[minimod][v1.6.2] Autoautosave

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m8f
 
 
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Re: [minimod][v1.6.0] Autoautosave

Post by m8f »

Bugfix update: v1.6.2.

Fixed a VM abort with Corruption Cards.
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Zhs2
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Re: [minimod][v1.6.2] Autoautosave

Post by Zhs2 »

Fun undiscovered bug report: If you attempt to start a map in multiplayer when it does not have enough player starts for all players (which actually works and is playable normally), autoautosave VM aborts the players without starts (and fatal crashes the players that do).
ExodiusLabs
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Re: [minimod][v1.5.0] Autoautosave

Post by ExodiusLabs »

Tapwave wrote: Sun Jul 31, 2022 3:24 am The new Male and Female voices use NovelAI's TTS, and I have their respective seeds, so you can go ahead and fiddle with it if you're interested. :P
I'm curious myself. Mind sharing them?
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Tapwave
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Re: [minimod][v1.5.0] Autoautosave

Post by Tapwave »

ExodiusLabs wrote: Mon Jan 02, 2023 2:58 pm
Tapwave wrote: Sun Jul 31, 2022 3:24 am The new Male and Female voices use NovelAI's TTS, and I have their respective seeds, so you can go ahead and fiddle with it if you're interested. :P
I'm curious myself. Mind sharing them?
Female:
seedmix:spoon|cadence:towe
male:
seedmix:quiver|intonation:hell
bLUEbYTE
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Re: [minimod][v1.6.2] Autoautosave

Post by bLUEbYTE »

Hey m8f,
Brilliant, very useful and high quality mod as always.

I'm wondering if it'd be possible to add an option to NOT auto save when there are active enemies, or when the player is moving / fired a weapon recently? The reason is that on save my game micro-stutters and it would be nice to have some autosave toggles active (such as time-based) but have the saves and therefore the stutters happen at times when they do not affect gameplay or be noticeable in the first place.

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