Divinity: Original Sin 2

Divinity: Original Sin 2

Timed Autosaves For DOS 2
39 Comments
SniperHF  [author] 1 Sep, 2018 @ 3:21pm 
I'm sort of retired from DOS modding now. If it needs an update to work with the new version, someone else will have to tackle it. Anyone can take the scripts from this and re-use them if they want.
newsltr⭕⃤ 1 Sep, 2018 @ 3:15pm 
Definitive Edition needs this
fray 31 Aug, 2018 @ 7:46am 
Please, update for Definitive Edition
Psycho 2 Jul, 2018 @ 11:54pm 
does this work?
RobBoss 18 Jun, 2018 @ 8:29pm 
No longer works
Sky Sweeper 9 Jun, 2018 @ 5:53pm 
this doesn't seem to be working. there's no lamp in my inventory. do i need to start a new game? don't have any mods instead besides crafting overhaul.
JefTheReaper 9 May, 2018 @ 1:55am 
Just exited the witch her cabin in search for ingredients to create a second potion to help the two people turned into cow's.
Was looking for ingredients for about 30 minutes, then decided to go to the town square to see if merchants had the ingredients, a magister walked up to Ivan and tried to arrest him, my persuasion attempts failed and the magister attacked me, after killing the magister, the entire square, including the merchants started attacking me.

I narrowly managed to kill all of them, but of coures wanted to load my game to fix this mess, guess what? earliest save was from 45 minutes before that, right after exiting the witch her cabbin... so much progress lost.
Really going to enjoy this mod.
Zoey 14 Mar, 2018 @ 5:29pm 
is there a way to craft the item?
Delemas 3 Mar, 2018 @ 4:54pm 
I would love it if this mod worked properly but it REALLY brings out the save game bugs in the latest patch of DOS 2. Half the time the autosaves fail with a 504 error and four requesters to have to click. To make things worse when it fails you have to delete that autosave to have it not always fail the next time. Doing that every 10 minutes is enough to drive you nuts. I suspect it is because autosaves were not tested in some of the scenarios that timed saves trigger. I think for this module to be reliable it would have to be a lot more picky when it triggers a save.
Gwazi Magnum 14 Dec, 2017 @ 2:28pm 
For DOS 2?
Damn, I almost installed this for Skyrim!
Thanks for the save! :P
DecalMan 23 Oct, 2017 @ 1:50pm 
can this be reversed to autoload or to load your last autosave or hard save?
HEYAbbot 9 Oct, 2017 @ 6:02pm 
Love the mod but really wish it would not save while im in a menu or talking with a vendor. Other than that one of the best mods out there.
BarbieGirl 8 Oct, 2017 @ 5:07pm 
This is the best mod ever!!! I do notice that it doesn't spawn in the game until I open a chest or bag that has something in it and I add those items. Then suddenly it spawns. But that is fine with me.
Twitch.tv/HomSupLo 3 Oct, 2017 @ 7:44pm 
I disabled the mod, launched the game, saved, exited , reloaded the mod, started the game again and the lamp spawned. It took like 10 minutes to load the game after the mod was re-enabled which is a lot considering i got a fast computer and the game is loaded on an SSD. I can see how some people might think this is an infinite save when it isnt.. just wait it out. go make a sandwich read a book, watch youtube.. itll load eventually.
SniperHF  [author] 2 Oct, 2017 @ 11:58am 
@Kanny, I wonder if it's the same problem I mentioned in that last post on the 29th. Unfortunately I've been too busy to work on it lately.

I would try using different save games and see if the lamp will appear.

Unfortunately I don't think a craftable lamp would work because you have to start dialog with the lamp to configure the settings.

Also, one odd suggestion to try. If you're still at Fort Joy, go around to the companions you aren't using and see if it showed up in their inventory for some reason.
Kanny 2 Oct, 2017 @ 10:25am 
Hiya Sniper, me and my friends loaded this mod onto our existing multiplayer game but sadly the lamp did not spawn for us. It did work in my single player playthrough, but in that instance I started a new game with the mod activated and received it at the very start of the game.

Would it be possible to make the lamp craftable via some simple recipe? This would allow us to build the lamp for ourselves if it does not spawn. :)
SniperHF  [author] 29 Sep, 2017 @ 11:08pm 
The lamp SHOULD teleport into your inventory the first time you use the mod. New game or old. I have heard of people having problems where certain saved games wouldn't let mods work but then you save again (with the mod disabled) and try it and it might.
Twitch.tv/HomSupLo 28 Sep, 2017 @ 4:38pm 
Where do i get the lamp from? is it only available when i start a new game?
SniperHF  [author] 24 Sep, 2017 @ 11:09am 
In what situation did you have the infinite loading screen? After loading a save game from the menu or traveling between areas?
Dan 24 Sep, 2017 @ 9:06am 
Works like a charm!
Kodijack! 24 Sep, 2017 @ 1:50am 
Great mod! That's pretty much the only thing that REALLY missed in the game. For people that constantly forget to save and then get lost in trying to figure out what they did the last 5 hours before the last save when they died :bigGrin:
TARS 23 Sep, 2017 @ 3:21am 
God praise the Sun! Thx for this Mod!
SniperHF  [author] 22 Sep, 2017 @ 7:53pm 
I can't think of any reason this mod wouldn't work in MP. I don't know exactly how saving works in MP, does it save the file on whichever player does the saving? Or does it save it on all at once? I use the exact same script command as the triggered autosaves the game has by default so I don't see any issues being caused, the command to auto save only gets sent once.

There is only one magic lamp.

Saving starts on with a timer of 5 minutes. I might change this but not sure.

I'm not sure there's any way to account for pressing escape and leaving the game idle with the existing scripts. I'll look into it.

I don't think the D:OS 2 NPCs are all that different from 1 in terms of scripted behavior. But all the capability is still there.
Daimyo 22 Sep, 2017 @ 11:50am 
Glad to see you in DOS 2 SniperHF, your work in DOS 1 was really cool even if much of it was a proof of concept. Do you have any insight on how detailed the NPC schedules/routines are in DOS 2 since you've been digging through the game files. Do they have any?

Going to sub to this over the weekend but I got a some questions about multiplayer coop:
-Is this compatible with multiplayer? I'm guessing everyone joining should sub to mod just in case.
-Do all characters receive magic lamp or just the host? If all characters receive magic lamp, will this cause crashing since only the host can save?
-I'm guessing the magic lamp default is OFF and it must be enabled, concluding it won't cause issues since only the host can activate.
-Does it check to see if host has Escape Menu open so it won't auto-save or should the host always disable it via magic lamp if we want to take a break but don't want to close game?
SniperHF  [author] 20 Sep, 2017 @ 10:40pm 
Yeah it's probably possible to do that. I have a few ideas on how to rewrite the mod to make it less buggy as well.

I mainly disabled it during combat because I didn't want the save to fire right as someone was going to click on a character, miss, and lose a turn or something.

If you haven't, it's probably a good idea to up the maximum number of autosave slots in the options menu.
Poop Smoocher 20 Sep, 2017 @ 1:19pm 
If possible it would be cool to have an option to allow autosaving in combat or not (just like how you can select the save delay).

After a tough battle, I noticed all 5 of my autosave slots were saved during the fight. While not the initial intention of the mod, I can see some people liking that incase they screw up royally during a fight and want to reload their recent mistake, instead of reloading the entire fight.

Also just wanted to mention how great this mod is! Impressive that you're able to mod the save system so quickly!
SniperHF  [author] 20 Sep, 2017 @ 1:16am 
So I finally figured out what was going on. The title of the mod was "Timed AutoSaves for D:OS 2". Well Steam in all its wisdom decides to take the logical name of the project file and rename the actual .pak file name as that. But issue is, the colon in D:OS is an unacceptable character for windows file names. Ergo you never get the file because it can't write the name.

Also I think I fixed the combat issue but I'm less sure about that one.

Thanks for chiming in everybody.
Poop Smoocher 19 Sep, 2017 @ 9:46pm 
Bug: This DOES save during combat.
Astonath 19 Sep, 2017 @ 6:01pm 
I'm not at all trying to be a smartass here, but aren't there options for this in game? I'm pretty sure you can set how often the game auto and quick saves in Settings. Never really messed with it, so maybe it doesn't work? Just saying this in case that option works better for people having issues with a mod.
Amuneta 19 Sep, 2017 @ 5:47am 
Can't be sure also having the steam issue with this mod but other mods I downloaded via workshop for this game do work. Not sure if that helps or not. Just going to manually put this mod in the folder though.
Can confirm that Steam Workshop is not unpackaging the .pak file into the \Documents\Larian Studios\Divinity Original Sin 2\Mods\. It is putting an empty file in there instead. Copied the .pak from \steamapps\workshop\content folder and the mod works. Looks like a depackinging issue with Steam Workshop.
Poop Smoocher 17 Sep, 2017 @ 9:49pm 
Some info to help you out:

- Does not appear in the mod list.
- Downloads fine: https://i.gyazo.com/ad612faf473af67ee35bb46d9aa29a3c.png
- I manually placed that file into the mods folder and it now displays in game.
- Out of all 7 of the mods I'm using, none of them show in that mods folder, only yours now that I manually placed it there.

I'm guessing steam doesn't actually place them in the mods folder, but does some other thing to make the games see them, since none of the mod files are located in the game folder (except yours now), they're only in the workshop folder.
SniperHF  [author] 17 Sep, 2017 @ 7:47pm 
You can use the Nexus verion in the meantime:
https://www.nexusmods.com/divinityoriginalsin2/mods/13?
SniperHF  [author] 17 Sep, 2017 @ 7:46pm 
Can anyone confirm if it actually downloads and appears in the mod list? Because I have no way to tell if it's steam's fault or mine. The way it usually works is Steam downloads the mod into a temporary folder and then when you launch D:OS it's supposed to move the mod to the right place. If you are launching straight from the .exe and not from steam's interface that might cause the issue.
Poop Smoocher 17 Sep, 2017 @ 7:34pm 
I have the same problem with it just not existing in game. Looking forward to it though, I keep accidentally picking up stolen goods with a controller and getting into a fight with the whole city, only to find my last auto-save was 45 minutes ago lol.
SniperHF  [author] 17 Sep, 2017 @ 1:25pm 
I'll check it out Cyñical, thanks.
RatboyW 17 Sep, 2017 @ 1:24pm 
Dunno if it's just me but this mod doesn't actually do anything. Doesn't show up in game in the mod menu. Even the .pak file where the mods are kept says its 0b. Totally blank file.
Hydraxon 16 Sep, 2017 @ 11:56pm 
I hope this works. Thanks!
Gandalf The Queen 16 Sep, 2017 @ 11:02pm 
If this works bugfree it'll be massive thank you