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Liverguts

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Liverguts

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About this mod

Tested with Skyrim VR. Should work with SE.
Anti-Save Scum mod with optional Respawn or Perma Death. Can only save at beds. Background saves do happen periodically if needed for a CTD or some other skyrim BS. However loading these saves will have consequences if abused.

Requirements
Permissions and credits
Updated to Version 1.3.2, check posts for update notes.
Updated Spoilers and Other Information below
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Description

This mod aims to remove the cheese saving that normal Skyrim allows the player to do. The core of this mod is a save management system, with a focus of using a bed as a means of saving (Camping mod bedrolls included) with a few other features to deter Save Scumming. The second is a few options that happen upon death, each more punishing than the last, with a few options to fit your play style, however, there is no penalty free option. The penalties range from just reloading your last main save, to losing EXP and gear, and Permanent Death.



Important
MCM menu for this Mod will lock after 3-7 game days (Adjustable in MCM). To give you time to decide which system you want to use.
Manual option to lock the MCM after you select your setup and once you've decided on your options.


Brief Overview

Save System

1. There are two types of saves, a Main Save and Auto-saves.
2. The Main Save occurs after a successful rest/sleep.
3. Can't sleep if enemies are nearby, currently your sleep is interrupted (awoken by their noise) and can't sleep again until enemies are gone. This will change in the future.
4. Auto-saves happen at a minimum type of 5, 10, or 15 min (adjustable in the MCM) Recommended 5 min
5. All saves have to pass a safety check, can't be in combat, jumping, running, etc. to avoid a bad save. Save will reattempt every 2 seconds for 60 seconds. If it fails all 60 times, it waits for the next Save attempt. Mainly effects the auto-saves.
6. You get up to 3 Auto-saves, useful for Skyrim CTDs, crashes or bugs.
7. Loading an Auto-save will yield a penalty point, 1 penalty point does nothing.
8. Too many penalty points and a high level Shade (or Shades) will begin harassing the player at random times at any location until your penalty points are back at 1 or less.
9. Penalty points reduce over time, 30, 45, or 60 min (Adjustable in the MCM). Recommended 60min, lower if Skyrim crashes or CTDs often.


Optional Death Systems

1. None, useful if using other re-spawn/death alternative mods. Without a replacment death mod, it defaults to load the last save, which could be an Auto-save, yielding a penalty point.
2. Load main save on death. (Last bed save), simplest and most forgiving option.
3. Permanent Death, all saves will be marked and you won't be able to play this character anymore.
4. Re-spawn at last bed save, Lose gold, EXP, Skill EXP, Equipped Gear and Inventory Items (Quest Items excluded)


Re-spawn System

1. Death Container: This contains any items lost to the penalty system. This will spawn at the location of your death in the form of a large sack, So where you die matters. De-spawns in 2 hours of real time, better get it quick.
2. Gold Penalty: Lose 25, 50, 75, or 100% of your gold to the death container
3. Equipped Gear Penalty: Chance to lose a piece of equipped gear to the death container, this chance goes up with player level, so at level 30 you have a higher chance per item you have equipped than level 10. Could lose just 1 or all of your gear.
4. Inventory Penalty: You have a very high probability of losing just about everything in your inventory, so only carry what you need or risking losing it all. If you have a stack of 100 health potions at death, expect to lose 75+.
5. MCM option to enable 100% inventory and equipped gear loss upon death.
6. Player EXP Penalty: Lose 25, 50, 75, or 100% of your current levels MAX EXP. Example, when your level 1, your Max Exp for that level is 100. If you chose the 25% option, you'll lose a Max of 25 Exp. If you have 75 Exp, you'll go back to 50 Exp. If you only have 10 Exp, you'll go to 0 Exp, effectively resetting your current level.
7. Skill EXP Penalty
: Same explanation as above, except it is based on the Skill's MAX EXP for it's current level. Options are for Main and Secondary Skills separately.


Main Skills
OneHanded
TwoHanded
Marksman
Block
Sneak
HeavyArmor
LightArmor
Alteration
Conjuration
Destruction
Illusion
Restoration

Secondary Skills
Smithing
Pickpocket
LockPicking
Alchemy
SpeechCraft
Enchanting




Compatibility

Will NOT work entirely with other mods that enable/disable saving, they will interfere with each other.
Will work with common re-spawn mods if you select the first MCM option for the Save System Only.
Will work with anything that triggers sleeping.
Tested with over 150 mods with no issues from mod interference


FAQ

Q. How script heavy is this?
A. Scripts only run when they need to and are set to disable when no longer needed. During normal play, the enemy detection runs every 10 seconds, and other script triggers are when you start sleeping, stop sleeping, on location change, and save attempts. Other scripts that require periodic updates are the auto save penalty system, death container system (for re-spawns) which only run when needed and are otherwise disabled.

Q. Will this effect Quests?
A. The only case where this may break a quest is if you are using the re-spawn mode and die in a location that you can't get back into. I will whitelist these areas eventually and perform a main save load to avoid any conflicts with this. Whitelist will be listed above once available. Please report any areas that are not whitelisted as Bugs.

Q: Can this mode be installed mid-playthrough?
A: Yes

Q: Can I uninstall this mid-playthrough?
A: No, not as of yet. I will need to add an option to stop the scripts from running and then you can use "StopQuest DSRS_Quest" and the mod will be effectively disabled.

Q: My character is stuck aftering re-spawning, what do I do?
A: Open the console using "~" on the keyboard and type "PushActorAway player 10", this should do the trick. Hasn't happen to me in all my testing so maybe it's my implementation that's avoiding this.

Q. Will the Load Main Save On Death functionality corrupt my save?
A. I don't know as of yet, need to test this as I am using the SKSE for game saving and loading games.
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