If you don't use the reserved slots in your project (meaning you auto/quick save over the base slot itself), then nothing here will change for you - and you're probably better off using the simpler Version 1.Īuto/Quick saves will self delete if you remove the base save they're attached to, but carry over if you save over the same slot with the same playthrough. ![]() That means 'every' basic save slot can have it's own auto and quick slots! So if you create a save in slot 1, create an autosave there, then make a new save in slot 2, you'll only see the autosave from 1 with 1 selected in the File menu. Just have to work through the connections again.Ĭompatible with Yanfly Save Core again! There's a couple 'not quite right' bits in the save/load menu's, but nothing crashes, and I'm working those bits out!Īuto/Quicksave slots are now linked to the base save slot. I intend for that the be a temporary problem. Yanfly Save Core (YEP_SaveCore) is not currently compatible. Mainly behind the scenes effects) No longer requires Core. Conflicts not fully tested, thought it's designed to work outside of menu configurations as much as possible. Pulling up the console in game (F8) will show the current save path on game load. The default save path - if you toggle the option to use a different path - would put the saves (on Windows) in:Ĭ:/Users/(username)/(folders you set)/(gametitle)/save/(all. Save folder path settings are explained a bit in the plugin description/help section. ![]() Quick load = - (top right corner of numpad) / keycode - 109.Quick save = ` (right beside 1 on the number bar) / keycode - 192 (Not 196.Quick save and Delete are tied to keybinds, Auto Save slot and Gameover Continue can be toggled off, and Common Events assigned in the plugin settings. Play Script for above (for writing code chunks). ![]() Auto save - Plugin command or Auto options on:.Auto detects first empty save slot if no manual save exists.This expands on the default aspects of saving, loading, and how gameover is handled in game.
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