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NEW SOT ADDED FEATURES:
New save triggers with mcm menu toggles:
1) On location change 2) On Weapon Drawn 3) On Weapon put away 4) When spell casting (10 minute cooldown to avoid spamming engine) 5) debug mode with notifications to see if new features are working 6) added missing seq file 7) added needed dependency on skyrim and update masters 8) source scripts now included, they were missing. Had to reverse engineer them with champolion and then fix the functions and events.
Notes:
1) On Location Change has some quirks, best described by the creation kit notes: A) Keep in mind that Locations can be large groups of multiple cells, sometimes including numerous interior and exterior cells. As a result, this event may not be ideal for use as a general purpose cell movement tracker. B) The vast majority of Skyrim's exterior cells are wilderness and as such they do not have locations attached to their form. As result, this Event will return none for all wilderness cells that do not have location.
2) The save on spell cast feature has a 10 minute real time cool down. This avoids spamming the engine. Its meant as another trigger for saving at the start of a battle.
As I understand it, it leads to 'skipped' auto-save events. For example, If I set the auto-save timer to 3 min. and have "do not save in a fight" option turned on, when the time to make an auto-save comes, and I'm in battle, the auto-save just doesn't happen. And if after 6 min. I'm in another fight, the auto-save also doesn't happen. This can lead to a lot of skipped auto-saves with a lot of lost game time. I suggest doing it like this:
Event OnUpdate() Timer += self.UpdateDelay if self.ShouldAutoSave() self.Save(false) self.RegisterForSingleUpdate(self.UpdateDelay) else self.RegisterForSingleUpdate(30.0);it will check every 30 sec. for the changes in conditions, for example, if the fight is finished or not endIf endEvent
This way the saves wouldn't be skipped.
1.0 - Initial release
1.1 - adds two more mcm controlled triggers for saving: after sleeping and after fast traveling.
1.11 - just a name fix.
1.2 - major bug fix. All original mod features were unchangeable in the mcm menu. Result of reverse engineering scripts with champolion. It added weird stuff to the mcm menu, and in so doing broke all the menu options on the left side of the menu , and the number of saves option on the top right. Once I figured out what was wrong it was easy to fix. But that was like two hours. Sigh. Mod should be golden now. Will wait another 24 hours. then release a esl version. Upgrading from 1.1 or 1.11 to 1.2 is safe. Just overwrite files.
Hi, this looks great. I have tested the real auto saves and still get those short freezes while saving. Is that because of script lag?
I am looking for a mod which saves my game using rotational saves, ideally vanilla auto saves and does not freeze my game ever so often. I was hoping that this mod which uses real auto saves is the answer, but it seems like it is not the case. Is that my fault for running the game at 30 fps ion a lower power machine. or is that simply the nature of how Skyrim's saves work? I don't blaame you for this, I love all your mods, just curious :)
So far, my favorite. Just to say that if you activate the sleep save option using NPC AI Process Position Fix - NG, a system error message will appear and it will CTD after sleep.If you disable the sleep save option, everything will work fine.
I ditched SkyrimSafeSave System Overhaul for Tony's version of CASM and will never look back. It's smooth, light, and works great. I use both the autosaves and the quicksaves that come with the mod. I love the rotating saves and the fact that it works with AE.
Small caveats: As stated somewhere in the comments, don't use the Real Autosaves option. Also, you have to press "T" and "Show All Saves" at the save menu in order to find the saves this mod creates.
EDIT: Came back to append my post to say that Skyrim SafeSave System Overhaul v2 is a dang good step up from its previous version.
Hello everyone, i was using this mod for a very long time but 2 days ago i made some updates to some mods and now the quicksave don't work ... the button works since i get a small stutter when i press it and i also updated my game to the last version ( was holding this update because i was using a lot of mods for the old version ) so can anyone help me in fixing this ? any help will be apreciated.
Has anyone been able to get this working along with the 1.5.97.0 downgrade patcher? This mod does not show up in MCM for me.
Edit: Found an older post with the same issue who mentioned that it takes a while for the MCM to load, and that's exactly what was going on. Waited around in-game for a couple minutes and the MCM registered.
I was forced to delete my save file's .SKSE file (because something went wrong with other mods, corrupting the .SKSE file, causing a CTD on load) and ever since, the MCM for this mod disappeared. I was hoping Jaxon's MCM kicker would fix it, but it couldn't. Is there anything else I can try to get the MCM to appear (also tried "setstage Ski_Configmanagerinstance 1" prior to Jaxsons MCM kicker) ?
just a headsup that if you make a character with a name that contains a character that windows does not support the quick save and quick load function won't work. i had a character named ":O" and was unable to use this mod until i changed my name to something normal in the racemenu.
I was looking for a program to help me with my saves when I ran across this mod. I have a save folder that's 46GB, I need to clean it out and I haven't had a save manager yet. So my first question is if I install this mod and set it at 5 saves, will it automatically delete all the other saves for that character that I already have?
My saves are also sort of broken. The game no longer saves them all together for each character. So if I have to find the latest save to load, I have over 20 save lists for my current character. So when I'm scrolling through the main list I see 26 saves with my character name, and each one has a small list of saves when I click on it. I hope that makes sense. The question is will this have problems with a game that doesn't keep the characters saves grouped together?
I know I have to reinstall my game. I want to put it back on my SSD, it's on my HDD now with really long load screens. But before I move it back to my SSD which will require a reinstall I have to make room for it, and cleaning out all those old saves is a big part of that.
Please let me know on those 2 questions. I would normally just install & experiment but it's late and I need sleep :)
131 comments
https://www.patreon.com/SandsofTime
NEW SOT ADDED FEATURES:
New save triggers with mcm menu toggles:
1) On location change
2) On Weapon Drawn
3) On Weapon put away
4) When spell casting (10 minute cooldown to avoid spamming engine)
5) debug mode with notifications to see if new features are working
6) added missing seq file
7) added needed dependency on skyrim and update masters
8) source scripts now included, they were missing. Had to reverse engineer them with champolion and then fix the functions and events.
Notes:
1) On Location Change has some quirks, best described by the creation kit notes:
A) Keep in mind that Locations can be large groups of multiple cells, sometimes including numerous interior and exterior cells. As a result, this event may not be ideal for use as a general purpose cell movement tracker.
B) The vast majority of Skyrim's exterior cells are wilderness and as such they do not have locations attached to their form. As result, this Event will return none for all wilderness cells that do not have location.
2) The save on spell cast feature has a 10 minute real time cool down. This avoids spamming the engine. Its meant as another trigger for saving at the start of a battle.
1.7 - fixed manual save key not working, broken in 1.6
1.6 - fixes broken autosave timing, thanks to user cantorsdust for fix! kudos to him! And rdellaripa for the tip.
1.5 - Added new cool down feature, where you can set a delay before next save from 1 to 30 minutes. Suggested by GioGR.
1.4 - fixed bug not allowing timed auto save to work
1.3 - VanKorno gracefully submitted a bug fix that has been implemented. In his own words:
Hi! There is a "bug" to fix...
Event OnUpdate()
Timer += self.UpdateDelay
if self.ShouldAutoSave()
self.Save(false)
endIf
self.RegisterForSingleUpdate(self.UpdateDelay)
endEvent
As I understand it, it leads to 'skipped' auto-save events. For example, If I set the auto-save timer to 3 min. and have "do not save in a fight" option turned on, when the time to make an auto-save comes, and I'm in battle, the auto-save just doesn't happen. And if after 6 min. I'm in another fight, the auto-save also doesn't happen. This can lead to a lot of skipped auto-saves with a lot of lost game time.
I suggest doing it like this:
Event OnUpdate()
Timer += self.UpdateDelay
if self.ShouldAutoSave()
self.Save(false)
self.RegisterForSingleUpdate(self.UpdateDelay)
else
self.RegisterForSingleUpdate(30.0);it will check every 30 sec. for the changes in conditions, for example, if the fight is finished or not
endIf
endEvent
This way the saves wouldn't be skipped.
1.0 - Initial release
1.1 - adds two more mcm controlled triggers for saving: after sleeping and after fast traveling.
1.11 - just a name fix.
1.2 - major bug fix. All original mod features were unchangeable in the mcm menu. Result of reverse engineering scripts with champolion. It added weird stuff to the mcm menu, and in so doing broke all the menu options on the left side of the menu , and the number of saves option on the top right. Once I figured out what was wrong it was easy to fix. But that was like two hours. Sigh. Mod should be golden now. Will wait another 24 hours. then release a esl version.
Upgrading from 1.1 or 1.11 to 1.2 is safe. Just overwrite files.
I have tested the real auto saves and still get those short freezes while saving.
Is that because of script lag?
I am looking for a mod which saves my game using rotational saves, ideally vanilla auto saves and does not freeze my game ever so often.
I was hoping that this mod which uses real auto saves is the answer, but it seems like it is not the case.
Is that my fault for running the game at 30 fps ion a lower power machine. or is that simply the nature of how Skyrim's saves work?
I don't blaame you for this, I love all your mods, just curious :)
Small caveats: As stated somewhere in the comments, don't use the Real Autosaves option. Also, you have to press "T" and "Show All Saves" at the save menu in order to find the saves this mod creates.
EDIT: Came back to append my post to say that Skyrim SafeSave System Overhaul v2 is a dang good step up from its previous version.
Edit:
Found an older post with the same issue who mentioned that it takes a while for the MCM to load, and that's exactly what was going on. Waited around in-game for a couple minutes and the MCM registered.
Thanks Tony!
I was looking for a program to help me with my saves when I ran across this mod. I have a save folder that's 46GB, I need to clean it out and I haven't had a save manager yet. So my first question is if I install this mod and set it at 5 saves, will it automatically delete all the other saves for that character that I already have?
My saves are also sort of broken. The game no longer saves them all together for each character. So if I have to find the latest save to load, I have over 20 save lists for my current character. So when I'm scrolling through the main list I see 26 saves with my character name, and each one has a small list of saves when I click on it. I hope that makes sense. The question is will this have problems with a game that doesn't keep the characters saves grouped together?
I know I have to reinstall my game. I want to put it back on my SSD, it's on my HDD now with really long load screens. But before I move it back to my SSD which will require a reinstall I have to make room for it, and cleaning out all those old saves is a big part of that.
Please let me know on those 2 questions. I would normally just install & experiment but it's late and I need sleep :)
Thanks
will add to your grief.