0 of 0

File information

Last updated

Original upload

Created by

Volitio

Uploaded by

Volitio

Virus scan

Safe to use

144 comments

  1. Volitio
    Volitio
    • premium
    • 307 kudos
    Locked
    Sticky
    Old release notes (check Nexus' changelogs for v3+)
    Spoiler:  
    Show

    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    - The mod will now update your JSON configuration file if it is outdated (e.g., missing new options).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]
  2. Aahz07
    Aahz07
    • premium
    • 57 kudos
    All bugs fixed now, patch 8 is saved 👍
  3. micheallv
    micheallv
    • member
    • 2 kudos
    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.
    1. Volitio
      Volitio
      • premium
      • 307 kudos
      Disabling the inventory check option might be enough to avoid this for now. Let me know if it doesn't
    2. micheallv
      micheallv
      • member
      • 2 kudos
      you mean the "postpone on inventory" option?
    3. Volitio
      Volitio
      • premium
      • 307 kudos
      Yes
    4. micheallv
      micheallv
      • member
      • 2 kudos
      Hello, I did what you said, it was fine at first, but just now when I opened and closed the backpack, it automatically saved every time.
    5. micheallv
      micheallv
      • member
      • 2 kudos
      my SE debug Console show:

      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
    6. Volitio
      Volitio
      • premium
      • 307 kudos
      This is not in multiplayer, right?
    7. Volitio
      Volitio
      • premium
      • 307 kudos
      3.2.1 might have fixed this.
    8. micheallv
      micheallv
      • member
      • 2 kudos
      Not a multiplayer game, okay, I'll try it
    9. micheallv
      micheallv
      • member
      • 2 kudos
      oh, It still keeps auto-saving every time I close the package
    10. AristiDeus
      AristiDeus
      • member
      • 0 kudos
      Same issue here...
    11. Volitio
      Volitio
      • premium
      • 307 kudos
      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.
  4. Teawase
    Teawase
    • member
    • 0 kudos
    Still working in patch 8?
    1. Volitio
      Volitio
      • premium
      • 307 kudos
      Yeah 
  5. Aventinus
    Aventinus
    • premium
    • 0 kudos
    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! 
    1. Volitio
      Volitio
      • premium
      • 307 kudos
      Yeah, the option is only relevant for the timed autosaves as managed by this mod.
  6. Seroster
    Seroster
    • premium
    • 0 kudos
    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?

    Thanks for any assitance.
    1. Volitio
      Volitio
      • premium
      • 307 kudos
      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.
    2. Seroster
      Seroster
      • premium
      • 0 kudos
      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.)
    3. Volitio
      Volitio
      • premium
      • 307 kudos
      You need to enable the Script Extender console to see them
  7. AlyciaXY
    AlyciaXY
    • supporter
    • 2 kudos
    Sometimes it continuously saved for 5-10 times every 5 sec. is this a bug?
    Here's my SE log https://puu.sh/KhiSJ.txt
    1. Volitio
      Volitio
      • premium
      • 307 kudos
      That's unexpected, I'll take a look, thanks
    2. BigBBricks
      BigBBricks
      • member
      • 0 kudos
      Reporting same type of error. Saves every 5 seconds as though the sec/min toggle was active. Verified was not active. Thank you for this mod.
    3. phabiohost
      phabiohost
      • premium
      • 0 kudos
      Happens every once in a while for me as well. Every time it saves it just starts over and saves again. Does this basically at random.
    4. madmaxxxxxxs
      madmaxxxxxxs
      • member
      • 0 kudos
      getting the same issue in MP
  8. Gummy14
    Gummy14
    • premium
    • 27 kudos
    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.
    1. Volitio
      Volitio
      • premium
      • 307 kudos
      I don't recall if I added an option to check inventory usage for postponement, but you could try toggling that
    2. Gummy14
      Gummy14
      • premium
      • 27 kudos
      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.
    3. Volitio
      Volitio
      • premium
      • 307 kudos
      I haven't been able to reproduce this problem, but I think 3.0 does not have this problem
    4. madmaxxxxxxs
      madmaxxxxxxs
      • member
      • 0 kudos
      getting same issue in MP
  9. U22222
    U22222
    • supporter
    • 0 kudos
    I don't know if it's a bug, but when it autosaving while choosing food overnight, it makes it impossible to sleep.
  10. stephloum
    stephloum
    • member
    • 3 kudos
    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 :)
    1. Volitio
      Volitio
      • premium
      • 307 kudos
      This is a known issue, you need to toggle the save-aware setting, this has been fixed and will be included in the next release
  11. DogsGoQwack
    DogsGoQwack
    • member
    • 0 kudos
    I wish I had discovered this at least 10 minutes earlier, I lost like 2hr of gameplay there.
    1. Tunnah
      Tunnah
      • supporter
      • 1 kudos
      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!