ATTN modders: need your feedback

  • @ IGx89, this isn´t a bug as such more of a quirk, one that I´m more than happy to have found. <img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle> After I posted about the probs with the &quot;Restart.fl&quot;, I went back to

  • <b>-Trail- </b>: Hmm, that´s a good suggestion, but it could be tricky to code; I´ll look into it though. <b>Bejaymac </b>: savesafe=&quot;true&quot; means that the mod won´t change the saved game format, and thus FLMM shouldn´t keep the saved games of that specific mod/options separate from other active mods. You probably individually labeled all your option elements as savesafe=&quot;false&quot;.

  • @ IGx89 , sorry Matt I should have checked better before I posted, just looked at the scripts for some of the mods I´ve got and found &quot;savesafe=true&quot; in beside the option tags. Guess I´m still just a part-time dabbler in xml. <img src=smilies/ic

  • Yeah, you´re about 2 years too late <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>. What do you mean about saved games getting overwritten? A mod with savesafe=true means that saved games without the mod can be used with the mod, and vice versa; saved games shouldn´t ever be getting overwritten unless the user manually does that themselves (not counting Autosave.fl, which naturally will get automatically overwritten). Or am I missing something?