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The other weird thing is only survival only goes back 3 saves. Other difficulties have as many as you want. So having it autosave 3 times in fifteen minutes on survival sounds like you were using a mod to edit save frequency.
Usually when it changes the tag or name the old saves are under the original name.
for example if I named a character tx played a while then modded it and saved a new character called tx[Modded] is what it saved under i have to select chose character and pick the old name without the [Moded] tag for the old saves.
The same applies when changing to or from survival it will add or remove the [Survival] tag which puts the saves under a new character same name but with or without the tag [Survival].
All your saves are already in your document folder
Just to expand on the 3 save problem. Beth also made it so that it's impossible to preserve old autosaves, since the oldest save will always be overwritten when making a new save. Used to be, you could keep your second and third save safe if needed, and then delete your newest save before saving. Now it doesn't matter how many saves you have, the oldest will always go.
In addition to the inconvenience of that, there's a stability issue there, since in Bethesda games, quicksaves and saves that get overwritten are more prone to corruption than normal saves.
Now you have to ensure that your oldest save is deleted before sleeping to prevent this.
When I first learned about this change I was also testing mods, so now I probably have some scripts or mod remnants baked into my save file. Thanks Bethesda.
This game is like walking in a minefield.
If you did not know, when the game autosaves, it creates one new save, and rename the old one.
It dont overwrite the old one.
Shake that out your head. They dont get more corrupted. It is bad modding behaviur that do that.
I know that since they use the same system since old Skyrim. Oh and it is the same game engine.
The vault 111 exit save never gets overwritten.
I have never had to delete older saves before saving.
There is some older saves that do not get deleted, some of my characters they go back pretty far. As to what that criteria is, I do not know, however if I was to make an educated guess it is probbaly save kept every so many hours played.
C:\Users\your name\Documents\My Games\Fallout4\Saves
Check there and you will find your lost NOT autosaves.
When we mod an unmodded character it saves all the saves from that point on under a new character called (your character NAME[Moded]) to get the old saves (unless you manually deleted them) select the original UNTAGGED name.
He does say he normally used NMM, but this time he used the in game mod manager. Still not specifiying if the earlier saves had the modified tag or not.
For all we know he could have originally used NMM mods with the achivement enabler (which wouldnt give the modified tag), then started over with a fresh install and used the in game mod manager which gave the save the modified tag.
True however in my experince everytime someone has claimed it deleted their games it was simply the name change causing the new saves to be under a new tagged name simply making the old saves not visible under the new character name.
You are correct however they did leave out that information.
The only saves I have ever had the game delete regardless of what mod method or other settings I use are the exit saves and auto saves that it overwrites any checkpoint save (like the exiting vault 111 save) remain under the character name they were saved until we actually tell the game to delete them or go into the save folder and manually delete them.
It is also good to find out early if a settlement mod is going to @#$% you over. As I did with Sanctuary Lite.
I also used to rush the whole Cabot House quest within the 2-3 saves which on survival is basically all in two days. All out of fear of the missing Emogene issue.
I do basically the same or back up the saves folder before testing (since I lost my first playthrough to something similar) afterall if I plan on keeping a character I definitely do not want to use its saves as the test game for a mod I am trying out and the vault 111 exit save cuts out the time spent setting up a character when it is only for a test run to see if a mod works like it should.