This is one of those mods that changes the entire game. Kudos to PsychorGames for making this gem. I'm running a TTW based modlist with Gopher's Collections plus a few others that I like.
I'm 14 hours into testing on this playthrough with only one crash when I first started the game and this is THE way to play TTW IMO. Before I get to the positives, which are many, let me give one warning. It isn't a negative because it is just the way this mod works.
Warning: You need to be cognizant not to sleep in a place that might turn hostile. I'm going to explain my playthrough so far for those interested in trying this mod as a challenge, because it is, but I wanted to highlight that while I was running around getting bobbleheads in the Capital Wasteland I made the mistake of sleeping on a bed in the Paradise Falls barracks. All well and good until I woke up and the entire place was hostile. It did make for a spicy escape but it could easily have been a no-win situation, sort of like waking up next to a Deathclaw. I've slept out in the wild quite a bit and that has never happened, but it does make me consider where I am going to save my game.
Positives:
1. Fallout 4 Survival! Now I have to think about my approach to almost everything. I have to plan routes. I look for beds. I pick up more junk to make items with Survival skills. Absolutely glorious.
2. You will make some epic moments. My favorite so far was running away from a bobble head location with my loot and trying to get back to the closest bed when a firefight broke out between Talon Mercs and some Robots. I was running ahead at night in the dark, weaving left and right to dodge bullets because it doesn't take much to kill you at low level. I noticed a small fire ahead of me through all of the screen blurs from being zapped, explosions, etc when out of nowhere the screen turned white and I was instanuked! Death. The small fire had been a care engine, but it was so dark that I couldn't tell with chaos. It was completely unexpected and just sat there for a minute to let my heart recover. Having a nuke go off in your headphones was superb.
3. 14 hours in and it works flawlessly.
4. I'm not using VATS (self-imposed rule) and I have to think about how I built and how I grow my character. I'm going with Guns, no Melee/Unarmed (makes the game too easy) Sneak/Sniper/Assault. It is TOUGH. Some perks that I use every playthrough are useless. Some perks that I never use are essential. You have to mix it up. Animated Igestibles makes it so that you healing a tactical disadvantage. No fast travel.
The Playthrough so far. The Mod Setup (Stewei's Tweaks) for this Survival Run: (Hard/Survival)
1. TTW (3.3.2a) 2. Functional Post Game Ending 3. Brutal Saving (no crash saves) 4. TTW Backpacks (a must for me in this mode) 5. Animated Ingestibles (and Beverage Fixes) 6. Causal Creatures, Lower Albino HP 7. No Fast Travel 8. Can not open Pipboy in combat (Aid items must be previously hot-keyed)
The rest is preference. Before starting the final quest to leave Vault 101 with Amata I did not Enable Brutal Saving so that I could set Stewie's Tweaks and do all the Mod Configuration that I wanted for the run. This is minor stuff like setting the damage levels for my visor overlay and setting DynaVision to preferences. (Ultra Cool Blue plus some lighting flare)
I enabled Brutal Save and went about starting my playthrough normally. Well, almost normally. With no companions, vats, or melee you are quite squishy and even the first trip to the Super Duper Mart was high drama. Using Stewie's Tweaks I made Agility affect run speed and this along with Sprint allows me to get away from many fights. Notice I said many. Animated ingestibles also does two main things for gameplay, since you have to put your gun away it gives a tactical disadvantage in combat since it takes about 2 seconds to stick your arm with the needle. You can spam these back to back but then you aren't doing damage so if you need to spam them you are likely to not make it out of that particular fight. I have Ice Cold Nuka Colas and Stimpacks as my early game healing items and they both have their animations. I believe in Power Armor there is no stimpack animation, which is fine and feels right because you should be a tank with healing inside your armor (maybe). And with no ability to Fast Travel this makes every trip out and back home something that you can't take lightly. And I'm loving every minute of it. Oh, and if you prebuff with buffout or pyscho there are animations for those as well, so prebuff wisely.
Autosaves are your only backup, and there aren't many of those. I did have to beat Operation Anchorage in one sitting because there is no bed in that simulation, but there is one before you start the simulation so that you can save before and also before Sibley does his thing. I haven't tested out Zeta yet but I THINK there are autosaves in that one. If not it is going to be brutal. The rest of the DLC's are fine. I remember beds in Dead Money, so I'm hoping I'll be able to save there. If not, that one would obviously be the most brutal, especially the end when you get to the vault. I'll respond back here when I finish those DLCs and let you know. I could see Dead Money being a beast depending on how it shakes out.
I've started out the run chasing passive Perk Buffs asap. You need everything you can get with this type of playthrough because the Raiders (Capital Wasteland) and the Super Mutants are very tough in the early to mid game, and that's with the mod that dials them down. I did the Wasteland Survival Guide (Endurance Options), obtained as many bobbleheads as I could get in the Wasteland (All Specials and 75% of the rest) but some of areas are just too tough. Then I hit Grayditch for +1 Strength and Fire Resist. Next I did Operation Anchorage in one sitting with no saves and then used my shiny Powe Armor to run through downtown D.C. to Union Station to get to New Vegas. The Super Mutant with the Rocket Launcher almost ended that trip.
After getting to Good Springs I got Ede then used almost all of the ammo I had to assault Black Mountain to get Raul. It took several different tries as I died a few times and lost Ede a couple of other times. I had 5 rounds of .308 and 20 rounds of 12 gauge shotgun shells left. I was out of hard hitting weapons and had to use handguns to make my way back to Good Springs.
So that's where I am now. I think I'll be in a good position once I get some ammo then I'm going to upgrade Raul and Ede as that doesn't take any combat to accomplish.
As an avid user of save to sleep mods, I love the fact that this mod only has one save and overwrites it upon saving, from what I understand. I couldn’t test it out as for some reason I couldn’t get it to work, but based upon the theory of how it works, I have some suggestions;
Allow the opening of the pause menu. I know it’s to prevent loading your previous save state, but since killing yourself allows the same thing, it seems like an unnecessary and clunky extra step. You could just grey out the saving button in the menu and nothing would be lost.
Also I don’t know how the manual saving overwrite works, but does it take account multiple characters? It would be cool if you could make multiple characters that don’t overwrite one manual save, but instead all have their own separate saves.
If it doesn't work on your machine, you may have downloaded both files by accident. You only need one of the files on this page. You will need NVSE or xNVSE. You will need to enable the mod in your mod manager of choice or on the New Vegas launch page.
Hmm, you shouldn't be able to pause at all. Can you quick save and quick load? It's possible that iStewie's tweaks or another mod has a sanity check that always keeps the pause button enabled. Now that I think about it, you shouldn't be able to press the E key or the left mouse button with the pause menu open either. Are you sure you installed it correctly? Weird. This is troubling to me because I put in restrictions that should disable pausing, and even if the pause menu is brought up (for example, if you tab out), I disabled the selection buttons such as the E key and left mouse button.
Make sure you don't have more than 1 version of Brutal Saving activated. Also, did you select "Yes" when the menu prompt came up? One way you might be able to fix this is uninstall Brutal Saving, make a save with Brutal Saving NOT installed, and then re-install Brutal Saving. This may clear the quests and variables, restoring functionality. My guess is this problem is either caused by a mod incompatibility (NV tick fix or iStewie's tweaks come to mind) or it was an error when you switched to the new version, which has the same file name and same function names, but different properties. If all else fails, try starting a brand new game and see if the issue is still present. If the issue is not present in a brand new game, then some kind of redundancy error happened when you updated from the previous version of Brutal Saving.
I have NV tick fix and iStewie tweaks and everything works even the sleep save.The only thing is that i can manual save from the menu(vanilla). P.S.: Tried to a new game and I can still save manually even after removing and reinstalling the mod P.S.S: there is no incompatibility with tick fix and istewie. Simply it is not fully compatible with controllers, because with the start button it opens the pause menu.My bad! It works flawlessly.
Now all the functions works properly. Even if you can't press backspace with the controller, you can rebind the button using Dynamic controller and it just works.
This seems like a great idea but... every 15 seconds? Isn’t that a bit excessive? Plus, I think NVAC already has a crash save feature that only saves when you actually crash.
Hi, I was wondering if you can make a mod like this mod in Skyrim called Hardcore Mode by Skaar. It actually deletes the save games when you die and it's really cool.
28 comments
I'm 14 hours into testing on this playthrough with only one crash when I first started the game and this is THE way to play TTW IMO. Before I get to the positives, which are many, let me give one warning. It isn't a negative because it is just the way this mod works.
Warning: You need to be cognizant not to sleep in a place that might turn hostile. I'm going to explain my playthrough so far for those interested in trying this mod as a challenge, because it is, but I wanted to highlight that while I was running around getting bobbleheads in the Capital Wasteland I made the mistake of sleeping on a bed in the Paradise Falls barracks. All well and good until I woke up and the entire place was hostile. It did make for a spicy escape but it could easily have been a no-win situation, sort of like waking up next to a Deathclaw. I've slept out in the wild quite a bit and that has never happened, but it does make me consider where I am going to save my game.
Positives:
1. Fallout 4 Survival! Now I have to think about my approach to almost everything. I have to plan routes. I look for beds. I pick up more junk to make items with Survival skills. Absolutely glorious.
2. You will make some epic moments. My favorite so far was running away from a bobble head location with my loot and trying to get back to the closest bed when a firefight broke out between Talon Mercs and some Robots. I was running ahead at night in the dark, weaving left and right to dodge bullets because it doesn't take much to kill you at low level. I noticed a small fire ahead of me through all of the screen blurs from being zapped, explosions, etc when out of nowhere the screen turned white and I was instanuked! Death. The small fire had been a care engine, but it was so dark that I couldn't tell with chaos. It was completely unexpected and just sat there for a minute to let my heart recover. Having a nuke go off in your headphones was superb.
3. 14 hours in and it works flawlessly.
4. I'm not using VATS (self-imposed rule) and I have to think about how I built and how I grow my character. I'm going with Guns, no Melee/Unarmed (makes the game too easy) Sneak/Sniper/Assault. It is TOUGH. Some perks that I use every playthrough are useless. Some perks that I never use are essential. You have to mix it up. Animated Igestibles makes it so that you healing a tactical disadvantage. No fast travel.
The Playthrough so far. The Mod Setup (Stewei's Tweaks) for this Survival Run: (Hard/Survival)
1. TTW (3.3.2a)
2. Functional Post Game Ending
3. Brutal Saving (no crash saves)
4. TTW Backpacks (a must for me in this mode)
5. Animated Ingestibles (and Beverage Fixes)
6. Causal Creatures, Lower Albino HP
7. No Fast Travel
8. Can not open Pipboy in combat (Aid items must be previously hot-keyed)
The rest is preference. Before starting the final quest to leave Vault 101 with Amata I did not Enable Brutal Saving so that I could set Stewie's Tweaks and do all the Mod Configuration that I wanted for the run. This is minor stuff like setting the damage levels for my visor overlay and setting DynaVision to preferences. (Ultra Cool Blue plus some lighting flare)
I enabled Brutal Save and went about starting my playthrough normally. Well, almost normally. With no companions, vats, or melee you are quite squishy and even the first trip to the Super Duper Mart was high drama. Using Stewie's Tweaks I made Agility affect run speed and this along with Sprint allows me to get away from many fights. Notice I said many. Animated ingestibles also does two main things for gameplay, since you have to put your gun away it gives a tactical disadvantage in combat since it takes about 2 seconds to stick your arm with the needle. You can spam these back to back but then you aren't doing damage so if you need to spam them you are likely to not make it out of that particular fight. I have Ice Cold Nuka Colas and Stimpacks as my early game healing items and they both have their animations. I believe in Power Armor there is no stimpack animation, which is fine and feels right because you should be a tank with healing inside your armor (maybe). And with no ability to Fast Travel this makes every trip out and back home something that you can't take lightly. And I'm loving every minute of it. Oh, and if you prebuff with buffout or pyscho there are animations for those as well, so prebuff wisely.
Autosaves are your only backup, and there aren't many of those. I did have to beat Operation Anchorage in one sitting because there is no bed in that simulation, but there is one before you start the simulation so that you can save before and also before Sibley does his thing. I haven't tested out Zeta yet but I THINK there are autosaves in that one. If not it is going to be brutal. The rest of the DLC's are fine. I remember beds in Dead Money, so I'm hoping I'll be able to save there. If not, that one would obviously be the most brutal, especially the end when you get to the vault. I'll respond back here when I finish those DLCs and let you know. I could see Dead Money being a beast depending on how it shakes out.
I've started out the run chasing passive Perk Buffs asap. You need everything you can get with this type of playthrough because the Raiders (Capital Wasteland) and the Super Mutants are very tough in the early to mid game, and that's with the mod that dials them down. I did the Wasteland Survival Guide (Endurance Options), obtained as many bobbleheads as I could get in the Wasteland (All Specials and 75% of the rest) but some of areas are just too tough. Then I hit Grayditch for +1 Strength and Fire Resist. Next I did Operation Anchorage in one sitting with no saves and then used my shiny Powe Armor to run through downtown D.C. to Union Station to get to New Vegas. The Super Mutant with the Rocket Launcher almost ended that trip.
After getting to Good Springs I got Ede then used almost all of the ammo I had to assault Black Mountain to get Raul. It took several different tries as I died a few times and lost Ede a couple of other times. I had 5 rounds of .308 and 20 rounds of 12 gauge shotgun shells left. I was out of hard hitting weapons and had to use handguns to make my way back to Good Springs.
So that's where I am now. I think I'll be in a good position once I get some ammo then I'm going to upgrade Raul and Ede as that doesn't take any combat to accomplish.
In conclusion, I heartily endorse this mod!
Modlist
FalloutNV.esm
DeadMoney.esm
HonestHearts.esm
OldWorldBlues.esm
LonesomeRoad.esm
GunRunnersArsenal.esm
Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
CaravanPack.esm
ClassicPack.esm
MercenaryPack.esm
TribalPack.esm
TaleOfTwoWastelands.esm
YUPTTW.esm
Landscape Texture Improvements TTW.esm
Helmet Overlay.esm
Functional Post Game Ending.esm
DYNAVISION 3.esm
HUD Caps.esm
Functional Post Game Ending - TTW Patch.esm
oHUD.esm
Brutal Saving - No Crash Save.esp
Root 'n Loot.esp
Atmospheric Lighting Tweaks TTW.esp
TTWCollectiblesThePitt.esp
SquadRadio.esp
QwibNewBackpacks.esp
ValenceRedux.esp
QwibNewBackpacksTTWAddon.esp
TTWFixedAA.esp
AC_BeverageFixes.esp
Centered 3rd Person Camera - Unraised.esp
Diagonal movement.esp
Stash Organizer.esp
Animated Ingestibles.esp
TTW - Megaton Lighting Overhaul.esp
TTW Enemy Damage Rebalance.esp
LootMenu.esp
RAD_RaulAsDannyOverhaul.esp
Dreaming NVRE.esp
Mojave Nights.esp
TTWCasualCreatures.esp
Lower albino health.esp
TTWCollectiblesBobbleheads.esp
TTWTransportalponderEx.esp
TTWCollectiblesKellerHolotapes.esp
TTWCollectiblesZeta.esp
TTWCollectiblesAnchorage.esp
JustAssortedMods.esp
The Mod Configuration Menu.esp
DarNifiedUINV.esp
JIP Improved Recipe Menu.esp
Allow the opening of the pause menu. I know it’s to prevent loading your previous save state, but since killing yourself allows the same thing, it seems like an unnecessary and clunky extra step. You could just grey out the saving button in the menu and nothing would be lost.
Also I don’t know how the manual saving overwrite works, but does it take account multiple characters? It would be cool if you could make multiple characters that don’t overwrite one manual save, but instead all have their own separate saves.
Just my two cents, quality mod otherwise.
Is it possible to deactivate this?
I don't want anything to be saved automatically.
But I don't want the game to generate a crash save every 60 seconds without crashing.
Please don't misunderstand, i find your mod very interesting but i don't like automatic saves.
I even use this mod against hidden auto-saves.
Make sure you don't have more than 1 version of Brutal Saving activated. Also, did you select "Yes" when the menu prompt came up? One way you might be able to fix this is uninstall Brutal Saving, make a save with Brutal Saving NOT installed, and then re-install Brutal Saving. This may clear the quests and variables, restoring functionality. My guess is this problem is either caused by a mod incompatibility (NV tick fix or iStewie's tweaks come to mind) or it was an error when you switched to the new version, which has the same file name and same function names, but different properties. If all else fails, try starting a brand new game and see if the issue is still present. If the issue is not present in a brand new game, then some kind of redundancy error happened when you updated from the previous version of Brutal Saving.
P.S.: Tried to a new game and I can still save manually even after removing and reinstalling the mod
P.S.S: there is no incompatibility with tick fix and istewie. Simply it is not fully compatible with controllers, because with the start button it opens the pause menu.My bad!
It works flawlessly.
it would be perfect if this were limited to 1 manual save but three is functionally the same
https://www.nexusmods.com/skyrim/mods/57269