[Relz] Duke Patrick's Savvy Save (rebooted)

Post » Thu Jun 30, 2016 3:04 am

Duke Patrick's Savvy Save



REBOOTED version 3.0



SKSE needed.




Tes Alaince: http://tesalliance.org/forums/index.php?/files/file/1506-duke-patricks-savvy-save/




Tes Nexus: http://www.nexusmods.com/skyrim/mods/35429/?





New in REV 3 rebooted


----------------------


Last time I uploaded a new rev was many years ago.


For this REV I rewrote the entire script using new SKSE functions and 3 more years of new scripting experience in skyrim.





This is a Skyrim port of my popular Oblivion Safe Save mod.


It is designed to produce intelligent save points!



Now you will not lose an hour or more of important game play because you were so immersed in the game and forgot to save! And unlike other similar mods that do simple time saves this mod will take steps to prevent you from making a save where you are stuck on geometry or in a broken animation or die as soon as you load the savegame because something killed you just as the save was made.





Description of what the mod does


-----------------------------------------



The mod monitors your combat and other game progress and calculates a Save Score based on how hard of a fight you had plus many other factors. Once you reach the Save Score of 1000 pts or more the mod will make a save of your game under 1 of 6 savegames files called "Savvy Save".



There is only one player alias script and two script fragments. The calculation logic to accomplish all this is clever but simple. This mod does NO polling at all, all script detection and calculations are activated efficiently using events. The logic of the functions are clever and un-complicated resulting in low overhead.




List of events that are tracked by this mod


-------------------------------------------



Locations Discovered


Dungeons Cleared


Hours Slept


Hours Waiting


Skill Increases


Skill Books Read


Training Sessions


Barters


Quests Completed


Misc Objectives Completed


Questlines Completed


Chests Looted


Spells Learned


Dragon Souls Collected


Words Of Power Learned


Words Of Power Unlocked


Shouts Learned


Shouts Unlocked


Shouts Mastered


Magic Items Made


Weapons Improved


Weapons Made


Armor Improved


Armor Made


Potions Mixed


Pockets Picked


Locks Picked


Poisons Mixed


Blessings



Each time your Gold coin holdings have gone up.


Each time you successfully harvested.


Each time you travel about 60 feet while indoors.


Each time you travel about 400 feet while outdoors.


Each time you travel thru a game load door.


Each target Killed.


Each time you kill a target that does not detect you.


(This is great for hunters or for players that love to get sniper death shots!)




The mod also tracks your use of Stamina, Magicka and Health to help in anolyzing when it is time to make a save based on how difficult the in game combat or other activities were.



How to use the configuration file


---------------------------------



Save this Configuration file to the following typical folder for steam.



"C:\Program Files\Steam\steamapps\common\skyrim\Data"




When saving the file, be sure that it has no file extension


(ie rename the file and remove the ".txt" from the end).


It should be: aadpSavvySave NOT aadpSavvySave.txt


Run as a Batch File in Skyrim via the Console...


Start up Skyrim. While in game, open the console (default key: ~ or `).


Type "bat aadpSavvySave", without quotes and the console will handle the rest!




TURN OFF THE FEEDBACK IN THE CONFIGURATION FILE ONCE YOU HAVE YOUR PLAYER SETTINGS ADJUSTED!




Please Note:


Some of this mods settings are not player settable such as when you find new locations. Finding a new location increases the Save Score 1000 pts times the master setting (aadpScoreMasterScale). Other than the master setting (in the mod configuration file) some save score rates cannot be changed by the player as there are just too many of them.




Save File convention


--------------------



Each time the mod makes a Savvy Save it will be numbered with an index.


Each time the index gets to a player set limit a Savvy Super Save file is made and the index is set back to 1 This means you will only ever have a few of Savvy Saves in your save folder but you will still have unlimited Savvy Super Saves.




Turning off the mod


-------------------------



This mod is offered "AS IS" as it is primarily for my own personal use.



You need to do the following to uninstall the mod:



- "Stop the mod" via the configuration file.



- Save <- must use this savegame to continue or any before you loaded this mod or you will have scripts issues.



- Quit





DO NOT distribute! You should only find this mod distributed from TesAlliance and TesNexus. If any other website is distributing this work they are doing so illegitimately.





THANKS TO


-----------------


B1gBadDaddy for help with setting up the Story Manager kill event.

User avatar
GRAEME
 
Posts: 3363
Joined: Sat May 19, 2007 2:48 am

Post » Wed Jun 29, 2016 6:38 pm

Sounds pretty cool. Can't wait to test it out. Thanks.

User avatar
Astargoth Rockin' Design
 
Posts: 3450
Joined: Mon Apr 02, 2007 2:51 pm

Post » Thu Jun 30, 2016 3:17 am


I abandoned the mod for several years but was asked by a few users to updated it to work again and and bring it back into use. I had thought that it was because there was no other mod like it except for the simpler timed save types (that was the situation years ago when I uploaded the earlier REV of the mod). But when I uploaded it to the nexuses I saw there were now several copy cats of my mod. Hopefully my mod is still doing it in a different/better way than the others otherwise I wasted two weeks of work.



Thanks for giving it a try.

User avatar
Timara White
 
Posts: 3464
Joined: Mon Aug 27, 2007 7:39 am

Post » Wed Jun 29, 2016 11:25 am

So far, so good. It's doing what it is supposed to. It's a keeper for me. The only suggestion from me, is that while I know installation is easy, a NMM version would be probably get you more downloads.

User avatar
saharen beauty
 
Posts: 3456
Joined: Wed Nov 22, 2006 12:54 am

Post » Wed Jun 29, 2016 11:51 pm

Zanderat, may I ask, how were you doing your save before? Manually? Game controlled saves? Some other mod?



I am not sure if I say this in the read me (do not remember off hand) but i find it is best to turn off all the game saves like save on load doors and just let the mod do all the work.



The reason is the mod does some extra work in those situations to prevent a bad save game like where a player dies just as the game is saved.

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Nancy RIP
 
Posts: 3519
Joined: Mon Jan 29, 2007 5:42 am

Post » Wed Jun 29, 2016 1:00 pm

I was saving manually. I have always turned off the auto save situations.

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Bloomer
 
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Joined: Sun May 27, 2007 9:23 pm


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