[Update TBA] The Ironman Module Pack

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Jay_H
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Re: [MOD] Ironman

Post by Jay_H »

I think it overwrote one of my normal saves!

AFAIK it was Save0, and I'm assuming Ironman overwrote it some way. Hard coding? My old Testman character no longer exists.

DFIronman
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Re: [MOD] Ironman

Post by DFIronman »

Edit (09/07/20) - The "save deletion" bug has been fixed since v0.1.2, before the release of Ironman Game Systems. The bug caused Ironman to overwrite the save0 folder, but has been fixed for a year, and there has not been any reported issue with saves being deleted/overwritten since the bug was fixed.
Jay_H wrote: Sun Aug 25, 2019 6:59 am I think it overwrote one of my normal saves!

AFAIK it was Save0, and I'm assuming Ironman overwrote it some way. Hard coding? My old Testman character no longer exists.
Yikes! Sorry about that. It might have been where your save was deleted and then a new version was saved over it? I haven't run into the issue of losing any saves yet. I don't even know how it would happen otherwise because it uses the same method that Daggerfall Unity uses to save games. Just in case, I changed how saves were deleted a bit and am uploading the new version now.

Also, you'll automatically save on exit/alt-f4/killing the task as well! Took a little while to figure out how to do it properly, but it seems to work well. Let me know if you run into any issues (especially a corrupted save, or lack of a save on exit). Thanks for your testing and feedback!

Edit: I'm pretty sure I know how that save was deleted. v0.1.1 fixes that (if you downloaded this last night, make sure to download it again for a minor update). Additionally, I added a redundant check to confirm the character name when deleting any save to prevent this from ever happening in the future. Thank you for catching this and, again, sorry about that!
Last edited by DFIronman on Mon Sep 07, 2020 11:03 pm, edited 5 times in total.

DFIronman
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Re: [MOD] Ironman

Post by DFIronman »

What about preventing opening any menus when enemies are nearby (and preventing quitting as well)? This would create a serious amount of tension because the player is forced to act, rather than gather their thoughts. It would also prevent players from being able to change equipment in combat (if you can change equipment in combat - I don't remember and can't test right now). I should probably allow the Spellbook and Use Magic Item windows, and make it so the game is unpaused while either window is open, if that's even possible.

Maybe allow an input box for people who -really- need to quit? Force them to type out a long, case-sensitive, random, line like, "Amariel Shlio stellar Stegnar imperial Gold"? The downside is that if they see an Ancient Vampire or something that hasn't detected them, they could go back and load an earlier save or something along that line - but you could just be SHIFT-loading all along if you wanted to 'cheat' anyway.

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Jay_H
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Re: [MOD] Ironman

Post by Jay_H »

Excellent updates. I hesitate on making the game un-pauseable when enemies are nearby; real life sometimes interferes in the worst way, and when an angry spouse/crying child is yelling at you, the first thing you want to be able to do is pause everything :lol: I think it's fine as it is. Like you said before, if someone really wants to circumvent the system, they can, but then why install it in the first place? :P

DFIronman
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Re: [MOD] Ironman

Post by DFIronman »

Haha true. Since I already invested some time in it, I'll probably make it optional either at the start of the game or as a mod setting. Would you mind moving this to Released Mods?

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Jay_H
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Re: [MOD] Ironman

Post by Jay_H »

Done and done!

DFIronman
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Re: [MOD] Ironman

Post by DFIronman »

Haha that was fast. Thanks!

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Midknightprince
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Re: [MOD] Ironman

Post by Midknightprince »

If you fast travel WITH a disease using Tedious Travel, you will be dead on arrival without even knowing you have it..
So don't use Tedious unless you're sure, or bye bye save..
Check out my YouTube Channel!

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Jay_H
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Re: [MOD] Ironman

Post by Jay_H »

I've found that to be true a lot without Tedious Travel. Disease and travel are ridiculously risky in Daggerfall... Certainly dangerous enough for Ironman :lol:

DFIronman
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Re: [MOD] Ironman

Post by DFIronman »

Well, in the vanilla game, if you travel somewhere with a disease, you'll arrive and die instantly as well. The behavior is essentially the same, right?

Edit: Just realized that's basically what Jay said. Might want to pick up disease immunity on your Ironman characters!

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