Thanks for the mod. I've been testing it out and a few things:
1) Auto saves only worked the first time I installed the mod, since then I can get the notification that it's making a save, but no save is made. If I switch to vanilla autosaves then it works 2) Is it possible to detect vertibird travel and not save then? Because that is probably the most stressful time for the engine :) 3) Also, save when boarding and exiting a vertibird?
In 0.1.2 I've added a check for being aboard a vertibird using the IsOnMount() function, also an option to save when the OnPlayerEnterVertibird event fires, the latter fires at the start of the animation and since the game does not save during this animation I've had to add a 5 second delay from activating the vertibird to the save command being issued (4 seconds was just too short). I'm running a FOLON setup so I've tested this with a spawned vertibird on the ground, please report if there are issues with saving while in flight.
Ah, I don't play survival, but I imagine that since one of the points of survival is to limit saving, that the console command "savegame" might not work in survival. This mod uses that console command via the consoleutil mod (which I need to add to the requirements list!). I will do a little searching and testing to see if I can confirm this for myself.
diziet
edit: have you got or tried a survival console enable mod/setting? I'm interested to see if that makes a difference, on reading it seems that the vanilla function requestsave() works in papyrus on survival, but it doesn't take a save name as a parameter which affects a lot of the other functionality in this mod.
i'm surprised nobody else has commented on this yet. anyway this looks like a cool mod, i remember the old autosave mod from skyrim and wondered why nobody made an equivalent in the MCM menu, so it's nice to see something just like that skyrim mod for FO4.
on a side note i have been using a mod called Survival options which comes with a built in autosave feature without an MCM plugin, and even includes key binding saves, it turns your autosaves into hard saves, but it can do the old way as well, but i prefer the hard saves approach for obvious reasons.
that mod had only one issue involving specific HUD mods, where it would act as if an autosave happened but no save would happen, it was frustrating figuring out why that happened, but someone in the bugs section of that mod talked about this issue and that's what convinced me that was the issue the whole time, outside of that little issue it worked great.
anyway this mod seems like something i might want to try in my next playthrough and see if i like it more than the survival options mod's save features.
11 comments
1) Auto saves only worked the first time I installed the mod, since then I can get the notification that it's making a save, but no save is made. If I switch to vanilla autosaves then it works
2) Is it possible to detect vertibird travel and not save then? Because that is probably the most stressful time for the engine :)
3) Also, save when boarding and exiting a vertibird?
diziet
I'm running a FOLON setup so I've tested this with a spawned vertibird on the ground, please report if there are issues with saving while in flight.
diziet
But the "Enable manual save key" seems not to work in survival mode, is it how this mod designed ?
diziet
edit: have you got or tried a survival console enable mod/setting? I'm interested to see if that makes a difference, on reading it seems that the vanilla function requestsave() works in papyrus on survival, but it doesn't take a save name as a parameter which affects a lot of the other functionality in this mod.
diziet
edit: found a mistake in the MCM config.json, brief testing seems to show fix that make combat saving happen, update coming up!
anyway this looks like a cool mod, i remember the old autosave mod from skyrim and wondered why nobody made an equivalent in the MCM menu, so it's nice to see something just like that skyrim mod for FO4.
on a side note i have been using a mod called Survival options which comes with a built in autosave feature without an MCM plugin, and even includes key binding saves, it turns your autosaves into hard saves, but it can do the old way as well, but i prefer the hard saves approach for obvious reasons.
that mod had only one issue involving specific HUD mods, where it would act as if an autosave happened but no save would happen, it was frustrating figuring out why that happened, but someone in the bugs section of that mod talked about this issue and that's what convinced me that was the issue the whole time, outside of that little issue it worked great.
anyway this mod seems like something i might want to try in my next playthrough and see if i like it more than the survival options mod's save features.