http://skyrim.nexusmods.com/mods/35429
http://skyrim.nexusmods.com/mods/35429
I don't normally use autosaves, but may well make an exception with this
Thanks B1gBadDaddy.
The next REV will have a setting that will prevent some of the more elaborate secondary condition and state tests to make this even more efficient with only a very tiny lose of accuracy. But as it is now it is very light weight.
Is it one set of "Savvy Saves" across all characters? Or does it do something like "Character Name - Savvy Save [1 - 8]"?
Looks great though.
Great stuff! Really useful with a mod-heavy set up where a CTD is always around the corner
One suggestion: don't count the trades with followers or owned horse inventories (if you use a horse mod that gives horses inventories).
I would bet THIS autosave mod would have a great chance to avoid said "issues".
Try it and see.
But yes I will be putting in the optional nag feature as well.
great mod, duke. congrats.
the way im thinking about this mod is that i look at it as a way to "work" for my saves. your mod can turn "saving" into a gameplay mechanic and not just a backup feature. the way i see it is that i really try to avoid saving myself and only let your mod autosave for me. with THIS mod it's really cool because it tells me how close i am to saving and i can tweak it to my liking to get a good result - my state of mind while playing is - "i have to survive just 2 more enemies to get a save", or "i just need to travel a few more yards" etc.
the only thing i am wondering if you can include in the tweaking file are these options:
1) "how far you need to travel for the mod to add points". meaning that in the "Exterior Egress Pts" section it says you need to travel 400 feet. i wish we could have an option to set the 400 feet to be whatever we want. i havent tested the mod thoroughly enough to even know if 400 is too much or too little, but i am sure that this is something that could be really great if we could control it! but it's not a big deal if it's too little, since in this case i could tweak it to add only a small amount of points. but if it's too far than it's a shame and there's nothing i can do about it. same goes for interior travel.
2) "points per kill" (maybe dependent on the enemy's and the player's skill). right now every kill grants a really tiny amount of points, which is completely insignificant IMO. 3 points per kill for a lvl 53 character is nothing compared to the 1000 points one needs to save. even a stealth kill is 30. that's also nothing. its meaningless.
i set the modifier of kill to 8000 from 200 so now i get about 150 points per kill , which means i "deserve" a save every 7 kills, give or take, and i set the stealth kills to X3, which made sense to ME. however the fact that the amount of points i get per kill dependent on my character's level is somewhat annoying, cuz it means that the number 8000, that works for my lvl 53 character is fine, but if i was a lvl 10 character it means every kill grants a 800 points, which is too much. it scales up too much, IMO.
so what i wonder if can be added is a way to add a certain amount of points that is either completely fixed (for example - every kill you make, not matter what, grants 200 points, for example) OR a system that takes the level of the enemy and the level of the player into consideration. so killing an enemy that is just your lvl is , say, 300 points(base value). killing an enemy that is half your level is only 150. killing an enemy that is twice your level is 600. something like that.
3) "reach another outdoor location". every time the player comes close to a location (where the name of the location appears on the top right corner), even if it's already been visited, grants points.
in the game "demon souls" the saving system is woven into the gameplay. you kinda have to struggle to get to the next save point (bonfire). with your mod, duke, this can also be a saving system that is woven into the gameplay with these small added options, if it isnt too daunting to add them. other things that could be added are:
4) disable manual and quick saving, to strengthen the idea of "working for your saves"
5) MCM support. im sure a great mod like this, with SO many useful tweakable options could use an MCM menu in SkyUI. though i assume you thought about this and decided not to include it for some reason. i hope i made sense and got my poits across.
thanks for this gem, duke. another great mod. appreciated greatly!!
Hey Topeira
Very VERY interesting perspective about the saves being part of the game. I may address your points better latter after I have time to think about it, but here is a quick reply:
1 - I can do this. I did not at first because you can adjust the awarded pts but I see what you mean.
2 - This is complicated as to why I did it my way. The idea here is that kills are not intended to be main trigger but a PART of the overall trigger when added to other game progress. On the other hand I use my combat mod that at my high level spawns dozens of combatants so I get the pts fast enough anyway. I can add in another Kill award that is adjusted by the player but I cannot do anything that compares the actor to the player as per my previous post on how the mod works. OR maybe it would be best to add a player adjustable scale to the player level formula then you can scale THAT how you want to. Yes I think I will do that ...
3 - mmm... I will look at that, but I am not sure how I can fix that. I may need to make this player adjustable and allow the player to set that down to a low value if they have found most of the locations. I will see what I can do.
4- Not sure how to do that, do you know? I would bet it is an INI setting however, if so it would not be IN my mod but it would be something you can do yourself.
5- As you said I have my reasons not to use MCM, at least for the first few REV of this mod. I am interested in trying MCM for this mod but not enough to spend hours trying to learn the technical language needed to follow the MCM instructions. But maybe latter when I have no other projects that are more pressing for my time. And I would probably not do so if this made my mod dependent on another (any) mod such as the UI mod itself.
I am very adamant about DEPENDENCY on other mods.
I love the confidence, but the issue is on SkyTweak's end not yours
If SkyTweak fails to trigger a setting scan before a save, the gamesettings the next time that save is loaded would be "rolled back" so to speak.
The scans are triggered upon the openning and closing of the console and system menu, or the opening of SkyTweak.
So unless your autosaves trigger any of those 5 events the issue would still exist, albeit minorly.
Unless you know of an event that occurs immediately before a save, it's still an issue I'd have to warn my users about.
@Spookyfx
Hey the mod is once again a wonder! You might want to add to the mod description that using Mod Organizer, you must edit the configuration file inside the mod folder for it to work! Maybe it will work in override directory also, but mine worked from mod folder.
@Morionic
I dont get your concern, dosent the gamesettings get saved once you exit the menu? Or is the save being generated even on the menu sceen? If the later is true, then that should be worked around by Duke.
@Morionic
If you like we can work around this without making any dependencies with our mods.
Both our mods can check to see if the other is in the players load.
If so then the following is used by both mods:
Right before my mod issues a save I will move a chest or some other vanilla object in one of the hidden non player cells up 777 units and then add a lockpick to the player.
Your mod would watch for the add item event, when it happens it checks to see if the vanilla object is at 777 units Z and then move the object back down to where it was at before (the vanilla position) and delete the lockpick from the player and run its code.
If you do not want to do that then as I said the Nag Feature is now in my mod for the next Rev. I am not sure which I like better myself, the Nag or the auto save.
Auto save is so dam convenient and I have had no issue with it myself, but the Nag feature gives the player full control and thus almost 100% eliminates any corrupt or eminent death or any other “bad” type of save point as the player gets the final say over when exactly to save.
that's a fascinating idea, and I'm more than happy to oblige if you think it's a worthwhile idea.
Personally I'll be happy with just the nag feature, because I like to name each of my saves manually.
Right, I think it is enough to offer the Nag Me feature. It is a notification that will only stop repeating (every 10 seconds) once you make a save in the main menu.
I have an optional sound effect that will play ONCE as well. It is a short "riff" of a lute. In most places this will be distinctive without it being too intrusive.
I will have the next REV ready in a few days. I am trying very hard to make this easy to update. All you should need to do is load up the new ESP and the SCRIPT and then run your Configuration again and you should be good to go.
HA!!! I figured it out... I just need to put my reply ABOVE the quote... he he... the way I have been doing it for years.
yeah... for you, that does not help me (is it the chrome browser?) . But putting on top works great for me.
No other Auto save mod works as mine does AFAIK (with the save score system and the safe save method) which surprises me a little as I had made this for Oblivion many years ago.
I am using chrome, yes. Have you tried the light switch?
(but you carry on with putting them on top, we're quite used to it )
I like the idea of having to earn a checkpoint, rather than save spamming. That sort of thing is easy to implement in linear games, as you just put them in locations or after bosses. But for an open game like Skyrim, it has to take a lot more variables into account.
(also, the piggy bank with glasses to represent a smart save? nice touch )
http://skyrim.nexusmods.com/mods/35429