// KK -->
//SetNodeUsing("PROFILES_BUTTON", !bThisSave);
SetNodeUsing("PROFILES_BUTTON", true); // Screwface
bNightmareMode = false; // NK defaults to off, needed due to CA below
if (bThisSave) {
// scheffnow -->
ref PMainCharacter = GetMainCharacter();
if(CheckAttribute(PMainCharacter, "NoSave.Resurrection"))
{
bNightmareMode = true;
GameInterface.strings.NoSave = TranslateString("", "You can't save until") + " " + GetMyFullName(ResurrectingOfficiant) + " " + TranslateString("", "leaves.");
EnableString("NoSave");
}
if (CheckAttribute(PMainCharacter,"NoSave.CarryRelic") == true && PMainCharacter.NoSave.CarryRelic != "none") {
bNightmareMode = true;
GameInterface.strings.NoSave = TranslateString("","You can't save while carrying a holy relic! Give it to a monk") + " " + PMainCharacter.NoSave.ReleaseMonkLocation + "."; // NK
EnableString("NoSave");
}
// scheffnow <--
// PB -->
if (CheckAttribute(PMainCharacter,"NoSave.Custom")) {
bNightmareMode = true;
GameInterface.strings.NoSave = "You can't save " + PMainCharacter.NoSave.Custom + ".";
EnableString("NoSave");
}
// PB <--
// if(sCurProfile=="" || FindProfile(GetStoryline(FindCurrentStoryline()), sCurProfile) < 0) // Screwface
if(sCurProfile=="") // PB: Simplify to allow saving
{
bNightmareMode = true;
GameInterface.strings.NoSave = "You can't save without an active Profile";
EnableString("NoSave");
}
}
// <-- KK