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TheObstinateNoviceSmith

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Hello people,

 

Yes, I am crazy. Let's just get that out of the way now but I am wondering if there is a mod or if it is possible for there to be a mod that changes the way the game numbers the save. Like the number doesn't go up unless you make a new save.

 

I know it is a small thing. I know it may even be stupid to be bothered by this (it's definitely some kind of OCD), but it drives me slightly crazy that every time I save the game, rather than a slot number, it is counting the saves.

 

Why would anyone think that a good idea? Who at Bethesda thought this information was so important that rather than include it as a statistic that we should have it as the main label? Whoooooo?!

 

I'm sorry. My therapist says I need to do a better job of controlling outbursts like that one. *clears throat*

 

So I was saying, if it is in anyway possible to change it so that when I save my game, it only increases that save count if I create a new save, that would really change my life and I can finally stop punching babies being only slightly upset about this non-issue.

 

 

Thank you,

 

TONS

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You cannot change how the game counts save files. And it isn't necessarily a count of how many saves you have. If you were to delete all your saves but one, the count would continue from whatever that number was rather than picking up a literal number of save files.

 

That said, there is a way to have an incremental count that only increments when you make a new save. But that is because with it, you cannot overwrite an older save file.

Don't use auto save. Don't use quick save. Don't use normal save. Instead set up a hotkey that saves the game. With SKSE you can give the save a custom name and in that name you can give it a variable that increments with each save made. This incremental value would be unique per game character. So that you could mix the saves of different characters in the same folder and see their different save counts.

 

However, the moment you make a regular save through the menu the game may give you an insane number rather than something that makes sense.

 

At any rate, I'll be providing this as an optional feature in a mod once SKSE and MCM equivalents make their way to SSE. But if anyone wants to do a mod specific to providing this method of making saves, I have no problem with it. I'll even share the necessary OnKeyDown event code. Hooking to an MCM so that the player can choose a hotkey, that's on whomever.

 

 

Uses SKSE... and with some slight variation from what I have locally so that it is more adaptable and not need any actual changes to the script code itself.

GlobalVariable Property KeyCodeGV Auto 	;GV that stores the dxscancode of the key that the player elected to use
GlobalVariable Property YesSaveGV Auto 	;GV that indicates player choose to make saves with the hotkey 0=no 1=yes
					;give GV a value of 1 if not giving player the choice to activate feature
String Property myModID Auto		;string that contains an abbreviation for the mod so that source of saves
					;can be identified.

Bool locked = false
Int SaveNum = 0
Event OnKeyDown(Int KeyCode)
	While locked == true
		Utility.Wait(0.25)
	EndWhile
	locked = true
	If (!Utility.IsInMenuMode()) && (!UI.IsMenuOpen("Dialogue Menu")) && (!UI.IsMenuOpen("Console"))
		If 	KeyCode == KeyCodeGV.GetValue()
			GotoState("Processing")
			If YesSaveGV.GetValue() == 1.0
				Debug.Notification(myModID+"-"+Game.GetPlayer().GetBaseObject().GetName()+"-Save-"+SaveNum)
				Game.SaveGame(myModID+"-"+Game.GetPlayer().GetBaseObject().GetName()+"-Save-"+SaveNum)
				SaveNum += 1
			EndIf
			GotoState("")
		EndIf
	EndIf
	locked = false
EndEvent

State Processing
	Event OnKeyDown(Int KeyCode)
		;do nothing
	EndEvent
EndState

;the locked bool and the switching of states are both used to assist in preventing accidental spam saving 

Example save name: XYZ-John Doe-Save-123

 

 

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At any rate, I'll be providing this as an optional feature in a mod once SKSE and MCM equivalents make their way to SSE. But if anyone wants to do a mod specific to providing this method of making saves, I have no problem with it. I'll even share the necessary OnKeyDown event code. Hooking to an MCM so that the player can choose a hotkey, that's on whomever.

I am not the sharpest tool in the shed so when you get this done, please give it a name that makes it obvious what it does.

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Hey,

 

Thank you for responding and for providing a kind of solution.

 

I meant to say before that the game counts the number of times you save, not the number of saves you have. I wish it was based on the number of saves you have instead. So every time you save, whether over an existing save or when creating a new save, it counts up from the highest number it "remembers."

 

This means if the highest number save it remembers is 4, even if you save directly over 4, it becomes 5 even though/if the save right below it is 3. So then you'll have save 1, 2, 3, and 5.

 

I'm not explaining that to you because I think you don't know how saving works, just explaining it because I think it wasn't clear before that I understood the numbering and to set the foundation for the next thing I explain.

 

The only way to combat this that I have found is to delete a save (so in the above example delete save 4), then exit from the save menu (possible completely out the start menu really), then go back in and create a new save because once you exit out of the save menu, it "forgets" the original highest number and the highest number there becomes the highest number it remembers.

 

With that being said, is that something that can be hotkeyed? So that by pushing one key, it automatically will do it that way? Delete Save => Exit Saving (possibly start menu) => Then Save ?

 

And thank you again for your response.

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At any rate, I'll be providing this as an optional feature in a mod once SKSE and MCM equivalents make their way to SSE. But if anyone wants to do a mod specific to providing this method of making saves, I have no problem with it. I'll even share the necessary OnKeyDown event code. Hooking to an MCM so that the player can choose a hotkey, that's on whomever.

I am not the sharpest tool in the shed so when you get this done, please give it a name that makes it obvious what it does.

 

Unfortunately, it will simply be an option within a larger mod. I have no plans to make any "save game making" specific mod.

 

 

snip...

 

The only way to combat this that I have found is to delete a save (so in the above example delete save 4), then exit from the save menu (possible completely out the start menu really), then go back in and create a new save because once you exit out of the save menu, it "forgets" the original highest number and the highest number there becomes the highest number it remembers.

 

With that being said, is that something that can be hotkeyed? So that by pushing one key, it automatically will do it that way? Delete Save => Exit Saving (possibly start menu) => Then Save ?

 

And thank you again for your response.

No. Papyrus has no way to delete a save game. The only possible way that I can think of would be to devise an SKSE plugin that could perhaps hook into the existing delete feature in the menu and then link that to a hotkey within the SKSE papyrus framework. However, that is beyond my knowledge.

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At any rate, I'll be providing this as an optional feature in a mod once SKSE and MCM equivalents make their way to SSE. But if anyone wants to do a mod specific to providing this method of making saves, I have no problem with it. I'll even share the necessary OnKeyDown event code. Hooking to an MCM so that the player can choose a hotkey, that's on whomever.

I am not the sharpest tool in the shed so when you get this done, please give it a name that makes it obvious what it does.

 

Unfortunately, it will simply be an option within a larger mod. I have no plans to make any "save game making" specific mod.

 

 

 

What is the subject/scope of the mod so I can keep an eye out for it then?

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@Kroekr

I re-built my Inventory Management System mod where I had had an option to make a save on locked objects before opening them. It had been incorporated in order to assist in testing the key ring features and I left it in place for users. Then when in regular play I started relying on it as a quick save instead of performing a quick save. When I re-built the mod to do away with the over sensitive OnCrosshairRefChange event in favor of a single hotkey that grabs the current crosshair ref, I turned that save feature into an option to use the mod's single hotkey to make saves when the cursor is not pointing at any valid object.

 

SSE came out in the middle of all that and I opted to wait for SKSE and MCM equivalents to reach SSE before I released the improved version. There are things that I am making note of in my current game which need to be addressed, but nothing major as yet to set it off schedule.

 

FYI - Everything in the mod is off by default. Users can use as little or as much as they want. If all you want is the save option, that will be possible.

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