This allows for a clean save list and solves problems with some scripted autosaves such as when entering Apocrypha in Dragonborn.Īutosaves are seamlessly integrated to the game and most of the time you will not notice them as they are performed when player is idle.Ī per character rotating save system is integrated for each type of save, you can choose to use it only for your Automatic Save or Manual Save (credit to Fudgyduff for his amazing skse plugin and his documentation about save naming), you can use a different number of slot for each one (by default it is 10 Automatic saves and 5 Manual Saves), configurable in the MCM. It enforces user configured autosave deactivation to all scripted autosaves, except for its own. The advantage of detecting such situations is that the save will be performed once they are finished instead of the next interval. Such cases include dialogue, crafting, tfc photography and animations such as cutting firewood or using furniture. It defers saving during situations that wouldn’t or shouldn’t allow it. It’s generally unsafe to save in such cases, but these conditions relax over time because at some point “generally unsafe” becomes more safe than not saving at all. It avoids saving during combat or while moving in high speed. during cell transitions, while being hit, casting a spell, swinging a weapon, drawing a bow/crossbow, blocking, jumping etc. It won’t save when it’s risky or annoying, eg.
In its default configuration this mod is an configurable autosave manager which replaces the vanilla autosave system by its own (it performs full save, not autosave, at a configurable interval).īecause this mod includes three main features :Ī safety script to protect your precious save based on the excellent one from SafeAutoSave for Classic skyrim by Axonis (described below)Ī rotating save system for each type of saves (Automatic and manual) to help you to keep your save folder clean.Īn optional Harcore mode to reduce the effectiveness of the original skyrim save system which act as an integrated cheat system. (Please read this entirely before comment) Includes an hardcore mode with a safety belt This should not interfere with the companions questline either, although it will still play out as though you are not a werewolf. I would, of course, recommend turning off any lycanthropy diseases included in werewolf overhauls if you use one in order to avoid duplicates. This mod should be compatible with everything since, aside from the aforementioned disease effect, it is composed entirely of new forms. If left uncured after three days, the disease will transition into full lycanthropy, forcing you into wolf form, unable to change back for six in-game hours. When scratched by a werewolf, there is a chance that you will contract Sanies Lupinus, which will reduce movement speed by 25% (a translation of the lore stating that it causes drowsiness). The behavior of this disease is based on that of Sanguinare Vampiris, one of the many vampire diseases, which already exists in-game, and preexisting lore.
Seeing this, and what I've read about lycanthropy from UESP inspired me to complete this disease. While poking around the creation kit, I discovered an unused disease effect that seemed to have been intended as an interpretation of Sanies Lupinus, aka the werewolf disease.