KCD2 Auto QuickSave

KCD2 Auto QuickSave

Automatic quicksaves at a configurable interval, plus an F5 quicksave hotkey — without burning Saviour Schnapps.

[size=6]KCD2 Auto QuickSave[/size]

[b]Automatic quicksaves at a configurable interval, plus an F5 quicksave hotkey — without burning Saviour Schnapps.[/b]

Never lose progress to a crash or a bad decision again. This mod quietly creates a quicksave every few minutes and lets you save instantly with a keypress. Because it saves through the game's own [i]resting[/i] save path (the same method used by [i]Unlimited Saving II[/i]), there is [b]no thumbnail black-screen flash[/b] and [b]no Saviour Schnapps is consumed[/b].

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[size=5]Features[/size]
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[][b]Automatic quicksave on an interval[/b] — default every 5 minutes, fully configurable.[/]
[][b]Manual quicksave key[/b] — a [b]real game keybind[/b]: rebind it in the game's own [i]Controls[/i] menu under [b]Other → Quicksave[/b] (default [b]F5[/b]). Saving also restarts the auto-save countdown.[/]
[][b]Controller button too[/b] — [b]hold Back/Select for 0.5 s[/b] to quicksave. A normal short press still does its usual thing.[/]
[][b]No black screen[/b] — saves are seamless, unlike a normal quicksave which briefly blacks out the screen to render a thumbnail.[/]
[][b]No Saviour Schnapps needed[/b] — uses the resting-save mechanism, so by default your schnapps stays in your pocket. Prefer the vanilla feel? You can [i]optionally[/i] make the hotkey save and/or the interval save [b]drink[/b] a Saviour Schnapps (each toggled separately): the potion's normal effects apply and the game saves the vanilla way. Any of the four variants counts (standard, medium, high, Henry's) and the weakest is drunk first; with none left, that save is skipped and a brief message appears.[/]
[][b]Saves only in the world[/b] — never in menus, dialogues, or during loading. The interval runs on in-game time, so it pauses whenever the game does.[/]
[][b]In-game settings via MCM[/b] — if you have the [i]Mod Configuration Menu[/i] installed, tweak the interval, the schnapps options and on/off right from the in-game menu. Changes apply instantly — no restart needed.[/]
[][b]Lightweight[/b] — no performance impact. Settings live in a small INI (and in MCM if present).[/]
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[size=5]Requirements[/size]
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[][url=https://www.nexusmods.com/kingdomcomedeliverance2/mods/14]KCSE – Kingdom Come Script Extender[/url] (or the KCSE loader you already use for native plugins).[/]
[][b]PTFextender[/b] — [b]required[/b]. The quicksave key/button is added as a real game keybind, and PTFextender is what merges that small binding patch into the game's config files. Without it the key and controller button will not work (the timed auto-save still does).[/]
[][b]Kingdom Come: Deliverance II — game version 1.5.6.[/b] The plugin is built against this build; other versions may not work until updated.[/]
[][i]Optional:[/i] [b]MCM (Mod Configuration Menu)[/b] — only needed if you want to change the settings in-game. Without it the mod works fine using the INI file.[/]
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[size=5]Installation[/size]
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[]Make sure [b]KCSE[/b] is installed (its dinput8.dll sits in ...\KingdomComeDeliverance2\Bin\Win64MasterMasterSteamPGO\).[/]
[]Install with [b]Vortex[/b], or manually: drop the [b]autoquicksave[/b] folder into your game's [b]mods[/b] folder so you get:
[code]...\KingdomComeDeliverance2\mods\autoquicksave\mod.manifest
...\KingdomComeDeliverance2\mods\autoquicksave\Data\KCD2AutoQuickSave.pak
...\KingdomComeDeliverance2\mods\autoquicksave\KCSE\Plugins\KCD2AutoQuickSave.dll[/code][/
]
[]Make sure the mod is enabled in your load order (mods\mod_order.txt or your mod manager).[/]
[]Launch the game once — a config file is created at ...\KingdomComeDeliverance2\KCSE\KCD2AutoQuickSave.ini.[/]
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[size=5]Configuration[/size]
[b]Keybinds — in the game's Controls menu:[/b] the quicksave key lives under [b]Other → Quicksave[/b] (default [b]F5[/b]) and can be rebound there like any other key. The controller binding is [b]hold Back/Select for 0.5 s[/b] (fixed).

[b]Everything else — in MCM:[/b] with the [i]Mod Configuration Menu[/i] installed, open MCM and pick [b]KCD2 Auto QuickSave[/b]: toggle the [b]Auto quicksave (interval)[/b] on/off, set the [b]Interval[/b] (30–1800 s), and — separately for the interval save and the manual save — decide whether each should [b]drink a Saviour Schnapps[/b] (applying its effects and saving the vanilla way). The manual save works even with the interval save turned off. Changes take effect immediately and are saved automatically.

[b]Via INI:[/b] edit ...\KingdomComeDeliverance2\KCSE\KCD2AutoQuickSave.ini and restart the game:
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Setting           Default   Description
---------------------------------------------------------------------------
AutoSaveEnabled   1         Turn the automatic (interval) quicksave on (1) /
                            off (0). The manual save works either way.
IntervalSeconds   300       Seconds between automatic quicksaves (min 10).
                            300 = every 5 minutes.

AutoSaveUsesSchnapps 0      Interval save drinks one Saviour Schnapps (1) / free (0).
                            Drinking = potion effects + the game's normal save.
                            No schnapps = no save (brief on-screen message).
HotkeyUsesSchnapps   0      Manual save drinks one Saviour Schnapps (1) / free (0).
                            Drinking = potion effects + the game's normal save.
                            No schnapps = no save (brief on-screen message).

(The quicksave KEY is not in the INI -- it is a game keybind: Controls -> Other
-> Quicksave. The controller binding lives in the mod's pak.)[/code]
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[size=5]How it works[/size]
The mod is split into two small parts that live in one folder:
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[][b]Data pak[/b] — a startup script that registers the console command [b]aqs_quicksave[/b] (saves via Game.SaveGameViaResting()), plus small keybind patches merged by PTFextender.[/]
[][b]KCSE plugin[/b] — a background timer; it also registers the commands the keybind and controller button trigger, and runs the save at the right moments.[/]
[/list]A normal quicksave (CreateSaveGame) renders a save thumbnail, which is what briefly blacks out the screen. The resting-save path skips that, so saving is invisible.

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[size=5]Compatibility[/size]
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[]Works alongside other KCSE plugins.[/]
[]Does not modify any level or game data, so it is safe to add or remove at any time.[/]
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[size=5]Credits[/size]
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[][b]finex7070[/b] — mod author.[/]
[]Built with [url=https://github.com/JerryYOJ/libKCD2]libKCD2[/url] / KCSE by JerryYOJ.[/]
[]Inspired by [b]Unlimited Saving II[/b] (EddieShoe / Lacyway) for the resting-save approach.[/]
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