Same for GOG version, in case anyone wants to know. I found the IE mod earlier today when this was just causing the game to crash.. It's not a checkbox though it. It's at the bottom section of the IE Mod options where it says "Resolution" with the drop down menu. I hate forced auto-saving especially in games like this where it can happen very frequently. I am new to SSD's so a bit paranoid about too many writes.
Sadly does not work, crashes the game Steam v.3.7.0.1318 Unbelievable that a game like this doesn't have an option to turn off its three different autosaves
I don't understand why the notion of forced autosaves has become a thing but it drives me nuts. "We're gonna clutter up your load menu while extending the time scene transitions take by saving EVERY TIME YOU ENTER OR LEAVE A BUILDILNG OR MAP. And as a bonus, the saves get longer as you approach the end! You're welcome~!"
This may no longer work but I appreciate it all the same.
Wanted to extend many thanks for this amazing mod! If you wouldn't mind me asking, how do you go about setting up an IDE or Unity to work with Pillars for modding purposes? More specifically, I'd love to re-produce this mod for personal use (or public with full credit/attribution to you) as it seems your time is being spent elsewhere, and I'd love an updated version of this mod. The autosave-enhanced load times are killing me.
For anything more complicated, I'd really recommend going the IE Mod route straight from the start. But here's how I'm doing it.
You don't need to set up Unity for this. Much of the game logic you'd be interested in modifying is in Assembly-CSharp.dll, which is a .NET binary. For a very small mod like this, you can "simply" use a .NET decompiler and an assembly editor. I'm using JustDecompile (http://www.telerik.com/products/decompiler.aspx) and Reflexil, which you can download as a plugin inside JustDecompile.
Open Assembly-CSharp.dll in the decompiler and look at the game code. What I've done here is modify the finalizeLevelLoad-method in the GameState class (inside the default namespace). I removed the opcode for the autosave call and recompiled the binary with Reflexil. The plugin also supports writing C# instead of modifying the assembly. The procedure is not very difficult at all if you understand what you're doing, but understanding it might be another matter entirely if you don't have programming experience
(feel free to PM, just thought others might be interested as well)
Thank you very much for this exceptionally detailed insight. I went a slightly different route using Bester's PoE Modding Framework. It was confusing but I managed a hobgoblin version of your amazing mod haha. I'm an amateur programmer at best. I'd fully agree IE Mod is the way to go. Havn't look into it fully as yet and I was a bit impatient (ended up with an interim mod between your updates: http://www.nexusmods.com/pillarsofeternity/mods/45/?) .
Could you arxarx or crunchynut add a no auto-saving option to IE Mod through the git? While Bester stopped working on it he handed the reins to bwallace and he's doing constant development. It would be cool if all dll mods were compatible.
I've actually integrated a no-autosave UI option on a private build based on bester's framework. Yet to get around hooking it up with the repository and getting the permission to do so. It works but it's based on IE Mod 4.7 (current IE Mod version is 4.10) but it shouldn't be any trouble updating it. Works even on the steam 1.04beta builds (1.0.3.0534).
It already works with GoG version - the CSharp.dll file is the same for all windows distribution platforms. Been using all 3 versions released with my GoG edition.
37 comments
Unbelievable that a game like this doesn't have an option to turn off its three different autosaves
This may no longer work but I appreciate it all the same.
And still the devs insist on this autosave shit.
PM me anytime.
Thank you in advance!
-Crunchy
You don't need to set up Unity for this. Much of the game logic you'd be interested in modifying is in Assembly-CSharp.dll, which is a .NET binary. For a very small mod like this, you can "simply" use a .NET decompiler and an assembly editor. I'm using JustDecompile (http://www.telerik.com/products/decompiler.aspx) and Reflexil, which you can download as a plugin inside JustDecompile.
Open Assembly-CSharp.dll in the decompiler and look at the game code. What I've done here is modify the finalizeLevelLoad-method in the GameState class (inside the default namespace). I removed the opcode for the autosave call and recompiled the binary with Reflexil. The plugin also supports writing C# instead of modifying the assembly. The procedure is not very difficult at all if you understand what you're doing, but understanding it might be another matter entirely if you don't have programming experience
(feel free to PM, just thought others might be interested as well)
Thank you for your ongoing support for this mod!
Sneak Peak: http://i.imgur.com/KYSx5VI.jpg
Can you make this for GoG version too?
It already works with GoG version - the CSharp.dll file is the same for all windows distribution platforms. Been using all 3 versions released with my GoG edition.
The game just get updated to v1.0.3.0530, can you update the file?
Thanks in advance.