There ar over 200 pages for saves, or did you not notice?
You are correct. I hadn't noticed. I did see the arrow keys, but I thought that was just for advancing pages between the first and the last page, not jumping to a new set of pages (will have to look again).
Thanks for pointing this out! I probably would have remained oblivious to the 200 pages of saves otherwise.
I'll look into this for my own mod, but I still dislike the look of the new interface. And the lack of a quicksave button and the locking out of autosaves...
Having 10 saves per page is better than 6, assuming that the other 'new' info can be incorporated as well. Plus, the old interface is a better design IMHO, so I'm taking a crack at it. I'm already poking around in the code, so adding 'page forward/back' buttons should be easy to do, assuming that I can fully graft what Mr. Dots did in .11 onto the old interface...
BTW, THIS is what I"m working towards at the moment:
It should be possible to add up/down arrows above and below the 0-9, as to how to make more pages available, that's another story. This provides 120 save slots currently (10 auto, 10 quick, and 100 regular saves), and I have that many slots working in my WIP build, and I'm about to tackle grafting the corruption, friendliness, love and date displays, and also adding the text entry to the .10 interface.
I'll keep everyone posted. I'm sharing my progress in my D.M.D. Interface mod thread, but wanted to share here real quick as well. BTW, this also makes your 'hidden saves' available as well. The new interface doesn't remove them, it just doesn't access them/make them available to you...
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This won't fix broken saves at the end of day 10 though. Your best bet, as far as rescuiing those saves, is to open those in .10, use the page up key to back up a bit in the conversation, and then save there, and pick up from there in .11. It's the very very end of the day that was changed, and that's where the saves break, because Mr. Dots changed the end of the day for .11.