May be because it repeats the GUID, though it shouldn't matter, Windows can have issues with file paths longer than 256 characters.
All these mods leaving the GUID in there names are needlessly complicating the mod
The mods work just as well with ordinary names, and I renamed the first version of this From AutoSave_4d31704f-2921-4926-a46e-8cbad07a9539_4d31704f-2921-4926-a46e-8cbad07a9539.pak to AutoSave.pak
It worked well enough for my needs, with 5 min saves.
Now this upload missed off the .pak extension, and it still repeats the GUID twice The Divinity engine adds the GUID to the name, in some misguided idea that we might use two identically named mods by accident Inside the PAK file this mods named AutoSave_4d31704f-2921-4926-a46e-8cbad07a9539
Renaming it to simply AutoSave, works just fine, and can even be done to the mod inside the PAK file, as long as all occurrences are so named, but I'd leave such things to the author unless you really know what youre doing, and don't expect author to provide support. PAK file can really be named anything you want. The contents tell the game what it needs to know, not the file name.
Its not visible as mod in list at all regardless of name without .pak at the end. I don't know how did you achieve to work my gog version doesnt see it at all
Something is not working right, because the mod autosaves while i'm in combat. It could be that it happens when i enter combat that was started by someone else. For example if my friend starts the combat and i join in later then it will autosave during combat and break my spells.
WOULD it actually be possible to save during combat - or initiate a save just before combat starts?
Honest, Judge - I'm not trying to save scum! I've been having some stability issues and I don't like going back farther than necessary - and some of those fights last a LONG time!
The main reason I disabled auto saving in combat was because i didn't want someone to be about to click on an enemy, only to have an autosave fire off at the same time causing a misclick.
17 comments
AH OFC file its missing .pak extension
But now it wont load save game. Its stuck endlessly in loading 15 mins and counting
--
sweet potato it finally loaded , really took the time tho
All these mods leaving the GUID in there names are needlessly complicating the mod
The mods work just as well with ordinary names, and I renamed the first version of this
From
AutoSave_4d31704f-2921-4926-a46e-8cbad07a9539_4d31704f-2921-4926-a46e-8cbad07a9539.pak
to
AutoSave.pak
It worked well enough for my needs, with 5 min saves.
Now this upload missed off the .pak extension, and it still repeats the GUID twice
The Divinity engine adds the GUID to the name, in some misguided idea that we might use two identically named mods by accident
Inside the PAK file this mods named
AutoSave_4d31704f-2921-4926-a46e-8cbad07a9539
Renaming it to simply AutoSave, works just fine, and can even be done to the mod inside the PAK file, as long as all occurrences are so named, but I'd leave such things to the author unless you really know what youre doing, and don't expect author to provide support.
PAK file can really be named anything you want.
The contents tell the game what it needs to know, not the file name.
If not I'm working on some changes that should make it less buggy overall which I should have finished soonish.
Although I have no idea if it will disable Galaxy achievements.
Honest, Judge - I'm not trying to save scum! I've been having some stability issues and I don't like going back farther than necessary - and some of those fights last a LONG time!
I may look into making it optional though.
Are you loading an existing saved game?
Also did you make sure to activate the mod on mods menu?