Autosaves are safe. They do not have a higher change of being corrupted then normal or quicksaves.
!This mod does not corrupt Savegames! !This mod does not "create" Savegames!
This mod, once one of the conditions are met, asks the game to make an Autosave. The same kind of Autosave the game makes when you wait/sleep/walk though a door/etc. I am utilizing the same function Bethesda uses in their own scripts to make Autosaves. The game has a small change to make a corrupt Save, and with my mod on, the game makes more saves. More saves, higher chance to encounter a corrupt Save. A single corrupt Save.
!This mod does not need to be updated with every game update!
Personally, I'm glad this has the built in menu. Every time the game is updated, both the extender and the MCM addon both have to be updated before some mods can be configured again. Putting your configuration behind two other mods is kinda terrible planning. If the MCM authors decide to quit, none of the mods that use it can be configured if the game changes. Or if the script extender dies? No more menus. That's a really great way to destroy your own mod, to make it dependent on two others, just for configuration.
How hard would it be to make an MCM addon for this? Would be a lot more convenient than the holotape, it's a must have mod for me regardless though, thanks for the work you've done on it over the years and for updating for next gen! :D
I genuinely loathe autosaves. Autosaves, automatically stripping your inventory so that mod-added crap gets removed, auto-updates breaking your runs, saves, builds?
Hey, first of all, thanks. It just... doesn't work for me and it is driving me crazy. I just load a save, and I dont get any holotape. I try giving myself the holotape with ESP Explorer, and while I can use it, it doesnt change any setting, for example, I try setting the interval to 1 minute, I press enter but it just doesnt work, it loads again the same interface and says "Default: 15 mins Current: 15 mins". Here is a clip showing what I mean incase I didnt explain myself correctly.
I just dont know what else to do :S. I didnt update to Next Gen, if that means something, or maybe some kind of mod incompatibility?
EDIT: FO4Edit doesnt show any incompatibility in my list with this mod, idk. EDIT2: Something is wrong with the new update, 100% sure or maybe it is just for the Next Gen update. I downloaded the latest 2016 version and it works now.
I was able to replicate your problem by deleting the mods current BA2 file in my updated game, i.e. I deleted all the scripts.
My best guess is that whatever Bethesda updated on the BA2 file format is not backwards completable, as I created 1.31's BA2 with the latest version of the Creation Kit, and the game isn't loading the scripts.
I uploaded a loose files version. Can you check if the mod works when using these?
Just wonder though, would you consider an option to have this create full saves instead of autosaves? I love the feature set of this, but from my understanding, autosaves do not properly save some script data as well as a few other things, which is why they're 'faster' than making a full save. This is great for when you're, say, going into a interior location, and about 20 seconds in die, and you load the autosave from when you entered that location - but if the game closes (or crashes) and you try to load the autosave, it can start corrupting your game, depending on what kind of scripts were running in the background. And given how crash happy a heavily-modded Bethesda game can be, I'm always happy for any mod that can be set to create a save every 5 minutes or so so that even if the game does crash, you don't lose too much time hopefully and can get right back in.
Doesn't seem to do anything. I've set the interval to 1 minute waited for a couple of minutes and nothing happened. sad. EDIT: nvm it actually crashes the game EDIT2: nvm the mod itself it's working, it's actually the entire game that is unstable.
Still works and is strangely seeminly the only mod for Fallout 4 that does this. But that makes it frustrating that the MCM version never came. Hell this thing having a simple ini file for tweaks would be better, I can't stand holopape configuration for mods and this is the only mod in my load order that needs it. Not your fault this was abandoned, you have a life. But it's crazy there were no successors? Do people just not care about timed autosaves for Fallout 4?
109 comments
Autosaves are safe. They do not have a higher change of being corrupted then normal or quicksaves.
!This mod does not corrupt Savegames!
!This mod does not "create" Savegames!
This mod, once one of the conditions are met, asks the game to make an Autosave. The same kind of Autosave the game makes when you wait/sleep/walk though a door/etc. I am utilizing the same function Bethesda uses in their own scripts to make Autosaves. The game has a small change to make a corrupt Save, and with my mod on, the game makes more saves. More saves, higher chance to encounter a corrupt Save. A single corrupt Save.
!This mod does not need to be updated with every game update!
Once MCM has been updated for the new F4SE plug-in loader, I'll look into creating a MCM menu.
No promises thou.Edit: And there is the update. Creating a MCM menu is easy enough, no ETA thou.
Rule of thumb: Mods that don't require F4SE don't break or stop working after game updates.
I. Hate. Them. All.
I just dont know what else to do :S. I didnt update to Next Gen, if that means something, or maybe some kind of mod incompatibility?
EDIT: FO4Edit doesnt show any incompatibility in my list with this mod, idk.
EDIT2: Something is wrong with the new update, 100% sure or maybe it is just for the Next Gen update. I downloaded the latest 2016 version and it works now.
My best guess is that whatever Bethesda updated on the BA2 file format is not backwards completable, as I created 1.31's BA2 with the latest version of the Creation Kit, and the game isn't loading the scripts.
I uploaded a loose files version. Can you check if the mod works when using these?
Edit: Moved to bugs.
Just wonder though, would you consider an option to have this create full saves instead of autosaves? I love the feature set of this, but from my understanding, autosaves do not properly save some script data as well as a few other things, which is why they're 'faster' than making a full save. This is great for when you're, say, going into a interior location, and about 20 seconds in die, and you load the autosave from when you entered that location - but if the game closes (or crashes) and you try to load the autosave, it can start corrupting your game, depending on what kind of scripts were running in the background. And given how crash happy a heavily-modded Bethesda game can be, I'm always happy for any mod that can be set to create a save every 5 minutes or so so that even if the game does crash, you don't lose too much time hopefully and can get right back in.
Either way, thanks for keeping this updated!
EDIT: nvm it actually crashes the game
EDIT2: nvm the mod itself it's working, it's actually the entire game that is unstable.