Name: Auto-save and Time
Version: 0.603
Date: 21 Aug 2012
Category: Miscellaneous
Requirements:
	Skyrim 1.7
	Skyrim Script Extender http://skse.silverlock.org/
Author: kuertee
Source: http://skyrim.nexusmods.com/downloads/file.php?id=13239

Updates since last release (0.603):
===================================
0.603, 21 Aug 2012:
	Tweak: Post-combat-save-triggers and TimeScale-changes in regards to combat now work in regards to the player's
		immediate "combat area" - rather than whether they are simply in combat. This should address the problem when
		combat sticks on the player even when opponents are very far away - e.g. when you flee from them. Note that this
		will not actually stop combat and set the "Is In Combat" flag on the actors to false. This will simply trigger
		the auto-save and the TimeScale adjustment when the player leaves the combat area.

	Read-me tweak: 	You can increase the number of auto-save files your game uses by setting this in your INI file
		(My Documents\My Games\Skyrim\Skyrim.ini):
		[SaveGame]
		iAutoSaveCount=10

	Read-me tweak: A configuration file (data\ini\kuerteeAutoSaveAndTime.ini) is provided with the relevant console
		commands. If you want to change any of the default values above, change them in the INI file then run the file
		by typing <bat "ini\kuerteeAutoSaveAndTime.ini"> (without the brackets) in the console. You only need to do this
		when you want to change the values of the property. Your changes will be saved in your game.

	Read-me tweak:  Note that I built this mod off the back of my Oblivion mod Auto-save and Time. And until
		recently (20 Aug 2012), I didn't realise that Skyrim has a rare bug where it is constantly saving a game -
		immediately after you load a game. I did notice that in some of the games I load, the game will immediately do
		an auto-save. I thought nothing of it - until I saw this: http://youtu.be/N7MkbL8gSxk. I know that it is an old
		video and the problem may have been fixed inherently by Bethesda. But I still see an auto-save occur immediately
		after a load. So, it may be best to turn off the default game's auto-save triggers and interval and let the mod
		handle them.

Updating
========
	1. Simply deactivate and uninstall the previous version then install and activate this version.
	2. Check the settings in "Data\Ini\kuerteeAutoSaveAndTime.ini". If you change any of it, execute your
		changes by typing <bat "ini\kuerteeAutoSaveAndTime.ini"> (without the brackets) in the console.
	3. After the update is finished, the message "kuASAT v0.603" will appear.

Short description
=================
Custom auto-save triggers, situation-dependant variable TimeScale, in-game and real-time alarm clocks

Gameplay changes
================
Auto-saves:
	Every 2.5 minutes, at discovery of new location, after clearing a dungeon, at completion of a quest and when the
	player leaves the combat area. I recommend disabling the game's default auto-save interval. You can do this by
	setting the auto-save interval to a large number in	your INI file (My Documents\My Games\Skyrim\Skyrim.ini):
	[SaveGame]
	fAutosaveEveryXMins=60.0000

	Unfortunately, we can't have custom-named saves from the scripting engine so this uses the default game's cyclical
	auto-save files.

	You can increase the number of auto-save files your game uses by setting this in your INI file
	(My Documents\My Games\Skyrim\Skyrim.ini):
	[SaveGame]
	iAutoSaveCount=6

	Note that I built this mod off the back of my Oblivion mod Auto-save and Time. And until recently (20 Aug 2012),
	I didn't realise that Skyrim has a rare bug where it is constantly saving a game - immediately after you load a
	game. I did notice that in some of the games I load, the game will immediately do an auto-save. I thought nothing of
	it - until I saw this: http://youtu.be/N7MkbL8gSxk. I know that it is an old video and the problem may have been
	fixed inherently by Bethesda. But I still see an auto-save occur immediately after a load. So, it may be best to
	turn off the default game's auto-save triggers and interval and let the mod handle them.

Variable TimeScale:
	In combat, or while sneaking: 10.
	Indoors or when not moving when outdoors: 20.

	When travelling on roads: TimeScale increases up to 60.
	When travelling cross-country: increases up to 90.
		These features "virtually" increase the distance while travelling outdoors because more time will pass while
		travelling. Survival mods has more of an impact when TimeScale is set high.

	Note that this will also advance time quickly. If you have an eat and sleep mod, you may find having to manage it
		more often - if you are not used to higher-than-normal TimeScales. I suggest my own Eat and Sleep mod. It has
		an auto-eating and auto-drinking feature that removes the micromanagement of eating/drinking gameplay.

Immersive clock:
	Every 2.5 minutes, you will be notified of the time in-game. E.g.: "It's been 2 hours after the rising of the sun."

Real-world alarm clock:
	Every 10 minutes, you will be notified of how long you've been playing for. E.g.: "You've been playing for 1:10
	minutes."

Details
=======
	You can configure this mod in the Console by typing "setpqv kuasatq <mod data> <value>". E.g. to set a TimeScale
	while in combat to 5, type: "setpqv kuasatq userTimeScaleInCombat 5". Set any features to 0 to disable them. Below
	are the various mod data that you can change, their default values and a short description of their effects.

	userTimeScaleInCombat: default 10
	userTimeScaleWhileSneaking: default 10
	userTimeScaleIndoors: default 20
	userTimeScaleOutdoorsWhenStopped: default 20
	userTimeScaleOutdoors: default 90
	userTimeScaleOutdoorsOnRoad: default 60
		TimeScale in different situations. Valid values are any positive number.
		Note that when outdoors and userTimeScaleOutdoorsWhenStopped is set and while travelling, the TimeScale
		increases by 1 up to either userTimeScaleOutdoors or userTimeScaleOutdoorsOnRoad. However, when stopped, in
		combat or while sneaking, TimeScale is static at configured value.

	userAlarmClockInterval: default 600 seconds
		A pop-up message will remind you of how long you've been playing the game at the given interval. This value
		must be in seconds. The default of every 600 seconds is every 10 minutes.

	userInGameClockInterval: 150 seconds
		A message in the top-left corner of the screen will remind you of the time in-game at the given interval. This
		value must be in seconds. The default of every 150 seconds is every 2.5 minutes.

	userAutoSaveNewLocation: default True
	userAutoSavePostCombat: default True
	userAutoSaveQuestCompleted: default True
	userAutoSaveDungeonCleared: default True
		Auto-triggers. Set these to either True or False.

	userAutoSaveInterval: default 150
		Auto-save at these intervals. Set to 0 to turn this off.

	A configuration file (data\ini\kuerteeAutoSaveAndTime.ini) is provided with the relevant console commands.
	If you want to change any of the default values above, change them in the INI file then run the file by typing
	<bat "ini\kuerteeAutoSaveAndTime.ini"> (without the brackets) in the console. You only need to do this when
	you want to change the values of the property. Your changes will be saved in your game.

Install
=======
Use Wrye Bash (http://skyrim.nexusmods.com/downloads/file.php?id=1840) to install this mod. Just drag the package (which
	is a normal ZIP file) into Wrye Bash's Installers tab. However, the package is only a normal ZIP file, so if you
	know the game's mod file structure, install it manually.
Activate the mod.

Uninstall
=========
In the console, type "setpqv kubfaiq uninstallNow True." Wait a few seconds, save the game.
Deactivate the mod with Wrye Bash. If you installed this manually, simply delete all the files you installed. (Wrye Bash
	keeps track of files used, so installing/uninstalling the mod with it is 100% simpler.)

Notes about all my mods (Or FAQs without the preceding Qs - so they are simply notes.)
=======================
1. DESIGN - major aspects: They are, by design, simple in nature. Only the major aspects of the theme of the mod (e.g.
battle fatigue and injuries in Battle Fatigue and Injuries (BFAI) and exhaustion, hunger and thirst in Eat and sleep
(EAS)) should have a distinctive affect in the game.

2. DESIGN - minor aspects: All other gameplay mechanics that arise from these aspects (e.g. treating of injuries,
eating, drinking) are designed to be minimalistic. "Micromanaging" requirements from the player are either small (in
BFAI), streamlined (in EAS) or none at all.

3. DESIGN - re: main game: This ensures that my mods do not overtake the main game of adventuring, questing and
wandering.

4. ACTIVE EFFECTS - clean removal: My mods that have effects that show up in the player's Active Effects list need to be
stopped in-game before they are deactivated from the mod manager and uninstalled from the file-system. This ensures that
the effects are removed and dont't corrupt the player's stats.

	All my mods can be stopped in-game by typing in the console: setpqv ku[mod initials]Q unintstallNow True
	
	Just replace [mod initials] with the initials of the mod. For example, for BFAI, the console command is: setpqv
	kuBFAIQ uninstallNow True

	However, these mods also have a fail-safe feature that removes the effects from the players even if they are not
	stopped in-game but only deactivated or simply deleted from the file-system. So, even if you inadvertently removed
	the mod "uncleanly", the effects of the mod shouldn't persist. The details of this feature was found by Thanatos
	from the official Bethesda forums and was suggested by him in my Compatibility with 3rd-party mods forum thread:
	http://forums.bethsoft.com/topic/1362474-compatibility-with-other-mods-tips/

5. UPDATING VERSIONS: Every update I release includes instructions on the update procedure. Sometimes the previous
version needs to be stopped in-game (described in Point 4, above) before deactivating and uninstalling it and installing
the new version. But sometimes, this is not required.

	Updates that don't require the previous version be stopped in-game has a feature that cleanly updates the mod data
	from the previous version to the new version. Basically, it does the stopping (described in Point 4, above) for you.

		a. backs-up your current mod data

		b. removes any Magic Effects that it had applied.

		c. stops all Quests (including itself). This resets all the variables attached to the Quest. It also removes any
		actor it added to Factions and any AI Packages it attaches to any actor.

		d. restarts all Quests (including itself). This reinitialises all the variables attached to the Quest.

		e. restores your previous mod data so that you can continue playing with the same effects that were active in
		the previous version.

	Note: some mods do not require data from previous versions to be migrated to the new version. E.g. Fight or fly.
	Those that carry data between versions are mods with Magic Effects like BFAI and EAS.

6. RESTARTING - console command: If you wish to restart the mod as if it it was never active, you can. The console
command for this is: setpqv ku[mod initials]Q resetNow True This will do everything described in Point 5, above, except
for backing up your mod data and restoring them. Your mod data will all be reset to 0 - i.e. the state they were at when
the mod was installed the very first time.

7. CONFIGURATION - INI files and console commands: Most of my mods can be configured. For the mods I've released INI
files for, configuration can be done in those INI files. You can apply your changes by executing the file from the
console with the command: bat "Ini\kuertee[name of mod].ini"

	Just mind the double quotes and replace [name of mod] with the name of the mod. E.g. for BFAI, the command is: bat
	"Ini\kuerteeBattleFatigueAndInjuries.ini"

	For the mods I've not released an INI file for, configuration can be done line-by-line in the console. Just read the
	Details section of the mod's read-me file for the list of variables you can change.

	Also, you can check if your changes were aplied to the mod by loooking at the mod's data in the console with: sqv
	ku[mod initials]Q

	All user configurable variables are prefixed with "user". E.g. for BFAI, the length of time one injury treatment
	takes is the value of "userTreatmentTime" in hours. This will be listed in the console after typing the command: sqv
	kuBFAIQ

8. Or you can simply post a question in any of my threads in the official Bethesda forum or on Nexus.

History
=======
0.5 Initial release

Credits
=======
kuertee in http://www.bethsoft.com/bgsforums/

Tools Used
==========
Creation kit - http://www.creationkit.com

Licensing/Legal
===============
You can do whatever you want with this mod but all I ask in return is that you give me credit. I would also like to be
contacted when you include this mod in part or in full in a public release.
