Acleacius Posted June 3, 2010 Posted June 3, 2010 My Save System Make a Save folder here Documents\Alpha Protocol\Checkpoints\Saves, then every time you want to make a save, Alt-Tab and in Documents\Alpha Protocol\Checkpoints COPY the "default.sav" to your new Save folder and rename it, here's an example of mine. Start.sav PreTechTraining.sav PreWeaponsTraining.sav PreCovertTraining.sav PreInterrogation.sav SaudiArabiaStart.sav Airfield 1.sav AirField 2.sav Tower.sav And so on. Then when a broken or buggy bit happens all you do is copy your save to Documents\Alpha Protocol\Checkpoints, Delete default.sav and rename your COPIED save file to default.sav , it will save you lots of headaches and frustrations. Good luck.
zkylon Posted June 3, 2010 Posted June 3, 2010 I was planning on doing something like that but can't you just save in a new slot and then reload and older one?
Acleacius Posted June 3, 2010 Author Posted June 3, 2010 Probably but from the looks of things, they only key Hard Saves with Safe Houses, so you wouldn't know which Save you were loading unless you tracked them by Time and Date. I really didn't look too hard actually since I just started playing and would like to finish the game once. I am sure we will see some editing tools after about a week, maybe be able to edit weapons, ammo, tech and gear, similar to Quarn's Coalesced Compiler from ME2 but I imagine everyone is trying to complete a game.
player1 Posted June 4, 2010 Posted June 4, 2010 (edited) Doesn't game already do something like this normally? In missions, save last checkpoint pretty much copies contents of last autosave (at checkpoint) to new save slot. Exempt in savehouses. Edited June 4, 2010 by player1 Spell Fixes compilation for Neverwinter Nights 2, as well as my other submissions for this great game.
Acleacius Posted June 4, 2010 Author Posted June 4, 2010 player1 it doesn't in my game, well afaik. Every time you get to a Forced dialog/Save/Check/Update point your Save gets overwritten. In my game they only use and Autoupdate ONE file, defualt.sav. This at least in my game prevents me from going back if a mistake, bug, AI or bad design causes an issue. Maybe there is a bug preventing mine from working correctly, but at least what I am doing prevents problems. I thought not only is my experience a common problem but one Obsidian actually intended to design. They are intentionlly trying to prevent the Players from being able to Save anytime, they talk about it interviews even. Either that or I need more sleep due to hallucinations.
player1 Posted June 4, 2010 Posted June 4, 2010 (edited) True, autosave slot gets overwritten. But there is nothing stopping you form saving afterwards with "Save last checkpoint" option in menu, which will effectively copy that same autosave to different slot. Edited June 4, 2010 by player1 Spell Fixes compilation for Neverwinter Nights 2, as well as my other submissions for this great game.
dan107 Posted June 6, 2010 Posted June 6, 2010 Also, every .sav file has a .dat file in the MetaData folder associated with it. Not sure what it does exactly, but probably not a good idea to only copy the .sav file.
Zoraptor Posted June 7, 2010 Posted June 7, 2010 The metadata file can be opened with a hex editor (or even notepad, at a pinch) and has the save game name and the date in it, seems very likely to be the ones displayed in the save game list.
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