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Quick save feature is a problem?


tomomi1922

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SUMMARY: (to save you time from having to read everything)

It is a consensus of the thread that it is not quick save, but quick loading IS a big problem. Save however you like, but when you need to load from a save, do yourself a favor and quit to Main Menu before trying to load. Or else, residues from previous game will creep into the newly loaded game and cause troubles.

Make it a habit, LOAD FROM MAIN MENU, don't be lazy!
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Drawing from this post
https://steamcommunity.com/app/489830/discussions/0/154641879464460056/

The author seemed to advocate that quick save does not handle continuity of running scripts properly, leading to problems. In fact, some others even chimed in and said they would stop the character from moving or doing anything before they hit save, just to be on the safe side.

Is this paranoia worth listening to? The reason I am reading this is because some of my saves cannot be resaved: Load up, run around, and guarantee to CTD on save. I happen to notice a lot of these are from Quick save files. Maybe coincident?

Edited by tomomi1922
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I want to know what's so difficult about making regular saves, that quick saves are so heavily relied upon.

It is not so much of being "difficult". But a feature is available, people will use it. Why do people use cruise control on their cars? Well, it's available, some like it, some don't. But if there is a big warning somewhere on the web screaming out "Don't use the cruise control, the software is buggy, will likely lock you in a speed you cannot cancel" then I will definitely not use it.

 

I mean, why must you ride a horse or use fast travel? What is so difficult about walking everywhere? I don't know ... the features are available, so people use them!

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All forms of saves use exactly the same code in the game engine. Concerns about quicksaves and autosaves are based on nothing more than superstition.

 

The only problem with quicksave is that there is only one and if you rely on it too much you limit yourself to only the most recent save. With a quicksave it's too easy to save just after the point where something went horribly wrong without knowing it.

 

Autosaves are also perfectly safe but some people blame them for crashes simply because crashes often happen at about the same time as the autosave. The developers knew when the game was most likely to crash so they coded the autosaves to happen just before that point so that if the game does crash you can simply restart the game load the autosave and keep playing.

 

Anyone worrying about how the game is saving information is focused on the wrong thing. Saving isn't the problem, it's reloading those saves!

 

Reloading a saved game in any way except the at the main menu just after starting the game always has the possibility of creating game corruption because of inconsistent state information. It doesn't matter if it's a quickload, the auto-reload on death, or even returning to the main menu and loading a numbered save. If you were already playing the game and then load a save various parts of the game data will not get completely reset to the defaults and that causes all of the strange problems people blame on quicksaves and autosaves.

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All forms of saves use exactly the same code in the game engine. Concerns about quicksaves and autosaves are based on nothing more than superstition.

 

In the past, there were Old Wives Tales. Now there are Young Gamers Tales.

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Actually, contrary to what you guys think, I have had constant problems with Quick Saves the last few days. Load the save, and guarantee to CTD on new save. I ended up loading normal saves, and the game stabilize from then on.

 

The only thing I can see that'd be unstable is a "soft" reload (for lack of a better word), where you instantly reload from a standing character, rather than from the main menu or a launching the game. I notice things don't fully load then.. like you'll see physics screw up and flags not even wave from the breeze. "Quick loading" rather than "Quick Saving".

 

It's also just a good practice to load from a cell rather than the open world.. especially with new mod installs.

 

But a save file is a save file. They're all the same size with the same info and same format. You can even inspect them yourself a bit with a tool like Bash.

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I want to know what's so difficult about making regular saves, that quick saves are so heavily relied upon.

It is not so much of being "difficult". But a feature is available, people will use it. Why do people use cruise control on their cars? Well, it's available, some like it, some don't. But if there is a big warning somewhere on the web screaming out "Don't use the cruise control, the software is buggy, will likely lock you in a speed you cannot cancel" then I will definitely not use it.

 

I mean, why must you ride a horse or use fast travel? What is so difficult about walking everywhere? I don't know ... the features are available, so people use them!

 

Why do we breath? Why does the Earth orbit the Sun on type of ecliptic plane? Why we need food? What's 2 + 2 - 5 * 6 + 10^2?

 

In all seriousness, what cdcooley posted was my main concern about the thing. Though I'd add not to overwrite saves(a bit of a carry over from Oblivion).

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