that their BaseID's are completely and silently switched somehow "confuse" the savegame or the game engine?
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