[RELz]Cipscis' Automatic Save Manager - CASM

Post » Mon Mar 14, 2011 6:28 pm

The game's normal scripting tools lack a "save" function.
So, not possible.
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sam smith
 
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Post » Tue Mar 15, 2011 2:10 am

is there any similar mod to this that works w/o FOSE?I cant install fose cause if i update game(from version u get when u install from dvd) i get a lot of errors and such...
FOSE is required for its http://fose.silverlock.org/fose_command_doc.html#con_Save function used to create "named" saves, and its http://fose.silverlock.org/fose_command_doc.html#con_Load function used to load these saves. There is a vanilla function, http://geck.gamesas.com/index.php/ForceSave, that doesn't require FOSE, but any mod that uses this method as well will not be able to delete older saves, or "quickload" any saves created.

The only alternative that I know of to CASM is ASU by KSchenk, but that also requires FOSE. It would be possible for me to create a "CASM Lite" that doesn't require FOSE and just used http://geck.gamesas.com/index.php/ForceSave.

Due to the way in which I've set up CASM, it should be fairly easy to create a "Lite" version that doesn't require FOSE. However, it would be missing the quicksave/quickload feature (vanilla quicksaving would be available), and older saves would not be overwritten.

Cipscis
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Lance Vannortwick
 
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Post » Mon Mar 14, 2011 9:58 pm

im looking for anything that can quicksave my game cause default quicksaving tends to be buggy.quickload isnt important to me.
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Dan Endacott
 
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Post » Tue Mar 15, 2011 12:07 am

The only way in which hotkeys can be created like this is via the use of FOSE, so you won't find anything to replace quicksaving that doesn't require FOSE. Autosaving, however, would be entirely possible to replace without FOSE, as the timers and event detection used for this don't require FOSE in any way.

If you haven't already, I would recommend that you ask in the Hardware/Software issues about your issue with the patch, as the inability to use FOSE can be pretty limiting.

Cipscis
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leni
 
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Post » Tue Mar 15, 2011 1:51 am

XD posted in the Streamline reqz thread about improved autosaves and here's YOUR thead under it! :D

Downloaded!!!
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Michael Korkia
 
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Post » Tue Mar 15, 2011 4:43 am

The only way in which hotkeys can be created like this is via the use of FOSE, so you won't find anything to replace quicksaving that doesn't require FOSE. Autosaving, however, would be entirely possible to replace without FOSE, as the timers and event detection used for this don't require FOSE in any way.

If you haven't already, I would recommend that you ask in the Hardware/Software issues about your issue with the patch, as the inability to use FOSE can be pretty limiting.

Cipscis

so it possible to make autosaving mod that saves every 5mins?I did post in hardware/software issues but none of suggestions worked for me :/.
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Horse gal smithe
 
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Post » Tue Mar 15, 2011 1:58 am

It would be possible for me to create a "CASM Lite" that doesn't require FOSE and just used http://geck.gamesas.com/index.php/ForceSave.


imo a good idea =p

I don't use CASM but I think it's really good. The regular savegame management isn't so great and CASM seems to fix it up. Autosave is of course an improvement over fallouts 1/2 but it can lead you into a false sense of security when that autosave puts you somewhere nasty.

I don't use it because I manually save a lot and for development reasons I actually want a huge, huge base of savegames hanging around.

If I were a straight-up mod user instead of being involved in creating a mod that I want to be able to test at many stages of the game, I would certainly be using it.
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City Swagga
 
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Post » Mon Mar 14, 2011 7:08 pm

This mod is a MUST HAVE! Easy Backups, without having to stop and pause all the time! Seem to crash less often too, must be the lack of the crappy regular autosaves. :D

Voted for File of the Month! B)
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James Baldwin
 
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Post » Mon Mar 14, 2011 6:08 pm

Wow this looks awesome, can only imagine how hard it was to make....

Thx Cipscis, definetly downloading!
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Kat Lehmann
 
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Post » Tue Mar 15, 2011 12:31 am

Thanks so much for your comments everyone! I'm really glad to hear that you like CASM, and I've enjoyed working on it once more.

I've just uploaded CASM v1.2. CASM v1.2 will automatically detect whether or not you are using FOSE and will disable its quicksave, quickload and save cycling features if you are not. If you run CASM without FOSE, its autosaving and event saving features will remain active, so those of you who have trouble installing FOSE can now use CASM as well.

Cipscis
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Invasion's
 
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Post » Mon Mar 14, 2011 2:51 pm

Just a small update:
I've fixed an issue with the CG sequence and uploaded it as CASM v1.2.1

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Robert Garcia
 
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Post » Tue Mar 15, 2011 12:02 am

One more bugfix - CASM v1.2.2 is up!

I've fixed a bug where autosaves would sometimes occur very quickly if the player is sneaking near actors.

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BRIANNA
 
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Post » Tue Mar 15, 2011 4:38 am

There was some discussion a while ago about the custom perk bug*, and the concept of "catching" save games came up. The idea was that perks could be removed before the game was saved, and then added back afterwards. This would mean that mods that add perks to the player could be uninstalled without any hassle. However, at the moment only "hard" saves can be detected - quicksaves, autosaves and scripted saves cannot. This is where CASM comes in.

Because CASM replaces the vanilla quicksave and autosave system, it is possible for me to detect quicksaves and CASM autosaves, removing certain content from the save and then adding it back in directly after. As a matter of fact, CASM already does this - in order to make sure that the quicksave and quickload controls are disabled while CASM is installed but will be automatically enabled when it is uninstalled I enable them before each save, and then disable them again afterwards.

I've been thinking about adding functionality to CASM that will allow the authors of mods that add perks to the player to make their mods hassle-free to uninstall. Any mods that do this would require to have CASM as a master file, and would require the use of FOSE, but uninstallation could be made completely hassle-free (at least in the context of perks). Before I add this functionality, however, I'd like to know if people would be willing to use FOSE and an external master file (in this case, CASM) in order to have hassle-free uninstallation of mods that add perks, and if modders would be willing to use such a thing to create their mod.

Once FOSE v2 is released, it should be possible to create a "savegame catcher" master file that doesn't change the quicksave and quickload controls, which would also eliminate the need to have CASM installed (unlike CASm, the savegame catcher would have no noticeable effect on gameplay), but until then the controls will have to be changed in order for quicksaves to be detected.

*If a game is loaded in which the player has a perk that originates from a data file that is not currently loaded, Fallout 3 will crash. This can make it very difficult to uninstall perk mods.

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Dan Wright
 
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Post » Mon Mar 14, 2011 1:32 pm

The fose+master doesn't look too good. Specially when it comes to small mods made by unexperienced modders that do not understand the problem they're creating at that point.
More experienced modders tend to avoid perks themselves, adding/removing them on the flight, and offering uninstallation options.
A breaktrough on the perk issue would be more suitable to come from outside fallout, The load order is saved along the game as far as i know, an auto-tool that could check this and the current load order and clean up the perks would be an amazingly handy tool to have.
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Joanne Crump
 
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Post » Mon Mar 14, 2011 9:58 pm

Just updated CASM to v1.2.3. It's just a bugfix this time, I noticed a typo in one of my scripts that was causing regular quicksaving and quickloading to become available.

@TGBlank:I think that requiring FOSE isn't really an issue, I've already shown with CASM that a mod can have optional functionality that only becomes available when FOSE is installed. I think that the main issue is definitely having an external master, especially if it is one that is not commonly used. Some things, like increasing compatibility (e.g. CALIBR) are good reasons to require an external master file, but an optional method of uninstallation really isn't...

That said, I might still be able to set up the save detector so that it isn't required as an external master. The method that I am planning to use is to use FOSE's cell-walking and looping functions to activate all activators within a dummy cell, causing all of their http://geck.gamesas.com/index.php/OnActivate blocks to run. I had intended to create a new dummy cell for this, which would mean that the save detector would be required as a master, but if I used an already existing dummy cell then it would not be required. The danger with this method is, obviously, it could potentially have compatibility issues - if I use a cell that already exists within Fallout3.esm then there really isn't anything to guarantee that another mod won't do something funny to that cell that causes problems.

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Batricia Alele
 
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Post » Mon Mar 14, 2011 10:11 pm

Is it possible to turn off the autosave option in CASM and just have access to the quicksave rotation?
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Sweet Blighty
 
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Post » Tue Mar 15, 2011 12:02 am

Bravo Cipscis you have done another good thing for the community :trophy:
Thank you :tops:
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Harry Hearing
 
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Post » Tue Mar 15, 2011 5:07 am

Question:

I practically live on quicksaves and I haven't experienced any trouble with the built-in Fo3 quicksave/load sytem during my two playthroughs ... Now I installed CASM and it's quicksave causes some very weird things - for example when I quickload from a combat, my gun seems to stop "throwing" projectiles -> i shoot/lose ammo, but I can't harm anyone.. and some other weird things like that (can't interract with anything etc.), as well as more frequent loading crashes...

Using O/A, Pitt, B/S & 1.5 + recently martigen's mutant mod & a few minor like greenworld, explosive explosives...

and yes, when I start without casm, the problem stops...
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Cody Banks
 
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Post » Mon Mar 14, 2011 1:59 pm

@Kistler:
Currently, no, but this is on my "to-do" list for the next version of CASM. Unfortunately, I won't be able to work on CASM until after my last exam on the 30th of June, but I should be able to update it soon after that.

@jagged one:
CASM uses FOSE's ports of Fallout 3's http://geck.gamesas.com/index.php/SaveGame and http://geck.gamesas.com/index.php/LoadGame console functions, so any issues with saving or loading are almost certainly bugs in the game engine as opposed to bugs in CASM. I've also noticed similar bugs, and I believe them to be caused by the latest patch. I found that they were caused mainly by loading a save from in-game as opposed to loading it from the main menu, but if regular quicksaves work for you then I'll have to recommend that you use them instead. If you'd like, I could add an option to use CASM's autosaves alongside vanilla quicksaves in the next revision.

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naana
 
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Post » Mon Mar 14, 2011 1:32 pm

Bug Report (similar to jagged one's issue):

Using CASM on F3 v1.7 with latest FOSE and mods listed below cause major NPC and weapon problems in certain situations:

1. Sometimes quickloading causes the equipped weapon to shoot without pressing the fire button - is fixed by changing weapons.

2. ALWAYS when using CASM quickload function in places full of mobs, (MMM + increased spawns) causes some enemies to get struck and unable to move, only jump from place to place and making them invincible - is fixed by re-entering the location and NOT using the CASM quicksave/load function.

3. Frequent quickload CTD but I can live with that :)

Neither of the problems occur when saving/loading through menu (CASM doesn't have to be deactivated).


I hope the problem can be fixed because I just can't imagine playing without CASM in long-term. It's one of the few really-must-have mods around. Kudos to the author!
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Emily Rose
 
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Post » Mon Mar 14, 2011 9:00 pm

Thanks sharp1987. With one of the Fallout 3 patches (I think it was patch 1.5), several bugs were introduced to Fallout 3's loading operation. When a save is loaded from in-game, rather than from the main menu, a lot of information in the save is not loaded and this can lead to bugs like references that appear to have no havok data, serious animation issues with actors and more. There isn't really a way to fix this, so I can only recommend that you only load your saves from the main menu.

This information isn't included in CASM's documentation because the bugs were introduced after it was last updated. When I next update CASM, I'll be removing the quickload functionality and adding a note to the readme about these issues, recommending that the user always load saves from the main menu.

Cipscis
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Ysabelle
 
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Post » Mon Mar 14, 2011 9:16 pm

Cipscis I've been using CASM for so long now it feels like a normal part of Fallout, you say its ok to load from the menu. I have found though that when there's combat going on and you die and have to reload, you still get awarded xp for npc's you've killed which when the last save is loaded are not dead yet. This indicates to me that save games are not entirely free of the last play session if loaded from the main menu.
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Minako
 
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Post » Tue Mar 15, 2011 12:14 am

Cipscis I've been using CASM for so long now it feels like a normal part of Fallout, you say its ok to load from the menu. I have found though that when there's combat going on and you die and have to reload, you still get awarded xp for npc's you've killed which when the last save is loaded are not dead yet. This indicates to me that save games are not entirely free of the last play session if loaded from the main menu.


So to be perfectly on the safe side, exit the game to desktop and then restart it again when you die?
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Lifee Mccaslin
 
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Post » Mon Mar 14, 2011 2:48 pm

Thx for the reply :)

I've already got used to load from menu and it solved issues with invincible-immobile enemies and quickload CTD. I still experience fire button lock sometimes though. When the fire button stops working the only way to play normally is to restart the game.

I'm just wondering whether Beth's going to fix the very annoying bugs they've introduced themselves or not...

Again thanks for this wonderful utility, I can't imagine playing my ever crashing FO3 without it :)
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AnDres MeZa
 
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