Risk of Rain 2
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Date Uploaded
yesterday
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ProperSave MultiSave

ProperSave keeps one save for every group of players, and the next run of the same group writes over it. Dying deletes it too. This mod keeps a save of every run and lets you pick which one to load, in single player and in multiplayer.

Made mostly with AI. Tested over long runs and in multiplayer.

Found a bug? Report it on the gitlab: https://gitlab.com/360gaggi/ror2mods

what it does

  • every run gets a save of its own, a new run doesn't write over the last one anymore
  • a "Saves" button next to ProperSave's Load button in the lobby opens a list of all saves:
    • Load: loads the save right away
    • Select: ProperSave's Load button loads that save from then on. A double click on a save does the same and closes the window
    • Favorite: gives the save a star. It stays where it is, shows in Favorites as well and is never deleted on its own (not by Max saves, Stages kept per run or Delete when the run ends)
    • Folder: makes, renames and deletes folders. Deleting a folder keeps its saves, they go back to Saves and keep their star
    • Name: gives the save a name of its own, like "Mithrix attempt", shown in front of the stage
    • Duplicate: makes a copy of the save, to try something out and still have the old one
    • Export: writes the save to a file anywhere, to keep it or to send it to someone
    • Import: takes a save from a file in
    • Delete: asks once, then deletes it
    • Sort (top right): newest, oldest, highest stage or longest run first, in every group
  • the list is split into groups: Favorites with every save that has a star, every folder, and Saves for the ones in no folder. A click on a group opens or closes it
  • dragging a save onto a folder or Saves moves it there and keeps its star, dragging it onto Favorites gives it the star and leaves it where it is
  • every save shows the icon of its difficulty, and "will load" marks the one the Load button loads right now
  • dates are written the way your Windows is set to
  • Esc closes the window
  • works with a controller, but it is kinda janky, mouse and keyboard work a lot better. Good luck :D The View button (Back / Share) opens the saves in the lobby, the stick or d-pad moves between saves and buttons, the save you are on is the one the buttons are for, A on a save picks it for loading (then hold Y in the lobby or press Load), A twice picks it and closes the window, A on a button presses it and B goes back. A line below the window shows which buttons scroll the details. In the lobby, holding Y loads like ProperSave's Load button, its hint said "[UNBOUND]" and shows the button now. In the Folder window A on a folder moves the save into it and "Take out" moves it back to Saves, the controller can't drag
  • moving the mouse over a save shows the stage it continues on and everything that is in it:
    • the run: stage, loop, time, difficulty, level, monster level, the next stage and the artifacts
    • every player: name, survivor, items, gold, void and lunar coins, kills, damage dealt and taken, gold collected and purchases
    • the equipment and items of every player as icons, with the name and description of each one when the mouse is on it
  • the names of the players are shown everywhere, in the list, the details and the tooltip of ProperSave's Load button, also for players that aren't in the lobby
  • saves stay when the run ends, by dying or by winning, so a run can be loaded again from its last stage
  • you can set how many saves are kept, the oldest go first
  • you can keep more than the newest stage of a run, to go back to an earlier stage later

settings

In the config file or ingame if you have Risk of Options. All of them apply right away.

  • Delete when the run ends (default: off): deletes the save of a run once it is over, the way ProperSave does on its own
  • Max saves (default: 50): how many saves are kept at most, the oldest are deleted first. The save of the run that is going on and favorites are never deleted. 0 keeps all of them
  • Stages kept per run (default: 1): how many stages of a run are kept as saves of their own. 1 only keeps the newest one, like ProperSave. Loading an older stage and playing on from there keeps both ways apart

multiplayer

  • only the host needs the saves, and only the host can pick and load one (the same as ProperSave)
  • everyone needs ProperSave, the other players don't need this mod
  • the names of the players are written down with every save. For a save from before this mod they come from Steam or Epic, which know the names of friends and players you played with before. If no name can be found it says Player 1, Player 2 and so on
  • the players are matched to the save by their Steam or Epic account. A player that is in the save but not in the lobby keeps their items in the save, a player that is in the lobby but not in the save starts with nothing. The list shows both before you load
  • alone you can load a save of several players too, you get what the first player of it had

optional mods

  • Risk of Options: settings menu

good to know

  • an exported save is a normal ProperSave save, plain ProperSave can load it as well (load_file in the console)
  • with a controller the button turns into a hint which button of the controller opens the saves
  • giving a save or a folder a name needs a keyboard, a controller can't reach the text fields
  • if the file window can't be opened (it should under Linux through Proton as well), exports go into the "ProperSaveMultiSave" folder of the game's save data, and Import takes every save in there
  • a save that was made with other mods than you have now can still be loaded, but can lead to errors. The list shows that as well
  • the mod relies on how ProperSave works inside, a big update of ProperSave can need an update of this mod. It stays off and says so in the log instead of breaking anything
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