Old release notes (check Nexus' changelogs for v3+)
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2.3.2 is out!
New Features - Idle detection: Postpone autosaves when you're idle/AFK. Enabled by default.
Fixes and Improvements - Trading: Exiting trading without exchanging items will not trigger an autosave anymore. - Nested actions: Fixed edge cases in nested actions detection that could cause it to stop working. - 2.3.1: Configuration structure: Refactored the configuration file structure to be more consistent with my mods. Just use Event Autosave for that. Also, v3 introduced configuration via MCM. - 2.3.1: using_items option: Now only takes into account containers and ladders. - 2.3.1: Volition Cabinet: Added Volition Cabinet as a dependency.
2.2.0 and Under:
New Features - Movement/Pathing handling: Added an option to postpone autosaves when anyone in the party is moving or pathing. Enabled by default. - Respec/Mirror handling: Added support to postpone autosaves during respec and mirror usage. Enabled by default. *Note:* This implementation is a bit unconventional due to limitations in the event API, but it should work fine. Version 2.1.1 addressed an edge case where players respec and then use the mirror. - Turn-Based Mode handling: Added support to postpone autosaves while in turn-based mode. Enabled by default. Special thanks to FocusBG3 for providing helper functions for this! - JSON 'Enabled' option: Introduced a new 'enabled' option in the configuration JSON to allow disabling the mod without uninstalling it.
Fixes and Improvements - Looting nested containers: The mod will now behave correctly if the player is looting containers inside containers. - Loading into combat: The mod will now behave correctly if the player has loaded a save already in combat. - Loading into dialogue: The mod will now behave correctly if the player has loaded a save already in dialogue. - Character Creation handling: The mod will not attempt to save during character creation, as it is not possible to save there anyway. - The mod will now update your JSON configuration file if it is outdated (e.g., missing new options). Additionally, the DEBUG level option is now utilized. - Version 2.1.1 accidentally made autosaving_period_in_minutes be read as seconds; version 2.1.2 fixes this. - Version 2.1.5 fixes a regression with turn ending handling and ensures looting_characters is actually used.
Version 2.0.0 is Now Available! Featuring configuration options via a JSON file!
More info is available on the mod description tab. If you're upgrading from v1, simply delete the older version and install the newer one. This won't be necessary again moving forward, and you can safely do so mid-playthrough. If you're upgrading from 2.0.0, the upgrade should be seamless. [/line]
Hello, thanks for the mod, I like it very much, but I have some problems here. The mod ran normally at first, but after a while I found that every time I opened a package or skill interface, it would be automatically saved after closing it, no matter how long it had been since the last time. After that I had to turn off the mod in mcm and restart the game and it would return to normal If you have time, please take a look at what went wrong. Thank you very much.
Alright, I've disabled that inventory option for now. This was my first mod, and properly fixing it would require an extensive rewrite, which I'm not looking to take on at the moment.
Many thanks for creating this awesome mod (and the other mods you've created too!).
I prefer playing using the Single Save mode. I like everything about Single Save mode EXCEPT from the fact that it makes a save when I quit the game *during combat*.
I actually recently ruined a run because I *stupidly* quit the game while during combat moments before dying which locked me in this eternal loop of death.
So, ideally, I would like to be able to have all the Single Save functionalities except that the game shouldn't save when I'm in combat.
I know that your mod has an option postpone autosave when in combat but this doens't stop the game from saving in combat if I choose Main -> Quit.
In any case, thank you for sharing your work with us!
This is working rather intermittently for me, & I'm not sure exactly why. I suppose I'll start off by asking "How exactly does the max save slots parameter function?" When I DLd this mod, I assumed it worked like autosave mods I'd played in other games, & would basically cycle through auto save slots by deleting old saves (if I'd hit the cap #) to create slots for new ones, up to the listed max # of autosaves. As such, I didn't want 100 autosaves & thus set the initial # to 20; it didn't function at all (or at best once or twice) while set to 20, so I upped the max # of autosaves thinking it might not work in the manner I expected. Now I'm up to somewhere around my 75th autosave slot & according to my save UI, it hasn't auto-saved in >1 hr; the most recent save on my list is a Quicksave from ~1:15 ago. I've disabled save postponement while idle and/or moving, so I can't see any reason why it wouldn't save for that long.
75 still isn't 100, so I kinda? doubt this is related to the cap limit, but I ask that ? bc I guess I need to know if I gotta start deleting old autosaves?
Save slots shouldn't matter much, and they work as you expected. Make sure autosaves are enabled in the game's settings. If it still doesn't work, try using the defaults. Unfortunately, for now I don't have a computer capable of troubleshooting this.
Thanks for the response. Got any idea on TSing steps I should do from my end? Someone else mentioned using the Debug slider to identify an error, but I don't guess I know how to use it (IE I can set it to w/e, but IDK where the debug log outputs or anything.)
I'm getting constant saving, like every 20 seconds to a minute, but only when in multiplayer. If i'm solo then the mod works as intended. Is there any way to troubleshoot this or known mods that conflict with it? The debug log is showing all the normal checks about deciding to save in multiplayer, just way way more often.
That is a toggle. We tried that and it seems to have lessened the problem. We still have instances of saving 5-10 saves back to back every few story encounter. It's not a huge deal, but something is going weird in multiplayer.
Hello I'm having a problem with 3.1.3, the menu appears in the mcm but it never actually autosaves, regardless of my settings. With debug level set to 2, I found this message in the console a few times and I'm assuming it's happening when the mod is trying to autosave:
[Smart Autosaving][DEBUG-1][30:01:39.840]: State isUsingInventory is already false
It mentions inventory but the inventory wasn't open and I had the setting to postpone it when in inventory disabled (I've had them all unticked for the postpone options). I tried 3.0.0 but it still didn't autosave, but I couldn't see any console output with that version. Reinstalling or moving it to the bottom of the load order didn't help. Any help will be appreciated and I can get more logs if needed, I wasn't sure which bits were relevant and I didn't want to flood the comments :)
Yeah every utility mod is filled with "god damnit where was this x amount of hours ago". If only we knew to look for things before we had the problems eh ? Or if devs just implemented common sense stuff like this in base!
144 comments
2.3.2 is out!
New Features
- Idle detection: Postpone autosaves when you're idle/AFK. Enabled by default.
Fixes and Improvements
- Trading: Exiting trading without exchanging items will not trigger an autosave anymore.
- Nested actions: Fixed edge cases in nested actions detection that could cause it to stop working.
- 2.3.1: Configuration structure: Refactored the configuration file structure to be more consistent with my mods. Just use Event Autosave for that. Also, v3 introduced configuration via MCM.
- 2.3.1: using_items option: Now only takes into account containers and ladders.
- 2.3.1: Volition Cabinet: Added Volition Cabinet as a dependency.
2.2.0 and Under:
New Features
- Movement/Pathing handling: Added an option to postpone autosaves when anyone in the party is moving or pathing. Enabled by default.
- Respec/Mirror handling: Added support to postpone autosaves during respec and mirror usage. Enabled by default.
*Note:* This implementation is a bit unconventional due to limitations in the event API, but it should work fine. Version 2.1.1 addressed an edge case where players respec and then use the mirror.
- Turn-Based Mode handling: Added support to postpone autosaves while in turn-based mode. Enabled by default. Special thanks to FocusBG3 for providing helper functions for this!
- JSON 'Enabled' option: Introduced a new 'enabled' option in the configuration JSON to allow disabling the mod without uninstalling it.
Fixes and Improvements
- Looting nested containers: The mod will now behave correctly if the player is looting containers inside containers.
- Loading into combat: The mod will now behave correctly if the player has loaded a save already in combat.
- Loading into dialogue: The mod will now behave correctly if the player has loaded a save already in dialogue.
- Character Creation handling: The mod will not attempt to save during character creation, as it is not possible to save there anyway.
- The mod will now update your JSON configuration file if it is outdated (e.g., missing new options). Additionally, the DEBUG level option is now utilized.
- Version 2.1.1 accidentally made autosaving_period_in_minutes be read as seconds; version 2.1.2 fixes this.
- Version 2.1.5 fixes a regression with turn ending handling and ensures looting_characters is actually used.
Version 2.0.0 is Now Available!
Featuring configuration options via a JSON file!
More info is available on the mod description tab. If you're upgrading from v1, simply delete the older version and install the newer one. This won't be necessary again moving forward, and you can safely do so mid-playthrough. If you're upgrading from 2.0.0, the upgrade should be seamless.
[/line]
The mod ran normally at first, but after a while I found that every time I opened a package or skill interface, it would be automatically saved after closing it, no matter how long it had been since the last time.
After that I had to turn off the mod in mcm and restart the game and it would return to normal
If you have time, please take a look at what went wrong. Thank you very much.
Smart Autosav1ng」: Game saved
Smart Autosaving]:Idle detection active:no significant activity,skipping autosave
AEE Info Saving started, cleaning up.
AEE Info] Saving finished,restoring mod aspects.
LSmart Autosaving]: Game saved
Smart Autosaving]:Idle detection active:no significant activity,skipping autosave
AEE Info Saving started,cleaning up.
AEE[Info] Saving finished,restoring mod aspects.
Smart Autosaving: ---again
I prefer playing using the Single Save mode. I like everything about Single Save mode EXCEPT from the fact that it makes a save when I quit the game *during combat*.
I actually recently ruined a run because I *stupidly* quit the game while during combat moments before dying which locked me in this eternal loop of death.
So, ideally, I would like to be able to have all the Single Save functionalities except that the game shouldn't save when I'm in combat.
I know that your mod has an option postpone autosave when in combat but this doens't stop the game from saving in combat if I choose Main -> Quit.
In any case, thank you for sharing your work with us!
75 still isn't 100, so I kinda? doubt this is related to the cap limit, but I ask that ? bc I guess I need to know if I gotta start deleting old autosaves?
Thanks for any assitance.
Here's my SE log https://puu.sh/KhiSJ.txt
[Smart Autosaving][DEBUG-1][30:01:39.840]: State isUsingInventory is already false
It mentions inventory but the inventory wasn't open and I had the setting to postpone it when in inventory disabled (I've had them all unticked for the postpone options). I tried 3.0.0 but it still didn't autosave, but I couldn't see any console output with that version. Reinstalling or moving it to the bottom of the load order didn't help. Any help will be appreciated and I can get more logs if needed, I wasn't sure which bits were relevant and I didn't want to flood the comments :)