Made a more user friendly AHK script for users, use CTRL+F11 to toggle SoundBeep off/on, and CTRL+F12 to toggle AutoSaving off/on. It will automatically find the correct exe for you, and if you close the game it won't press F5 in any windows until you open the game back up. If you wish to have beep off by default, change line 2 to beep := false, run := true. If you would rather just use F11 and F12 without CTRL then remove the ^ before each key at the bottom.
Edit: Need to run as admin for it to send the keypress to the game properly. Also, to fix Nexus's formatting issue with stripping whitespace characters, I made a pastebin as well. https://pastebin.com/hjr7KZfj
thx for this, when i copy paste your code. i get a error : ''Error at line 31. Line text CTRL + F11 Error: This line does not contain a recognized action. the program will exit.''
Your code above looks different when copy and pasting in AHK. does it need al the ''{'' and ''}'' or are we supposed to remove those ?
EDIT: after putting a space that was deleted by the copy/paste it now works
I was looking for a mod that could auto-save for me, and since I haven't found one that works I made an Autohotkey v1 script to save the game every 10 minutes. If anyone's interested in it, here's the script:
This is for DX11, if you're playing with Vulkan, change the line#If WinActive("ahk_exe bg3_dx11.exe")To this#If WinActive("ahk_exe bg3.exe") Also, if you'd prefer the game to save more frequently, you can change the line SetTimer, PressTheKey, 600000 To this, so instead of saving every 10 minutes, it saves every 5. SetTimer, PressTheKey, 300000
Thank you for this, it worked for me when set up for the first time. but not anymore :( is it possible to remove the line ''#If WinActive("ahk_exe bg3_dx11.exe")'' so that it works no matter what ? when i look at my taskmannager i dont see a ''ahk.exe'' but i see ''AutoHotkey.exe'' is that a problem ?
Mod doesn't work with full release and the Mod Fixer. You'll have to get used spamming F5. Which is a good habit for other CRPGs cause none of them have autosave systems for some reason.
This may not be unique to this mod, it's only one of three I use so I am putting this comment on all 3 of them.
I have tried now for over 24 hours (not solidly) to get 4 mods working including this one, I am using the official mod manager for BG3 instead of Vortex but each time I load the game up I get the below message:
Have you any insight if this is your mod, if you can mod an already existing save or if you need to start over with mods you have used?
To confirm, the mods I have are: - Full Release Mod Fixer - BagsOfHolding - InfiniteSpellCasting - LifeSaver
I have also thrown in Patch3ModFixer to see if that bridged this gap, which, it does not.. I don't want to continue a campaign I am so far quite proud of if this isn't going to work as I am still in the first day of the second chapter, have you got any advice for me please?
It's greatly appreciated and I hope you have a great day!
Reread Full Release Mod Fixer. That "error" message will always show up right now and the mod has a version that removes that message. It doesn't matter if you get that version though, your stuff should still work. Also I'm pretty sure this mod doesn't work with 1.0, even with the Mod Fixer.
im new to this game and new to modding this game. but im not new to modding. i dont really like using vortex. if prefer custom modloaders or manual install. i used BG3modManager to load this mod. my game is not heavy modded atm just a few apperance mods, so they should not interfere with this mod. the only mod that could cause trouble is improvedUI. but i dont think this is problem. but not tested yet.
the mod auto saves but like every turn in a fight sometime 2 or 3 times in a row. thats pretty unplayable.
if i activate or deactivate vanilla autosave dont makes a change.
is there a problem with the modloader? do i really have to use candor? and if yes does candor and bg3modmanager interfere?
I encountered an issue with a save occurring in the middle of combat. That save broke combat turn progression and even when loading the save, it remains broken.
An enemy had thrown a bottle of some sort (presumably an alchemical). The save occurred after the throw had finished animating and while the bottle was in the middle of flying through the air. Then the save happened. The game froze to facilitate that save and failed to resume the combat afterward. the Bottle hit the target, splashing acid over it. and then ... nothing happened. the turns no longer progressed and, as I said earlier, even when reloading, I could not get the battle to resume.
My request is to solve this bug. The suggested solutions would be either a) not to save during combat or b) when combat is in progress save when a player character's turn starts. In both cases, the save should be delayed until the condition is cleared (e.g. in intervals if it can't be dynamic).
As a way to mitigate the issue, the mod could maintain multiple saves and when saving overwrite the oldest of these (say 3 saves). That way if one of them ends up corrupted with a bug, one would not lose too much since they could simply swap to the save right before that corrupted one.
Patch 5, October 2021 Can confirm after new character creation, it starts saving every couple of seconds approaching Laezel and the imps (pre-dialogue)
28 comments
Edit: Need to run as admin for it to send the keypress to the game properly.
Also, to fix Nexus's formatting issue with stripping whitespace characters, I made a pastebin as well.
https://pastebin.com/hjr7KZfj
#Persistent
beep := true, run := true
minutes := 5, seconds := 0
SetTimer, AutoSave, % ((minutes * 60000) + (seconds * 1000))
return
AutoSave:
if run
{
IfWinExist, ahk_exe bg3_dx11.exe
{
ControlSend, , {F5}, ahk_exe bg3_dx11.exe
if beep
{
SoundBeep 1000
}
return
}
IfWinExist, ahk_exe bg3.exe
{
ControlSend, , {F5}, ahk_exe bg3.exe
if beep
{
SoundBeep 1000
}
return
}
}
return
^F11::; CTRL + F11
beep := !beep
return
^F12::; CTRL + F12
run := !run
return
''Error at line 31.
Line text CTRL + F11
Error: This line does not contain a recognized action.
the program will exit.''
Your code above looks different when copy and pasting in AHK.
does it need al the ''{'' and ''}'' or are we supposed to remove those ?
EDIT: after putting a space that was deleted by the copy/paste it now works
i get a beep every 5 minutes, but it doesnt save ?
EDIT : i needed to run as Admin for it to work.
Thx for this !
Also made a pastebin to fix the whitespace issue Nexus has.
https://pastebin.com/hjr7KZfj
I created a updated one for the AutoHotkey v2 (script here) with this script converter.
#NoEnv
#Persistent
#If WinActive("ahk_exe bg3_dx11.exe")
SetTimer, PressTheKey, 600000
Return
PressTheKey:
Send,{F5},
Return
This is for DX11, if you're playing with Vulkan, change the line
#If WinActive("ahk_exe bg3_dx11.exe")
To this#If WinActive("ahk_exe bg3.exe")
Also, if you'd prefer the game to save more frequently, you can change the line
To this, so instead of saving every 10 minutes, it saves every 5.SetTimer, PressTheKey, 600000
SetTimer, PressTheKey, 300000
this line does not contain a recognized action.
any help?
is it possible to remove the line ''#If WinActive("ahk_exe bg3_dx11.exe")'' so that it works no matter what ?
when i look at my taskmannager i dont see a ''ahk.exe'' but i see ''AutoHotkey.exe'' is that a problem ?
This may not be unique to this mod, it's only one of three I use so I am putting this comment on all 3 of them.
I have tried now for over 24 hours (not solidly) to get 4 mods working including this one, I am using the official mod manager for BG3 instead of Vortex but each time I load the game up I get the below message:
Have you any insight if this is your mod, if you can mod an already existing save or if you need to start over with mods you have used?
To confirm, the mods I have are:
- Full Release Mod Fixer
- BagsOfHolding
- InfiniteSpellCasting
- LifeSaver
I have also thrown in Patch3ModFixer to see if that bridged this gap, which, it does not..
I don't want to continue a campaign I am so far quite proud of if this isn't going to work as I am still in the first day of the second chapter, have you got any advice for me please?
It's greatly appreciated and I hope you have a great day!
but im not new to modding.
i dont really like using vortex. if prefer custom modloaders or manual install.
i used BG3modManager to load this mod. my game is not heavy modded atm
just a few apperance mods, so they should not interfere with this mod.
the only mod that could cause trouble is improvedUI. but i dont think this is problem. but not tested yet.
the mod auto saves but like every turn in a fight sometime 2 or 3 times in a row. thats pretty unplayable.
if i activate or deactivate vanilla autosave dont makes a change.
is there a problem with the modloader? do i really have to use candor? and if yes does candor and bg3modmanager interfere?
or is it just not patch9 ready?
I encountered an issue with a save occurring in the middle of combat. That save broke combat turn progression and even when loading the save, it remains broken.
An enemy had thrown a bottle of some sort (presumably an alchemical). The save occurred after the throw had finished animating and while the bottle was in the middle of flying through the air. Then the save happened.
The game froze to facilitate that save and failed to resume the combat afterward. the Bottle hit the target, splashing acid over it. and then ... nothing happened. the turns no longer progressed and, as I said earlier, even when reloading, I could not get the battle to resume.
My request is to solve this bug.
The suggested solutions would be either a) not to save during combat or b) when combat is in progress save when a player character's turn starts.
In both cases, the save should be delayed until the condition is cleared (e.g. in intervals if it can't be dynamic).
As a way to mitigate the issue, the mod could maintain multiple saves and when saving overwrite the oldest of these (say 3 saves).
That way if one of them ends up corrupted with a bug, one would not lose too much since they could simply swap to the save right before that corrupted one.
Can confirm after new character creation, it starts saving every couple of seconds approaching Laezel and the imps (pre-dialogue)