Pronam Posted January 22, 2011 Share Posted January 22, 2011 Nothing is stored into the oblivion.esm, the .esm/.esp files are only being read not written to. What your savegame does is storing progress (quests/player data) and current positions/states of persistent things. I've not seen a save editor yet that can change every single aspect and it's not possible to change in-between saves via a mod yet.NPC-wise I mean it's a bit strange you get your own character killed :P, that's all. Again, they can't share the exact same data...so you won't see a "cleared" prison start or any cleared area. You'd have to manually change that via that mod as they can't share direct data of the people you killed. That'd have to be recorded via scripts of mods, again doing/checking NPC for being dead is very intensive. And doing that causes a lot of unnecessary lag in the end and no single super computer is going to save you from that as when your savegame got bigger than 10mb it's doomed to crash eventually...it's a limit of the engine of the game. Link to comment Share on other sites More sharing options...
Shadowfen Posted January 22, 2011 Share Posted January 22, 2011 Nothing is stored into the oblivion.esm, the .esm/.esp files are only being read not written to. What your savegame does is storing progress (quests/player data) and current positions/states of persistent things. I've not seen a save editor yet that can change every single aspect and it's not possible to change in-between saves via a mod yet.NPC-wise I mean it's a bit strange you get your own character killed :P, that's all. Again, they can't share the exact same data...so you won't see a "cleared" prison start or any cleared area. You'd have to manually change that via that mod as they can't share direct data of the people you killed. That'd have to be recorded via scripts of mods, again doing/checking NPC for being dead is very intensive. And doing that causes a lot of unnecessary lag in the end and no single super computer is going to save you from that as when your savegame got bigger than 10mb it's doomed to crash eventually...it's a limit of the engine of the game. I think that it is within the realm of possibility if you do all of the work up front instead of trying to make the game do it during play. It would require a separate utility that you would have to run on your save games and again on them before you start the game and load them. It would also be a save game editor/manager/merger program which would make Wrye Bash look like a simple "Hello world!" program. And it would have the inherent limitation that the save games thus produced would rapidly grow larger than the game would be able to successfully load. You'd probably have to have a mod as well to add conditionals to quests so that they could be locked to the first player to start them. Sadly, it's not very likely that someone will write this save game merger from Oblivion realms. I've always wished for the much simpler save game editor that would be like TES4Edit so that I could hand-fix broken savegames that nothing else will help... Noone's writing that one either. :( Link to comment Share on other sites More sharing options...
Arnhem Posted January 23, 2011 Author Share Posted January 23, 2011 thanks for clearing a lot of this up. I think I understand a bit more now. Another idea then perhaps... What about always loading savegame nr 1. and switching to another character after the world and objects been loaded? Like... teleporting / fast travel ,but instead a different character is loaded. Is it possible to change character info like quest progress and player data ingame?That would also do the trick of giving the feeling of switching to another character. But then there would need to be a way to create a new character from within gameplay. Would something like this be possible? While switching quest progress and player data the old data would need to be saved somewhere. Link to comment Share on other sites More sharing options...
chakaru11 Posted January 23, 2011 Share Posted January 23, 2011 You are still juggeling with the idea of sharing memory data from savegames. But the game world itself, meaning the vanilla status quo if things NEVER changes. The game world is always the same, only the conditions change - and that is character data. Meaning that whenever you load a save, the game reads exactely that data file, checks the conditions and boots up the character. Tools like OBSE are great, but they can only do so much. Creating a character within another save out of thin air will most likely never be possible. I know that you are going for more immersion here and that actually finding "footprints" of an older character in the game world would be totally awesome. But what you want is not some added function or nifty tool, it would require a total overhaul of the way Oblivion writes and handles savegames. Link to comment Share on other sites More sharing options...
Arnhem Posted January 24, 2011 Author Share Posted January 24, 2011 Last post/idea is actually all about having just 1 savegame. So no sharing data at all. But anyways. I wanted to post this idea somewhere. And I did.If its not possible.... or to hard to pull off. so be it. Link to comment Share on other sites More sharing options...
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