Great mod! I can't imagine being without it anymore. And after using it for about 6 months, I found a few inconveniences for me, so I made a slightly modified version. The following changes have been made: * Reset the autosave timer to 0 seconds after a quick save * Added an option to wait for quick saving to be available after loading * Disabled autosave while the player is in an uncontrollable state via the DisablePlayerControls command * Disabled autosave during certain scenes in mods (Lovers and My Pose Mod) * Fixed a minor issue that caused OBSE save games to bloat slightly. * Fixed an issue where quick save and quick load could not be used properly after reloading a saved game. * Fixed an issue where quick load could load a saved game that was not the last saved game.
Since CakeeMaster stated that he was losing his mod making environment, I released this modified version instead of making a request. If you have any issues with that, please let me know and I will take it down. @CakeeMaster
The mod is free (open source), you can do modify and distribute it however you like so long as you credit me and allow modifications under identical terms (see the license for more info).
In any case thanks, I’ve been meaning to make at least the first change for a while now. I do plan to eventually release a new version, which will likely incorporate at least some of these changes, but not in the near future probably.
Thank you for the reply! Don't worry about the Permissions and Credits, as I have met all the requirements.
Oh I just realized that I forgot to include the script source, so I have included it now. If you update it in the future, I would be happy if you could incorporate some of my changes.
Hi again. I found a few other things that needed fixing, so I have made some updates. Additionally, after reading through some other comments, I remembered a few things that I forgot to mention as changes in v1, so I added them.
The following changes have been implemented in this update: * Modified the Quick Load/Quick Save controls to be disabled again if they fail to disable by the DisableControl command (in case these controls are enabled by other mods). * Minor optimization to the quick save process.
In my case, with a large number of mods installed, re-disabling the controls resolved the problem of crashing during quick load, but I am uncertain about the actual cause of the crash. Why were the controls enabled? ...There are many possible causes, in my Oblivion. I was unable to fix the crash that occurs when attempting to quick load right after starting the game, but this should not be a major problem.
I have a modding setup now, and took a quick look at your version. Hopefully I'll have some free time soon and I can work a new version which will integrate your changes in one way or another, use modern xOBSE features and cleanup the scripts a bit.
BTW, the crash when quickloading right after starting the game is probably caused by the post load game script running before the main script. Since there is a small delay after loading the game before scripts start running, it might be that attempting to quickload too fast on a save which has the mod will cause the game to attempt running the post load game event handler script before the main script, which then in turn might cause a crash when the event handler script tries to initialize some values from the main script. This is all just a guess, but if I'm correct then I'm not sure this can be fixed unfortunately (although it is a minor issue honestly).
Glad to hear that! It's best to have you improve the mod yourself. My changes can be used in any way that suits you. When your mod is updated, I'll remove my modified version so as not to cause any confusion. I'm excited to see the new version of your mod! I think that's probably the case. I would have liked to investigate if there was any solution, but I'm satisfied with what I've done so far.
I released the update. Not every change you made was incorporated, because for some I didn't understand their point and didn't notice any effect when testing. I didn't include the various workarounds for controls being re-enabled since I am of the opinion that those are issues with other mods, and making my mod more complex to fix them will only lead to issues in the long run. They are now disabled on every load, at least. I didn't include the option to wait before quicksaving is available, because I don't see the utility in it. BTW, not sure if I fixed this or this just didn't affect me, but I couldn't reproduce the crash when quickloading right after starting the game with the new version. In general the quicksave/quickload mechanisms work much better now due to using event handlers to handle the key presses.
Hi. I tried your new version, and it works perfectly fine with a setup similar to the vanilla for testing. It responds quickly to key inputs and is very comfortable to use. Thank you! In my case, the crash was caused by other mods re-enabling controls, resulting in a conflict between Better Saves and the vanilla quickload. This issue persists even in the new version 2.0 of Better Saves. I managed to address it by modifying the code myself, but if other users report similar problems in the future, it would be helpful if you could let them know about it (I don't have the motivation to identify the specific mod causing the issue since I have a large number of mods installed...). Anyway, I was relieved when you removed that part of my code because it was a bit messy. The purpose of that feature was to prevent accidental quick saves during the initialization process of other mods. However, I created it as a precaution, and ultimately, I don't know if it could lead to corrupted save games or similar issues.
I'll update the description with some information soon. BTW, does this issue still occur if you disable the controls every time the script runs? I don't mind including that as a workaround. I can see the utility in that, however the mod already allows you to keep multiple saves exactly for weird/rare situations like that, so I still don't think I'll add it. Also, in my experience with various mod setups across the years I've never experienced any issues with that.
In my mod setup, it seems that control is re-enabled after the initialization process of Better Saves. Simply disabling it within GetGameLoaded or GetGameRestarted does not seem to solve the issue.
One possible solution is to constantly run DisableControl in GameMode (at intervals of 1 second using fQuestDelayTime). However, this may be considered a somewhat forceful approach to resolving the problem.
The most desirable solution would be to identify the problematic Mod myself, but unfortunately, I lack the motivation to do so. I hope you can understand.
"* Fixed an issue where quick save and quick load could not be used properly after reloading a saved game. * Fixed an issue where quick load could load a saved game that was not the last saved game."
Any chance you'd be able to the same thing for the mod Simple Saves Plus? https://www.nexusmods.com/oblivion/mods/51122
wefalltomorrow Sorry, but I don't have any intention of making changes to a mod that I'm not personally using, so I can't help you with that. If Simple Saves Plus works similarly to Better Saves, the information from the previous comments might be helpful. It would be best to relay that information to someone who is knowledgeable about the mod.
This will probably be my final report. Since then, I have installed a mod that repeatedly disables control after loading, but by incorporating your method and executing DisableControl every second, I was able to fundamentally resolve the issue of double loading. During the process, I made a discovery that if Better Saves doesn't check the state with IsControlDisabled before calling DisableControl, it causes stuttering in the game. Please take note of this when working on the next update for your Mod. I apologize for taking up your time for so long. Thank you once again for your support, CakeeMaster!
hey guys, I tried installling Better Saves or Simple Saves Plus, I have the same problem, when I load my savegame, any key will trigger a save, I cannot use z/s/q/d, escape.. The character doesnt move, the game fades to black to save for example and it does this with any keyboard key.So I have a ton save files created. Basically forced to alt+ctrl+del to get out of the game Any thoughts why this happens?
Started a new game (wont let me load my save obviously) and the same problem still occurs without anything activated.... I have a desktop computer, I tried putting the mod higher in Load order, and at the bottom I tried Simple Save Plus and it is the EXACT same problem ; Any Key I press will generate a save
Have you ever thought about adding some of the features of the New Vegas mod CASM to this mod, like having an autosave happen when discovering a new location for example?
I'm considering removing this mod in favor of Migck's miscellaneous fixes in an attempt to cut back on My load order, however I'm still in a playthough I don't want to abandon. I know you're not really supposed to remove mods in a playthrough, but in most cases I've not experienced many issues doing this so long as I'm cautious- I was just wondering what the risk factor was of long term issues that could arise from uninstalling this one for a character- since it directly interacts with the save functions and I've not messed with mods of this nature very much.
EDIT: Correction- I've tested this again and uninstalling was fine for my saves this time. Not sure what went wrong that first time, but so far as I can tell now it's fine to uninstall this mod in a playthrough. As fine as uninstalling any mods in a playthrough, anyway. :P and yes- it is a bad idea lol, but I live foolishly dangerously!
follow-up to a follow up- I gave Migck's save system an honest shot for a good while and it honestly sucks. :v It annoyingly prevents you from quicksaving in combat (despite the mod adding multiple quicksaves) and the quickload function crashes the game to desktop, on purpose apparently for some bizzare reason. Don't recommend that one, your work in this department is vastly superior CakeeMaster!
All that research and I'm switching back to Better saves anyway lol. Se la Vie
FYI, the mod AOG Overhaul has all these types of save settings in one of its files, "AoG - Misc Setting.ini", and they're all on by default. All those options need to be disabled if you're using Better Saves. And since AOG is an overpowering overhaul and its 2 esps go directly above the bashed patch and also below it as the absolute last esp in your order, just to be safe you should put the Better Saves esp even below that, dead last. That way there's no chance of AOG messing with what Better Saves does.
Honestly I don’t think load order matters at all with this mod, although I have no experience with AOG. Although it also should be completely fine to place it last in the load order since the bashed patch won’t do anything with it anyway.
AOG is one of the best mods ever, but its main flaw is that it tries to do too much, including handle save options. I think it's probably best to turn those options off and use a dedicated mod like Better Saves. Where the esp goes probably doesn't matter, but placing it last ensures no AOG or any other mod's interference.
This means the mod doesn’t properly destroy unneeded string variables. I’ll need to look at the code to be sure but I probably just forgot about it and it never caused any issues so I didn’t realize it was a potential problem. The only bad side effect (AFAIK) of not destroying these variables is that the save file would get a bit larger than it needs to be. However, assuming they are implemented in a sane way in OBSE (as string vars are an OBSE addition), even thousands of these variables should take up barely any disk space (likely measured in kilobytes at most).
I’ll fix this eventually though, in any case.
Edit: FWIW I had a heavily modded playthrough of 80+ hours in the past with this mod (obviously) and my saves didn’t get extremely big or anything like that.
Right now my save game is 8mb , i think thats a lot but i havent had any problems in this playthrough so far and mind that i have save every 6 minutes and i have around 900 saves (125 hrs).its good to wait 3 days reguraly so the cells reset,i noticed this makes the save reduce in size a bit. I actually deleted the mod to use the modified version on the comments i took the risk to delete mid playthrough as in the original mod sometimes when i pressed the save buttom, sometimes it was working and sometimes it was quicksaving, a problem that i don't have in the version in the comments...after i switched version this doesnt show up any more on obse.log although i think in time it will show up. Also i have a question,what is the reason that the mod takes some time after a cell change to start saving manually instead of quicksave?
As is written in the description, scripts only start running a short delay after loading.
Also 8mb is definitely not a lot for a 125 hour save (and this mod probably only accounts for a very very small portion of those 8mb). And while I haven’t looked at the version posted in the comments, this issue will likely happen with it as well since he didn’t mention fixing it.
The version posted in the comments does in fact fix this issue. Also, I'll probably post a new version soon, I have a modding setup now, just a bit busy at the moment so I'm not sure when I'll get around to it.
Is this the mod causing a save to happen after every combat? I'm not using Link as I just upgraded from older version. I have a normal hard drive and I know when I killed the last enemy because the screen briefly freezes as it saves.
IIRC the mod delays timed saves until they can be performed - so if a save should be created during combat (or while you're falling for example) it would instead be created right afterwards.
210 comments
This mod also replaces quicksaves and quick load.
modified version.The following changes have been made:
* Reset the autosave timer to 0 seconds after a quick save
* Added an option to wait for quick saving to be available after loading
* Disabled autosave while the player is in an uncontrollable state via the DisablePlayerControls command
* Disabled autosave during certain scenes in mods (Lovers and My Pose Mod)
* Fixed a minor issue that caused OBSE save games to bloat slightly.
* Fixed an issue where quick save and quick load could not be used properly after reloading a saved game.
* Fixed an issue where quick load could load a saved game that was not the last saved game.
Since CakeeMaster stated that he was losing his mod making environment, I released this modified version instead of making a request. If you have any issues with that, please let me know and I will take it down.
@CakeeMaster
In any case thanks, I’ve been meaning to make at least the first change for a while now. I do plan to eventually release a new version, which will likely incorporate at least some of these changes, but not in the near future probably.
Oh I just realized that I forgot to include the script source, so I have included it now. If you update it in the future, I would be happy if you could incorporate some of my changes.
The following changes have been implemented in this update:
* Modified the Quick Load/Quick Save controls to be disabled again if they fail to disable by the DisableControl command (in case these controls are enabled by other mods).
* Minor optimization to the quick save process.
In my case, with a large number of mods installed, re-disabling the controls resolved the problem of crashing during quick load, but I am uncertain about the actual cause of the crash. Why were the controls enabled? ...There are many possible causes, in my Oblivion.
I was unable to fix the crash that occurs when attempting to quick load right after starting the game, but this should not be a major problem.
Hopefully I'll have some free time soon and I can work a new version which will integrate your changes in one way or another, use modern xOBSE features and cleanup the scripts a bit.
BTW, the crash when quickloading right after starting the game is probably caused by the post load game script running before the main script. Since there is a small delay after loading the game before scripts start running, it might be that attempting to quickload too fast on a save which has the mod will cause the game to attempt running the post load game event handler script before the main script, which then in turn might cause a crash when the event handler script tries to initialize some values from the main script.
This is all just a guess, but if I'm correct then I'm not sure this can be fixed unfortunately (although it is a minor issue honestly).
It's best to have you improve the mod yourself. My changes can be used in any way that suits you. When your mod is updated, I'll remove my modified version so as not to cause any confusion.
I'm excited to see the new version of your mod!
I think that's probably the case. I would have liked to investigate if there was any solution, but I'm satisfied with what I've done so far.
Not every change you made was incorporated, because for some I didn't understand their point and didn't notice any effect when testing.
I didn't include the various workarounds for controls being re-enabled since I am of the opinion that those are issues with other mods, and making my mod more complex to fix them will only lead to issues in the long run. They are now disabled on every load, at least.
I didn't include the option to wait before quicksaving is available, because I don't see the utility in it.
BTW, not sure if I fixed this or this just didn't affect me, but I couldn't reproduce the crash when quickloading right after starting the game with the new version. In general the quicksave/quickload mechanisms work much better now due to using event handlers to handle the key presses.
In my case, the crash was caused by other mods re-enabling controls, resulting in a conflict between Better Saves and the vanilla quickload. This issue persists even in the new version 2.0 of Better Saves. I managed to address it by modifying the code myself, but if other users report similar problems in the future, it would be helpful if you could let them know about it (I don't have the motivation to identify the specific mod causing the issue since I have a large number of mods installed...).
Anyway, I was relieved when you removed that part of my code because it was a bit messy.
The purpose of that feature was to prevent accidental quick saves during the initialization process of other mods. However, I created it as a precaution, and ultimately, I don't know if it could lead to corrupted save games or similar issues.
I don't mind including that as a workaround.
I can see the utility in that, however the mod already allows you to keep multiple saves exactly for weird/rare situations like that, so I still don't think I'll add it. Also, in my experience with various mod setups across the years I've never experienced any issues with that.
One possible solution is to constantly run DisableControl in GameMode (at intervals of 1 second using fQuestDelayTime). However, this may be considered a somewhat forceful approach to resolving the problem.
The most desirable solution would be to identify the problematic Mod myself, but unfortunately, I lack the motivation to do so. I hope you can understand.
I don’t see a reason this should cause any issue.
* Fixed an issue where quick load could load a saved game that was not the last saved game."
Any chance you'd be able to the same thing for the mod Simple Saves Plus? https://www.nexusmods.com/oblivion/mods/51122
Sorry, but I don't have any intention of making changes to a mod that I'm not personally using, so I can't help you with that.
If Simple Saves Plus works similarly to Better Saves, the information from the previous comments might be helpful. It would be best to relay that information to someone who is knowledgeable about the mod.
Since then, I have installed a mod that repeatedly disables control after loading, but by incorporating your method and executing DisableControl every second, I was able to fundamentally resolve the issue of double loading. During the process, I made a discovery that if Better Saves doesn't check the state with IsControlDisabled before calling DisableControl, it causes stuttering in the game. Please take note of this when working on the next update for your Mod. I apologize for taking up your time for so long.
Thank you once again for your support, CakeeMaster!
Any thoughts why this happens?
I have a desktop computer, I tried putting the mod higher in Load order, and at the bottom
I tried Simple Save Plus and it is the EXACT same problem ; Any Key I press will generate a save
Its obviously in conflict with something...
I know you're not really supposed to remove mods in a playthrough, but in most cases I've not experienced many issues doing this so long as I'm cautious- I was just wondering what the risk factor was of long term issues that could arise from uninstalling this one for a character- since it directly interacts with the save functions and I've not messed with mods of this nature very much.
EDIT:
Correction- I've tested this again and uninstalling was fine for my saves this time.
Not sure what went wrong that first time, but so far as I can tell now it's fine to uninstall this mod in a playthrough. As fine as uninstalling any mods in a playthrough, anyway. :P
and yes- it is a bad idea lol, but I live
foolishlydangerously!It annoyingly prevents you from quicksaving in combat (despite the mod adding multiple quicksaves) and the quickload function crashes the game to desktop, on purpose apparently for some bizzare reason. Don't recommend that one, your work in this department is vastly superior CakeeMaster!
All that research and I'm switching back to Better saves anyway lol. Se la Vie
Although it also should be completely fine to place it last in the load order since the bashed patch won’t do anything with it anyway.
Loading strings
WARNING: substantial numbers of string variables exist for the following files (may indicate savegame bloat):
FormID Finder4.esp (161 strings)
BetterSaves.esp (136 strings)
I’ll need to look at the code to be sure but I probably just forgot about it and it never caused any issues so I didn’t realize it was a potential problem.
The only bad side effect (AFAIK) of not destroying these variables is that the save file would get a bit larger than it needs to be. However, assuming they are implemented in a sane way in OBSE (as string vars are an OBSE addition), even thousands of these variables should take up barely any disk space (likely measured in kilobytes at most).
I’ll fix this eventually though, in any case.
Edit: FWIW I had a heavily modded playthrough of 80+ hours in the past with this mod (obviously) and my saves didn’t get extremely big or anything like that.
I actually deleted the mod to use the modified version on the comments i took the risk to delete mid playthrough as in the original mod sometimes when i pressed the save buttom, sometimes it was working and sometimes it was quicksaving, a problem that i don't have in the version in the comments...after i switched version this doesnt show up any more on obse.log although i think in time it will show up.
Also i have a question,what is the reason that the mod takes some time after a cell change to start saving manually instead of quicksave?
Also 8mb is definitely not a lot for a 125 hour save (and this mod probably only accounts for a very very small portion of those 8mb).
And while I haven’t looked at the version posted in the comments, this issue will likely happen with it as well since he didn’t mention fixing it.
Thanks very much
Also, I'll probably post a new version soon, I have a modding setup now, just a bit busy at the moment so I'm not sure when I'll get around to it.
I don't like the message.
great mod works perfectly, for anyone wondering on downloading or not.
I have a normal hard drive and I know when I killed the last enemy because the screen briefly freezes as it saves.