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Cipcis Eliijahz tonycubed2 diziet

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dizietemblesssma

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About this mod

A reworked and edited version of SOT CASM - Cipscis' Automatic Save Manager for SSE on Steroids

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WARNING! The rotation feature cannot work if you use the feature to add location or save type to the savename!
This is because the rotation feature of the original mod uses the fact that the game allows you save over an existing savename.  So if you cycle through save names you rotate the saves.  This version now uses the rotating savename format for all the mod's autosaves and does not number the manual or action saves where they have added info in the savename.  Adding this info means that savenames will not repeat (well hardly ever!), since adding info is new functionality this shouldn't alter the original mod behaviour. There is no way to script - even with script extenders - the deletion of a particular save, even though the game menu itself will let you do this!  If location or type info is not added to the savename then they should be numbered and rotated as normal.


This is a reworked and edited version of SOT CASM - Cipscis' Automatic Save Manager for SSE on Steroids
Some additional functionality and a slight rewording of notification messages and the MCM menu text.  Internally the MCM menu script has been converted to use states and MCM translations files are provided, the non-english ones are machine translated.  Proper translations welcome:)
Two of the original scripts have had their functions moved to the MCM quest script.
There are options to include information in the savename (location and/or save type) - breaks rotation see above!

An experimental 'Save On Quest Completed' option is available, this is done with an ability that is placed on the player and has as a condition the value of PCMiscStats("Quests Completed"). I am not sure how reliable this will be.  The option tries to save when any quest is completed, I have not found a way to get the name of the most recent quest completed to include in the save file.  There appears to be no way to know when a new quest has started, which I think would be a more useful option:)

The Original SOT CASM has hardcoded cooldowns to prevent spamming of the spell cast and weapon in/out actions in the script; if you look at the source you can change these if you wish and recompile, they are not related to the MCM Cooldown option.  The rough time between running the function on weapon in/out is 4.5 secs and that for spell casting is 10 secs.  Only after this first cooldown period is over will the script then check the MCM menu cooldown value.

Please note that the original mod was done by these others:
Cipcis
Eliijahz
tonycubed2
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