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axonis

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  1. Can you please change the Wiki reference of this mod to point to the correct download location at https://www.afkmods.com/index.php?/files/file/2099-safeautosave/ ? Thanks!
  2. OK, I've just realized that the STEP Wiki for the Mod Organizer *is* the manual. However search engines will never point a web search like "see the contents of the game's Data folder in MO" to this section I think. It would be better if the phrase "see the virtual filing system of MO in action, for example to test if MO is working correctly" would lead the section.
  3. Is there a manual for Mod Organizer ? Where can I find it ? I did this using 64bit 7zip with MO 2.1
  4. To support users of my UI mod for Fallout 3 and New Vegas, I often ask them to provide me a screenshot of their problem and a link to an archive of their Data\Menus folder. Mod Organizer users can’t do the latter because that folder is empty on their game. That’s because MO works by enabling the installed mod file structure for the running game only. I’ve tested, with success, the following idea to provide them with the option to access their Data folder as the game sees it. I’m posting this here because I think it can be a useful tool in some troubleshooting scenarios. 7-zip must be installed and we’ll pretend that 7zip is our game’s executable. To do this, click on the executable menu, select <edit...>, set a Title, set the Binary to C:\Program Files\7-Zip\7zFM.exe (or wherever you've installed 7zip), leave Start In empty, and set Arguments to your game's Data path. Now all you need to do is run the command you’ve created and you can now see your Data folder as the game sees it. 7-zip allows all normal file operations, including the useful function of compressing folders for support, troubleshooting etc.
  5. While I've only registered today, I've been reading STEP resources for several months in order to improve my game's stability so I'd like to suggest my mod for STEP evaluation & analysis. SafeAutoSave (afkmods.com/index.php?/files/file/2099-safeautosave) I've made this mod because I needed a reliable interval-based autosaver. It's using a configurable interval but it combines 20+ conditions under the hood to prevent saves from being issued when it's risky or annoying, such as drawing a bow. It also avoids saving during combat or when the player character is moving in high speed, but these conditions relax over time. Finally it does not reset its timer when a save can't be created (such as while talking or crafting). The mod by default can serve as a direct improvement to vanilla autosaves which are really badly implemented. A player can quickly overwrite all her slots simply because she moved in and out of her home several times. The configuration panel detects vanilla save options and warns the user accordingly. There's also an option for improved filenames which allows different characters to use autosaves without overwriting each others. These look normal in the game save list but the option is still not enabled by default because it may confuse users. The number of slots is also configurable and controls both normal autosaves as well as those with improved filenames. I've used the mod for almost a year and I now only create a single manual save when I close the game. I no longer think about saves mid-game which allows me to focus on role playing instead. I use 7 slots which cover about an hour and a half of gaming, which is perfectly sufficient for me.
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