A very specific event that could trigger an autosave is...
Right after game creation, when you get control over your character.
I've seen streamers painstakingly create their custom character then... forget that there's no autosave, die in minutes (say, on PH's first imp), then come to realize they have no backup of character creation. Not a good start.
[MOD] Daggerfall Autosave
- pango
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Re: [MOD] Daggerfall Autosave
Mastodon: @pango@fosstodon.org
When a measure becomes a target, it ceases to be a good measure.
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When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
- mikeprichard
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Re: [MOD] Daggerfall Autosave
Excellent point, pango. Would be nice to have that autosave made by default.
- aches
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Re: [MOD] Daggerfall Autosave
I'll address this in the update. So far I've gotRight after game creation, when you get control over your character.
- Custom Formatting
- Resolve potential timescale conflicts
- On Rest, Enter Exit Interior/Exterior, Fast Travel
- Disable autosave intervals
EDIT: formatting
Last edited by aches on Thu Jun 06, 2019 6:29 pm, edited 2 times in total.
- mikeprichard
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- Kayzee
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Re: [MOD] Daggerfall Autosave
Hmmm... You know I kind of wonder... Would it be possible to use autosaves in such a way to create a sorta roguelike-type thing by autosaveing and overwriting the saved game so you are forced to deal with the decisions you make? Eh, probobly not really that much point really, I just thought it might be sorta neat to some people.
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Re: [MOD] Daggerfall Autosave
It would be trivial by just limiting the number of autosaves to 1. There's an intended feature of the mod to have a setting for the maximum number of saves.
The drawback is that with only one autosave you risk loosing/damaging your character by triggering a bug and then having the save overwritten automatically.
- Kayzee
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Re: [MOD] Daggerfall Autosave
Yeah it's a risk for sure, but the whole point of playing that way is to take risks isn't it? Not that anyone wants to get screwed over by a bug, but that's just kinda what you have to deal with if you want to play in a style that minimizes save scumming. I'm not sure if Daggerfall is very conducive to that playstyle despite it's many roguelike roots because it has a bit too much of a time investment, but I think it would be a cool option!dMike wrote: ↑Fri Jun 07, 2019 5:21 pm It would be trivial by just limiting the number of autosaves to 1. There's an intended feature of the mod to have a setting for the maximum number of saves.
The drawback is that with only one autosave you risk loosing/damaging your character by triggering a bug and then having the save overwritten automatically.
- Jay_H
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Re: [MOD] Daggerfall Autosave
I'd just hate for autosave to fire right after you get paralyzed by a scorpion
- King of Worms
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Re: [MOD] Daggerfall Autosave
This mod looks great, I think it takes the DFU in the tune with more recent way the RPGs are played.
Its not that fun to loose hours of progress because there is no autosave and you got sucked in the game too much .)
Jay, I GUESS you can reload the previous autosave than
Its not that fun to loose hours of progress because there is no autosave and you got sucked in the game too much .)
Jay, I GUESS you can reload the previous autosave than
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DREAM Forums viewtopic.php?f=27&t=1168
DISCORD: king_of_worms_cz
- aches
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Re: [MOD] Daggerfall Autosave
Daggerfall Autosave Pre-Release 0.9.0b
Installation
Compatibility
Download here!
Installation
- Grab the zip of your OS and install into the Daggerfall-Unity mod directory. eg DaggerfallUnity_Data/StreamingAssets/Mods/Autosave
- Formatting autosave names
- Save on enter exit locations, resting, fast travel
- Disable timed autosaves
- Autosave Limiting
Compatibility
- If you enable autosave limiting and have many old autosaves those old saves will be deleted to match the number of maximum autosaves. As long as they have the work Autosave in the name.
- Autosaves are identified by name. Having the word Autosave in a save will mark it for deletion
Download here!