Larian Studios
Posted By: Dairymoose Save Game Editor - 16/07/14 08:45 PM

UPDATE: Here is link for the latest version of MooseEdit.


Greetings everyone.

I am currently making a save game editor for Divinity Original Sin.
The current plan is to include tabs to edit Character, Waypoint, and Quest data.

For characters, I plan to make the UI similar to the in-game UI if possible. This means you will see a character sheet just like you normally do in-game. And you will see an inventory grid with movable items (that you can edit), etc. I am hoping to include an item creator as well, that lets you create new items from scratch.

Since it is still in development I am willing to take requests if anyone has any suggestions on what else to include. This post is also to gauge interest in whether this is something people are looking for.
Posted By: Damar Stiehl Re: Save Game Editor - 16/07/14 10:26 PM
Appearance editing options perhaps? I must have restarted 20 times before I found a look that didn't look dumb in-game.

Also, you win an internet for your username smile
Posted By: Bob Hope Re: Save Game Editor - 16/07/14 10:39 PM
Good lord almighty I want this so badly. I'm not sure what your limitations are as far as what you can actually edit in the saves, but if there's a way that you could include the capability to add spells and such to the characters, that would be awesome.


Originally Posted by Damar Stiehl
Appearance editing options perhaps? I must have restarted 20 times before I found a look that didn't look dumb in-game.


Play for a bit and you'll reach a point where you can change the appearances of your characters entirely, without having to start over. And you can do so as many times as you like, apparently.
Posted By: Tiaexz Re: Save Game Editor - 16/07/14 10:40 PM
Originally Posted by Damar Stiehl
Appearance editing options perhaps? I must have restarted 20 times before I found a look that didn't look dumb in-game.

Also, you win an internet for your username smile


You can change your appearance in your homestead, so you do not need to restart. Though, I believe a memory editor can do this at the moment as well, but not tried it.
Posted By: Norbyte Re: Save Game Editor - 16/07/14 11:01 PM
Originally Posted by Dairymoose
Greetings everyone.

I am currently making a save game editor for Divinity Original Sin.


Ahhh, I was working on the same thing smile

Originally Posted by Bob Hope
Good lord almighty I want this so badly. I'm not sure what your limitations are as far as what you can actually edit in the saves, but if there's a way that you could include the capability to add spells and such to the characters, that would be awesome.


Both of those are possible with the current savegame format.
Posted By: Chriskang Re: Save Game Editor - 16/07/14 11:13 PM
Originally Posted by Norbyte
Ahhh, I was working on the same thing smile

Same here.
You're probably far ahead of us, Norbyte, as I just finished my own zlib decompressor today, which restores my ability to parse savegame LSBs.

Maybe we could join forces?
Posted By: Norbyte Re: Save Game Editor - 17/07/14 12:02 AM
Originally Posted by Chriskang
Originally Posted by Norbyte
Ahhh, I was working on the same thing smile

Same here.
You're probably far ahead of us, Norbyte, as I just finished my own zlib decompressor today, which restores my ability to parse savegame LSBs.

Maybe we could join forces?


Sounds good; sent you a PM.
Posted By: Andargor Re: Save Game Editor - 17/07/14 12:21 AM
Hi,

Interesting guys, keep up the good work. i've been looking for something like this, and if there wasn't anyone working on it, I was going to start the research to it it myself. Happy that you are saving me the trouble smile


In the meantime, a couple questions and a request:

- How do you recompress an LSX (or XML) back into an LSB?
- Is there a way to search for key values in LS Tools?

Posted By: NEET Re: Save Game Editor - 17/07/14 01:06 AM
Originally Posted by Dairymoose
I am hoping to include an item creator as well, that lets you create new items from scratch.


YES PLEASE!!! Hope it'll be possible to customize the items with enchants and bonuses.
Posted By: Midnight Voyager Re: Save Game Editor - 17/07/14 05:02 AM
I definitely want to be able to do something like, say, editing inventory to add lost items. That bloody grieving orc quest bug was annoying as hell.
Posted By: Norbyte Re: Save Game Editor - 17/07/14 06:10 AM
Originally Posted by Andargor
- How do you recompress an LSX (or XML) back into an LSB?


In LSTools:
File -> Open ... -> select LSX
File -> Save ... -> type a filename with .lsb at the end


Originally Posted by Andargor
- Is there a way to search for key values in LS Tools?


Not yet.
Posted By: Dairymoose Re: Save Game Editor - 17/07/14 02:48 PM
Originally Posted by Norbyte
Originally Posted by Dairymoose
Greetings everyone.

I am currently making a save game editor for Divinity Original Sin.


Ahhh, I was working on the same thing smile

Originally Posted by Bob Hope
Good lord almighty I want this so badly. I'm not sure what your limitations are as far as what you can actually edit in the saves, but if there's a way that you could include the capability to add spells and such to the characters, that would be awesome.


Both of those are possible with the current savegame format.


I see... perhaps it does make sense to work together: but is your idea for the UI similar to the one I initially proposed? I had a pretty set idea of what I wanted as an end-result to this project. I wanted a very user-friendly interface that was intuitive because it was familiar to the in-game UI. And if you did have the same idea in mind, I don't know how much use you would get out of anything I have written presently as it is not - at the moment - particularly modular, flexible, or production-quality (though I plan to tidy it up, in time).

Also, as an aside, I made a new save game yesterday to look at this new save format, but it did not appear that the lsb files were any different? Was compression disabled with the release of the hotfix?
The only difference I saw was that instead of <SaveName>.lsb, there were files sanity.lsb and meta.lsb.
Posted By: Tiaexz Re: Save Game Editor - 17/07/14 04:10 PM
Here is a function a lot of people have said about on forums/comments, which I think might work.

A character export/import.

Basically, the Save Editor can export the characters gear, appearance, xp, level and attributes. Then you can load up another save, lets say, your friends or a NG+, then you select 'Import', which imports those attributes into the other save.

For reasons, might be best to keep quest tags alone.
Posted By: irongamer Re: Save Game Editor - 17/07/14 04:42 PM
Really looking forward to just the simple function of a respec by adjusting stats. A friend of I are many hours into the game yet still hours away from the in game respec. I would rather fix my build to something more enjoyable than endure more hours of uselessness.

I just wish I had a save before the patch as LSTools looks like it could have done what I need.
Posted By: Tiaexz Re: Save Game Editor - 17/07/14 04:57 PM
Originally Posted by irongamer
Really looking forward to just the simple function of a respec by adjusting stats. A friend of I are many hours into the game yet still hours away from the in game respec. I would rather fix my build to something more enjoyable than endure more hours of uselessness.

I just wish I had a save before the patch as LSTools looks like it could have done what I need.


You can use CheatEngine:
http://www.cheatengine.org/
Table:
http://forum.cheatengine.org/viewtopic.php?p=5539975#5539975

This is a memory editor, basically an opensource 'engine' which can be used to make trainers for games. 'Tables' are what people have created using it, to do functions such a god modes, stat changing, and what not.

hdf13 has a table with this function in already. It should assist your gameplay.

For obvious reasons, I recommend avoiding the god-modes and such, as it will make your game rather stale and boring.
Posted By: Norbyte Re: Save Game Editor - 17/07/14 05:10 PM
The latest version of LSTools supports a limited form of character editing in savegames.
Posted By: Glaw Re: Save Game Editor - 17/07/14 05:37 PM
Originally Posted by Norbyte
The latest version of LSTools supports a limited form of character editing in savegames.


First - thanks for all the great work with LSTools.

Second - Are the steps something like this:
1. Use LSTools to unpack the save game LSV file.
2. Open Global.lsb in LSTools.
3. Go to the Characters tab and modify things.
4. Save Global.lsb

If so, then how do I update the save for the game to recognize it? Do I need to repack the files into the LSV? Or do I just remove the LSV and put all of the unpacked files in that save's folder?

Thanks again!
Posted By: irongamer Re: Save Game Editor - 17/07/14 05:38 PM
Has LSTools been updated for the latest patch? Also, do you have a central thread with a link to updates?

I'm guessing it isn't yet. Great work on the tools so far, I poked around some older saves.

Assertion Failed!
Expression: lengh <= 0x10000 && length >= paddingChars
Location ..\DivinityEd\variant.cpp (428)
Posted By: Norbyte Re: Save Game Editor - 17/07/14 06:05 PM
Originally Posted by irongamer
Has LSTools been updated for the latest patch? Also, do you have a central thread with a link to updates?

I'm guessing it isn't yet. Great work on the tools so far, I poked around some older saves.

Assertion Failed!
Expression: lengh <= 0x10000 && length >= paddingChars
Location ..\DivinityEd\variant.cpp (428)


This sounds like a bug. Can you attach a copy of your savegame?
Posted By: Norbyte Re: Save Game Editor - 17/07/14 06:07 PM
Originally Posted by Glaw
Originally Posted by Norbyte
The latest version of LSTools supports a limited form of character editing in savegames.


First - thanks for all the great work with LSTools.

Second - Are the steps something like this:
1. Use LSTools to unpack the save game LSV file.
2. Open Global.lsb in LSTools.
3. Go to the Characters tab and modify things.
4. Save Global.lsb

If so, then how do I update the save for the game to recognize it? Do I need to repack the files into the LSV? Or do I just remove the LSV and put all of the unpacked files in that save's folder?

Thanks again!


Almost, you should hit "Save all changes" in the first tab of the character editor after modifying the character, and then save Globals.lsb.

You don't really need to repack the .lsv, the game accepts unpacked savegames as well; just copy-paste the unpacked contents of the .lsv to the savegame folder.
Posted By: Glaw Re: Save Game Editor - 17/07/14 06:29 PM
Thanks for the quick reply.

I don't see a "Save all changes". Perhaps I'm using an old version of LSTools? It says 0.1.11 in the bottom right corner.
Posted By: Norbyte Re: Save Game Editor - 17/07/14 06:57 PM
It's in the first tab of the character editor.
Screenshot: https://dl.dropboxusercontent.com/u/32263228/dos/lstools_savegame.png
Posted By: Glaw Re: Save Game Editor - 17/07/14 07:47 PM
Ah yeah I was missing that in a version I'd downloaded last night. I just grabbed it again and the button is there and I confirmed I was able to modify a save. Thanks!
Posted By: alseT Re: Save Game Editor - 17/07/14 08:33 PM
I used lstools to mess around with talents and it made all skills(midnight oil and such) for that character disappear. I had backups so nothing was lost in the end(experimental etc). I just thought I should report the bug. It also didn't report the right talents the character already had correctly.
Posted By: Axell Re: Save Game Editor - 17/07/14 08:52 PM
Yeah editing the save doesn't really work as intended, I set Lone Wolf to 0 and saved the changes, when I loaded it up in-game I was missing a whole bunch of Talents. I didn't have Lone Wolf anymore and yet NPCs refused to join again.
I think the refusal might be related to this one bug, since even after you unlearn everything via the NPC in-game, NPCs won't rejoin.
But the missing Talents is related to editing the save, as alseT reported.
Posted By: Norbyte Re: Save Game Editor - 17/07/14 09:08 PM
I've uploaded a new version that fixes the incorrect talent saving bug and the skills disappearing bug.
Posted By: Ded1 Re: Save Game Editor - 17/07/14 09:18 PM
Wow you are making fast progress. I am looking forward to the outcome of this.
Posted By: Axell Re: Save Game Editor - 17/07/14 09:46 PM
Originally Posted by Norbyte
I've uploaded a new version that fixes the incorrect talent saving bug and the skills disappearing bug.


Dear sir, here's 1 interwebz to add to your vast collection of it.
Posted By: alseT Re: Save Game Editor - 17/07/14 10:24 PM
Originally Posted by Norbyte
I've uploaded a new version that fixes the incorrect talent saving bug and the skills disappearing bug.


Could you post the link? I used one that's been floated around the forum but the exe has been last modified yesterday. I have 0.1.12b, is that the most recent?

edit: So I thing I got the right version but now the talent list in lstools doesn't correspond to what shows up ingame "Opportunist" turns into "Speed Creeper" and such.
Posted By: Tiaexz Re: Save Game Editor - 17/07/14 10:29 PM
I think lone-wolf doesn't work as it triggers a character flag which doesn't have a deactivation. That makes the most sense.
Posted By: Axell Re: Save Game Editor - 17/07/14 10:32 PM
Originally Posted by Tiaexz
I think lone-wolf doesn't work as it triggers a character flag which doesn't have a deactivation. That makes the most sense.


Yep, that's what I thought. I'm stuck with the two main player characters in this playthough sadly. Even though they are not Lone Wolves anymore... frown

Edit: Is there a way to find out a character name under the Characters/CharacterFactory/Characters nodea? I'm trying to look into a specific NPC(Jharl) and can't find him in there.
Posted By: Andargor Re: Save Game Editor - 17/07/14 11:09 PM
Originally Posted by Norbyte
Originally Posted by Andargor
- How do you recompress an LSX (or XML) back into an LSB?


In LSTools:
File -> Open ... -> select LSX
File -> Save ... -> type a filename with .lsb at the end


Originally Posted by Andargor
- Is there a way to search for key values in LS Tools?


Not yet.


Thanks!
Posted By: irongamer Re: Save Game Editor - 17/07/14 11:31 PM
This last update now has chrome flagging the zip file as malicious.
Posted By: Midnight Voyager Re: Save Game Editor - 18/07/14 12:14 AM
Originally Posted by alseT
Originally Posted by Norbyte
I've uploaded a new version that fixes the incorrect talent saving bug and the skills disappearing bug.


Could you post the link? I used one that's been floated around the forum but the exe has been last modified yesterday. I have 0.1.12b, is that the most recent?

edit: So I thing I got the right version but now the talent list in lstools doesn't correspond to what shows up ingame "Opportunist" turns into "Speed Creeper" and such.


A temporary workaround would be to remove all talents and give yourself the talent points. Then you can buy the talents ingame.
Posted By: Aura Re: Save Game Editor - 18/07/14 12:39 AM
Originally Posted by alseT
Originally Posted by Norbyte
I've uploaded a new version that fixes the incorrect talent saving bug and the skills disappearing bug.


Could you post the link?

I'd appreciate this as well. Also, thanks for all the work.
Posted By: alseT Re: Save Game Editor - 18/07/14 01:16 AM
Originally Posted by Midnight Voyager
Originally Posted by alseT
Originally Posted by Norbyte
I've uploaded a new version that fixes the incorrect talent saving bug and the skills disappearing bug.


Could you post the link? I used one that's been floated around the forum but the exe has been last modified yesterday. I have 0.1.12b, is that the most recent?

edit: So I thing I got the right version but now the talent list in lstools doesn't correspond to what shows up ingame "Opportunist" turns into "Speed Creeper" and such.


A temporary workaround would be to remove all talents and give yourself the talent points. Then you can buy the talents ingame.


For sure. But there's a bunch of hidden talents and some of them even work. Like the one that halves the AP cost of equipping stuff in combat.
Posted By: irongamer Re: Save Game Editor - 18/07/14 03:29 AM
Yeah, some of the talents are still mixed up. I had to give myself Sight to get RogueLoreBackstab which is really backstab in the game. The backstab item in the editor gives you Assassin, which is a crazy talent (backstab with any weapon, lol).
Posted By: Gotcha! Re: Save Game Editor - 18/07/14 01:10 PM
There's one option I'd like to see: The ability to level items up to your current level.
That'd make my day. smile
Posted By: Newbie Re: Save Game Editor - 18/07/14 08:17 PM
Hi,

I want to add a modified save file (with mod) to my current one, but which .lsb do I replaced? I've unpacked the .lsv and it gave me 3 .lsb - Global, meta, and sanity.
Posted By: Norbyte Re: Save Game Editor - 18/07/14 11:38 PM
Originally Posted by alseT
Originally Posted by Norbyte
I've uploaded a new version that fixes the incorrect talent saving bug and the skills disappearing bug.


Could you post the link? I used one that's been floated around the forum but the exe has been last modified yesterday. I have 0.1.12b, is that the most recent?

edit: So I thing I got the right version but now the talent list in lstools doesn't correspond to what shows up ingame "Opportunist" turns into "Speed Creeper" and such.


https://dl.dropboxusercontent.com/u/32263228/lstools.zip always contains the latest version.


Originally Posted by Tiaexz
I think lone-wolf doesn't work as it triggers a character flag which doesn't have a deactivation. That makes the most sense.


Indeed it doesn't; if you enable if from the save editor it won't trigger the code paths that are responsible for making companions leave, etc.

Originally Posted by irongamer
This last update now has chrome flagging the zip file as malicious.

Just chrome being chrome; it'll randomly mark any Dropbox download link as malicious for me frown

Originally Posted by irongamer
Yeah, some of the talents are still mixed up. I had to give myself Sight to get RogueLoreBackstab which is really backstab in the game. The backstab item in the editor gives you Assassin, which is a crazy talent (backstab with any weapon, lol).

What version are you using? It should be fixed in 0.1.12b

Originally Posted by Gotcha!
There's one option I'd like to see: The ability to level items up to your current level.
That'd make my day. smile


It isn't that easy, as changing the level of an item won't change its stats; those are only generated once, when the item is dropped.
Posted By: Gotcha! Re: Save Game Editor - 19/07/14 01:43 AM
Originally Posted by Norbyte
It isn't that easy, as changing the level of an item won't change its stats; those are only generated once, when the item is dropped.


You're right, that makes sense. I guess the only way to level up an item is through an ingame recipe then.
Posted By: Andargor Re: Save Game Editor - 19/07/14 03:21 AM
Originally Posted by Gotcha!
Originally Posted by Norbyte
It isn't that easy, as changing the level of an item won't change its stats; those are only generated once, when the item is dropped.


You're right, that makes sense. I guess the only way to level up an item is through an ingame recipe then.


Changing the level of the item can be useful:

- Ruby bonuses depend on level
- Sarongs at level 7 seem to have no prereqs, whereas those at level 10 require 7 int. So a level 7 sarong with a Ruby enchant is good for non-mage types
Posted By: Demargon Re: Save Game Editor - 20/07/14 03:53 PM
Hello everyone
I Suppose most of you already found out what i'm about to list but i thought it would help lots of you
The thing is, if norbyte or some other programmers were able to modify lstool to allow item editing the same way they did for characters

Concerning item editing

first thing, try to find your item (HARD)
able to find it? good
now the nodes
it look that way, and i'll describe anything i could find
.Items
..ItemFactory
...Items
....Item (here we begin, general info)
.....Generation (boost subtrees add bonuses to the item)
......Boost
.....ItemMachine (always empty?)
.....Stats (some things)
......PermanentBoost (seems to be the ADDED (like ruby) bonuses
.......Abilities (?)
.....StatusManager (didn't actually messed with this one)

"Item" node :
ammount : amount (no kidding!)
current template (Visual)
CurrentTemplateType ?
Flags ?
Global ?
Inventory ?
IsGenerated ? (uniques are not)
IsKey checked if it is a key (for doors)
Key which door or chest it open
Level if not in inventory, the area(cyseal, lucula...) where it is
LifeTime ?
LockLevel ?
OriginalTemplate (useful? game refers to CureentTemplate)
OriginalTemplateType ?
Parent ? (but when put to 0 it disappeared from my inventory)
Rotate?
Scale ? (maybe real proportion? always 1 as far as i see)
Slot (Inventory Slot)
Stats (seems to look like some referal Template)
Owner (the actual owner of the item, refering by its ID)

Sorry i'll finish later I Got to Go

Just know that i've been able to create a unique and a legendary armor with 110% res against all elem including poison and tenebrium, with bonuses in all stats, armor rating, durability...

Since it seems rather easy to modify everything with a not so easy LSTOOL, I hope you'll be able to Make it a bit more user friendly, like you did for base stats for characters
and add search and copy paste, please, if you can
It is no order!, i'm no programmer and i more than respectful for all your work so far, so keep it up!!!!!!!!!!!!!!!!
Thank you

PS: if You could also look for Skills, which also is relatively easy to moify, but need to find skills name by name to add them...
Posted By: xalamandros Re: Save Game Editor - 20/07/14 08:27 PM
Fantastic! Can't wait! Thank you in advance!
Posted By: Stanfoo Re: Save Game Editor - 20/07/14 09:59 PM
I want to use this to reset my stat/ability points.

By doing so, does it set everything back to 0 and give's me back the refunded stat points in game? Or does this program only let me change the numerical values?
Posted By: VikCachat Re: Save Game Editor - 21/07/14 12:17 AM
Originally Posted by Stanfoo
I want to use this to reset my stat/ability points.

By doing so, does it set everything back to 0 and give's me back the refunded stat points in game? Or does this program only let me change the numerical values?


It will only let you change the values, but the is an option to set unspent points in the character tab.

So you could either edit only the values you want or clear everything and assign unspent points.
Posted By: Stanfoo Re: Save Game Editor - 21/07/14 04:38 AM
Originally Posted by VikCachat
It will only let you change the values, but the is an option to set unspent points in the character tab.

So you could either edit only the values you want or clear everything and assign unspent points.


Thanks. Can we also reset talent points with this? (Delete the current talent points and give you back the unspent talent points).
Posted By: Demargon Re: Save Game Editor - 21/07/14 06:22 AM
Yes you can do all that
not in the way you seem to think though
Best advice : try yourself

anyway, for those who just want respec of abi/talents points, you aadjust any number you want in the desired section, and in the back right corner there is a little zone to set the unspent points

Oh, and I saw something interesting about people not making it work...
if you won't changes to take effect, you must save the changes char by char AND save the file wink
Posted By: Norbyte Re: Save Game Editor - 21/07/14 07:07 AM
Originally Posted by Demargon
Concerning item editing
...


This is on the list of planned features, will add it as soon as I have some time.
Posted By: Stanfoo Re: Save Game Editor - 21/07/14 07:56 AM
I tried fiddling around with LSTools but I'm clueless on how to use this. Can anyone briefly tell me what to do? I'm trying to edit my character's talent points.
Posted By: Gotcha! Re: Save Game Editor - 21/07/14 11:27 AM
Originally Posted by Stanfoo
I tried fiddling around with LSTools but I'm clueless on how to use this. Can anyone briefly tell me what to do? I'm trying to edit my character's talent points.


You need to open the file globals.lsb of your chosen savegame. After you've done that, clich the Characters tab on the right. After that it should be self explanatory. smile

(Do backup your savegame first.)
Posted By: Ichthyic Re: Save Game Editor - 21/07/14 01:31 PM
I've used this several times now, changing various character stats/traits/abilities. have run through a few levels with the changes saved. so far no problems at all.



Posted By: XiDragon Re: Save Game Editor - 21/07/14 03:30 PM
Using LSTools to edit characters does not work 100% properly. I have a char that has the talents "Pack Mule", "Opportunist" and "What a Rush". When I load the saves globals.lsb of a save with this char and go to the character editor and just press save changes and afterwards save the global.lsb the talent "Pack Mule" is removed!
Posted By: Norbyte Re: Save Game Editor - 21/07/14 04:02 PM
Originally Posted by XiDragon
Using LSTools to edit characters does not work 100% properly. I have a char that has the talents "Pack Mule", "Opportunist" and "What a Rush". When I load the saves globals.lsb of a save with this char and go to the character editor and just press save changes and afterwards save the global.lsb the talent "Pack Mule" is removed!


Works fine for me. What version are you using? Can you attach a savegame that breaks when saving?
Posted By: Demargon Re: Save Game Editor - 21/07/14 05:38 PM
you must be using version 0.1.12b (had the same problem)
version 0.1.12d corrected it rightly
Posted By: XiDragon Re: Save Game Editor - 21/07/14 08:01 PM
That is true, I have 1.12b. Will try the newest version. Is there a thread for LSTools?
Posted By: Ichthyic Re: Save Game Editor - 21/07/14 08:10 PM
the link is in the thread, though it should be moved to the first post if possible.

https://dl.dropboxusercontent.com/u/32263228/lstools.zip
Posted By: Stanfoo Re: Save Game Editor - 21/07/14 09:59 PM
Originally Posted by Gotcha!
Originally Posted by Stanfoo
I tried fiddling around with LSTools but I'm clueless on how to use this. Can anyone briefly tell me what to do? I'm trying to edit my character's talent points.


You need to open the file globals.lsb of your chosen savegame. After you've done that, clich the Characters tab on the right. After that it should be self explanatory. smile

(Do backup your savegame first.)


Works perfectly, thanks!

On another note, is it possible to use this to add certain spellbooks to the spellvendors inventory? (Or even your character).
Posted By: Demargon Re: Save Game Editor - 21/07/14 11:03 PM
If you are able to find thé ID for that spellbook yes it would be rather easy.
Posted By: Gotcha! Re: Save Game Editor - 22/07/14 12:05 AM
Originally Posted by Norbyte
It isn't that easy, as changing the level of an item won't change its stats; those are only generated once, when the item is dropped.


I just wanted to make a note that damage is apparently linked to a weapon's level.
I was fooling around with someone's cheat engine table, set a bow to level 20 (was 4) and its damage increased as well. smile
Posted By: WarmCat Re: Save Game Editor - 22/07/14 12:30 AM
"DivinityEd.exe is not a valid Win32 application"
Any ideas?
*edit* Tried 3 XP machines, same on all.
Posted By: Stanfoo Re: Save Game Editor - 22/07/14 02:14 AM
Originally Posted by Demargon
If you are able to find thé ID for that spellbook yes it would be rather easy.


How would I go about finding the ID? (The spellbook is Summon Armoured Undead Decapitator.)
Posted By: WarmCat Re: Save Game Editor - 22/07/14 04:43 AM
Originally Posted by WarmCat
"DivinityEd.exe is not a valid Win32 application"
Any ideas?
*edit* Tried 3 XP machines, same on all.


I believe I can answer my own question. The application will not run on XP.
See this: http://blogs.msdn.com/b/vcblog/archive/2012/06/15/10320645.aspx

Hmm there must be a Win7 PC around somewhere...
Posted By: Demargon Re: Save Game Editor - 22/07/14 08:25 AM
@stanfoo : the thing is you can modify an other spellbook from your own inventory and change is "stats" name to "transform" it from the old one to the one you want
the problem is, items ID can't always completely guessed, so I hope for you you'll find one, or somebody will find one and give you the stats name.

edit: I found a scroll with this "SCROLL_CreateGreaterUndead"
give a try to one of your skillbook and modify it like SKILLBOOK_CreateGreaterUndead
can't assure it will do, but at least it is a real ingame value.
if it doesn't, just craft one from the scroll ^^


@Gotcha! : yes damages (armor points, sight malus, elem res...) are level related, AND item related : I mean if you have an old plate armor vs a new plate armor, at the same level, the new plate armor will have some more defense.
Posted By: Ichthyic Re: Save Game Editor - 22/07/14 09:55 PM
yup. I used the editor to temporarily raise my crafter's level, then made the buffalo sword, then put his level back. then I had my fighter use that sword for a lot of levels. the ap cost was well worth the extra damage from the higher level. saved a lot of hassles playing around with upgrading weapons.

Posted By: Dairymoose Re: Save Game Editor - 23/07/14 04:42 AM
Does anyone have examples of possible "PermanentBoost" values?
Posted By: MollocH Re: Save Game Editor - 23/07/14 06:03 AM
Hey guys,

since I'm pretty unhappy with my character class choice and don't want to start all over again, I searched for a savegame editor to change my class.

So first: there is no real "class" saved, right ? it's just a matter of traits, base stats etc when it comes to picking a character class. So my idea was to create a new character and just copy those stats to the other savegame.

So far so good ... the problem is: when I open a savegame (globals.lsb), edit some stuff in the character tab and then "File -> save" it, nothing is saved. I close and reopen the savegame but nothing has changed ... all stats are back to original (I even just tried to boost a stat up 1 point).

Using 0.1.12d (even tried to open it as admin).

Any advice ?

Greetings

Thanks for the help.
Posted By: Demargon Re: Save Game Editor - 23/07/14 06:16 AM
@dairymoose
permanentboost are bonuses applied from an other item using craft
like ruby elem res, or whetstone fo damages
these one are interesting since, when they exist (can't ADD them via lstool), you can enter the value you want for such boost, unlike "normal boost" which you must copy multiple time cause they have predetermined value.

@MollocH
you must SAVE ALL CHANGES on the "General" sheet of your character after your changes, THEN save your file, overriding your previous global.lsb
Posted By: MollocH Re: Save Game Editor - 23/07/14 06:47 AM
Oh man ... how could I miss that laugh Thanks a lot smile
Posted By: Dairymoose Re: Save Game Editor - 23/07/14 01:24 PM
Originally Posted by Demargon
@dairymoose
permanentboost are bonuses applied from an other item using craft
like ruby elem res, or whetstone fo damages
these one are interesting since, when they exist (can't ADD them via lstool), you can enter the value you want for such boost, unlike "normal boost" which you must copy multiple time cause they have predetermined value.

@MollocH
you must SAVE ALL CHANGES on the "General" sheet of your character after your changes, THEN save your file, overriding your previous global.lsb


I know how they work, I just want to see if anyone can post examples from items they have that have permanent boosts: I don't have many examples of these nodes and I would like to see more.
Posted By: Norbyte Re: Save Game Editor - 23/07/14 03:50 PM
Originally Posted by Dairymoose
I just want to see if anyone can post examples from items they have that have permanent boosts: I don't have many examples of these nodes and I would like to see more.


Yeah that'd be nice. The values in PermanentBoosts don't seem to correspond to any enumeration in EoCApp.exe so I don't really know what the various boost indices mean or how they are mapped to character attributes/skills/....
Posted By: Oxidys Re: Save Game Editor - 23/07/14 05:03 PM
When I try to run DivinityEd.exe I get a System Error

"The program can't start because MSVCP110.dll is missing from your computer. Try reinstalling the program to fix this problem."

I am not sure what exactly I am doing wrong. when I google MSVCP110.dll it says its a C++ runtime thing, and when I attempt to install that package it says I already have it.

Any help? I've pretty much given up playing Divinity until I can respec my broken characters. Starting over is just too disheartening/infuriating to consider.
Posted By: Norbyte Re: Save Game Editor - 23/07/14 05:22 PM
Download this:
http://www.microsoft.com/en-us/download/details.aspx?id=30679
Get the x86 (!!!) version, not the x64 one, even if your windows is 64-bit!
Posted By: Oxidys Re: Save Game Editor - 23/07/14 06:04 PM
Thank you, I got it working!

however, now that I have my character opened and I'm looking at my abilities, after selecting the right character with the drop down, it shows my Bartering/Charisma/Leadership/Crafting at 0. In the game however, those are all 1. I've used the editor to change the zero to a one, and now they say 2 ingame. I've made sure to try this out after unequiping all my gear just to make sure bonuses are not confusing me.


Is there another list I should be looking at to change these Ability points?

Edit: My goal is to make Bartering/charisma/Leadership/Craftin all zero in game so i can put them some where else and have a different character pick up these rolls.


Edit2: i've figured it all out, they are coming from my dialog decisions, I didnt realize that was a thing. i've got it all under control now.
Posted By: rsgeiger Re: Save Game Editor - 23/07/14 07:05 PM
I tried to use this information to create new items, but no luck yet. I found the Owner IDs for my characters, and copied the object to a new node tree. then replaced the old owner with my owner, and tried to pick an empty slot number. No luck though seeing it in my inventory.

Originally Posted by Demargon
Hello everyone
I Suppose most of you already found out what i'm about to list but i thought it would help lots of you
The thing is, if norbyte or some other programmers were able to modify lstool to allow item editing the same way they did for characters

Concerning item editing

first thing, try to find your item (HARD)
able to find it? good
now the nodes
it look that way, and i'll describe anything i could find
.Items
..ItemFactory
...Items
....Item (here we begin, general info)
.....Generation (boost subtrees add bonuses to the item)
......Boost
.....ItemMachine (always empty?)
.....Stats (some things)
......PermanentBoost (seems to be the ADDED (like ruby) bonuses
.......Abilities (?)
.....StatusManager (didn't actually messed with this one)

"Item" node :
ammount : amount (no kidding!)
current template (Visual)
CurrentTemplateType ?
Flags ?
Global ?
Inventory ?
IsGenerated ? (uniques are not)
IsKey checked if it is a key (for doors)
Key which door or chest it open
Level if not in inventory, the area(cyseal, lucula...) where it is
LifeTime ?
LockLevel ?
OriginalTemplate (useful? game refers to CureentTemplate)
OriginalTemplateType ?
Parent ? (but when put to 0 it disappeared from my inventory)
Rotate?
Scale ? (maybe real proportion? always 1 as far as i see)
Slot (Inventory Slot)
Stats (seems to look like some referal Template)
Owner (the actual owner of the item, refering by its ID)

Sorry i'll finish later I Got to Go

Just know that i've been able to create a unique and a legendary armor with 110% res against all elem including poison and tenebrium, with bonuses in all stats, armor rating, durability...

Since it seems rather easy to modify everything with a not so easy LSTOOL, I hope you'll be able to Make it a bit more user friendly, like you did for base stats for characters
and add search and copy paste, please, if you can
It is no order!, i'm no programmer and i more than respectful for all your work so far, so keep it up!!!!!!!!!!!!!!!!
Thank you

PS: if You could also look for Skills, which also is relatively easy to moify, but need to find skills name by name to add them...
Posted By: Norbyte Re: Save Game Editor - 23/07/14 08:36 PM
A new LSTools version was released!
Download at the usual location: https://dl.dropboxusercontent.com/u/32263228/lstools.zip

The major new feature is savegame character skills editing:
[Linked Image]
Posted By: Damar Stiehl Re: Save Game Editor - 23/07/14 09:47 PM
Awesomesauce. Now I can hire henchies and add all those missing skills to them without having to break the bank.

(Hi, I'm Bob Henchman and a Knight by trade. I have this crappy armor, this lousy sword and I know how to apply a bandaid. No, I don't know how to charge or how to inspire or how to*SMACKSMACKSMACKSMACKDIEBOBIHATEYOU*).
Posted By: enosu Re: Save Game Editor - 23/07/14 09:52 PM
Is there a list of coded skills? Especially for: Whirlwind, (the other AOE MaA skill), and that one pyromancer skill that is basically a double Flare.


NEVERMIND!

They are all in the editor :P
Posted By: Gotcha! Re: Save Game Editor - 23/07/14 10:37 PM
Norbyte, you, sir, are awesome. smile
Posted By: karmac Re: Save Game Editor - 23/07/14 10:39 PM
Wonderfull editor man, great job.
Was wondering, is it possible to use it to revive a dead npc?
I would like to resurrect Frederick, I didnt know there was a time limit to finish his quest, the poor guy bled out before I could save him. sad
Posted By: Demargon Re: Save Game Editor - 23/07/14 10:56 PM
Just Great!!
Big Thx to you, for such good work.
Works like a charm, nothing to say

didn't tested for now if enemy skills could be used, but I suppose these are the ones with the big (E) at the end of the name.
I'll try to see if I can find Evelyn Beasts summon wink

What'll be your next objective?
Posted By: Norbyte Re: Save Game Editor - 24/07/14 01:38 AM
Originally Posted by karmac
Wonderfull editor man, great job.
Was wondering, is it possible to use it to revive a dead npc?
I would like to resurrect Frederick, I didnt know there was a time limit to finish his quest, the poor guy bled out before I could save him. sad


There may be a way, but his death also updates the story Rete databases in the savagame, which is very hard to revert. So even though he's alive again, the quest will say that he's dead (at least I think).

The relevant code from LUC_ImpMaster.txt (CHARACTER_LUC_ImpSlave == Frederick):
Code
PROC
	PROC_LUC_IM_ImpIsOut()
AND
	Dead(CHARACTER_LUC_ImpMaster)
THEN
	DB_LUC_IS_SlaveMaster("Out","Dead");


The only way to fix this would be deleting this item from the DB_LUC_IS_SlaveMaster DB, which is not supported by the save editor currently.
Posted By: Norbyte Re: Save Game Editor - 24/07/14 01:44 AM
Originally Posted by Demargon
didn't tested for now if enemy skills could be used, but I suppose these are the ones with the big (E) at the end of the name.


I've currently omitted some of the skills from the dropdown that don't have a localized name as the list was getting waaay too long, so if you want to see *all* skills check SkillData.txt in the game Stats\Generated\Data folder.
If you want to add a custom skill, ie. one that is added by a mod, or is not displayed in the list because its unnamed, just click "Add skill" when the "--- Select a skill to add ---" item is selected, and double-click on the newly added skill name in the skill list to rename it.

Originally Posted by Demargon
What'll be your next objective?

Inventory editing probably.

Also an editor plugin is currently under development that should (hopefully) help with modding and merging the stats .txt files.
Posted By: karmac Re: Save Game Editor - 24/07/14 07:22 AM
Originally Posted by Norbyte
Originally Posted by karmac
Wonderfull editor man, great job.
Was wondering, is it possible to use it to revive a dead npc?
I would like to resurrect Frederick, I didnt know there was a time limit to finish his quest, the poor guy bled out before I could save him. sad


There may be a way, but his death also updates the story Rete databases in the savagame, which is very hard to revert. So even though he's alive again, the quest will say that he's dead (at least I think).

The relevant code from LUC_ImpMaster.txt (CHARACTER_LUC_ImpSlave == Frederick):
Code
PROC
	PROC_LUC_IM_ImpIsOut()
AND
	Dead(CHARACTER_LUC_ImpMaster)
THEN
	DB_LUC_IS_SlaveMaster("Out","Dead");


The only way to fix this would be deleting this item from the DB_LUC_IS_SlaveMaster DB, which is not supported by the save editor currently.


Thx for your time man. Actually maybe reviving him would be enough since the quest (to heal him with a bloodstone) doesnt update/show the fact he's dead. So leaving aside story databases, would it be possible to just ressurect him thx to the editor? At least it "should" make me able to talk to him.
Posted By: zachy Re: Save Game Editor - 24/07/14 09:55 AM
I have a feature request. To force the major vendors (like inter-dimensional trader, elementals, humans in the major cities)to restock/change inventory similar to what happens when you gain a level.
Posted By: Murumuru Re: Save Game Editor - 24/07/14 09:19 PM
What means "Scale" on General character properties tab?
I thought it used to change size of characters but it had no effect upon change.
Posted By: Yosharian Re: Save Game Editor - 25/07/14 07:48 AM
Can someone explain using simple terms how to 1) find an item in my character's inventory 2) use that to find the item's ID 3) use that item ID to 'generate' the item in a different savegame.

It's a quest item that I've lost.

I don't understand the way the LSTools program deals with items at all!
Posted By: Demargon Re: Save Game Editor - 25/07/14 08:43 AM
Until norbyte is able to retrieve an item DB, you must go to items list and look every single item (yeah... Long process) until you find thé one you are looking for. Then it is not written as its in game name but its ID, on the "stats" line. so you must guess which one thé right one.
Thén, if you manage to do all this, you have two ppssoble ways

1) modify owner and slot of thé original item, to match an empty slot of thé inventory of one of your char
2) modify à preexisting item of your own inventory, using both ID and current template of the item you need, mostly à book or an item without any complex nodes, assuming your item is not à complex one itself (book, stones, crafting materials...)
Posted By: Yosharian Re: Save Game Editor - 25/07/14 08:50 AM
Originally Posted by Demargon
Until norbyte is able to retrieve an item DB, you must go to items list and look every single item (yeah... Long process) until you find thé one you are looking for. Then it is not written as its in game name but its ID, on the "stats" line. so you must guess which one thé right one.
Thén, if you manage to do all this, you have two ppssoble ways

1) modify owner and slot of thé original item, to match an empty slot of thé inventory of one of your char
2) modify à preexisting item of your own inventory, using both ID and current template of the item you need, mostly à book or an item without any complex nodes, assuming your item is not à complex one itself (book, stones, crafting materials...)


Probably 1) will be the best thing, the item is SOMEWHERE in the game world (haha!) so I just need to set it to one of my characters.

Question, I see the owner variable, but how do I find what number relates to my character?

I don't know where the 'slot' variable is but I assume it's somewhere easy to find, again what 'slot' number referrs to the inventory?

Update: BINGO found the scroll's details

http://s11.postimg.org/5pz3aq0pv/SCROLL.jpg

Now I just have to find it in my proper savegame.

Ok, so a summary of what i've done so far:

1) Found the item's 'Stats' ID, used this to 'find' the item in my current savegame.

2) Attempted to modify the item's 'Level', 'Parent' and 'Slot' variables in order to move the item to my character's inventory. The item already has the correct 'Owner' so I do not need to change that.

Unfortunately this does not work, the item refuses to appear. Not sure what to do next. I wonder if anyone can 'find' where the item is in the game world from this picture:

http://s23.postimg.org/6qeqx1grv/FOUND_YA_YA_BASTARD.jpg

Final update: Ok, a fellow forum user by the name of EvanNotIvan figured it out for me. The 'Translate' variables relate to the grid coordinates in-game. Found the item.

Thanks for the help guys.
Posted By: kellcooz Re: Save Game Editor - 27/07/14 02:46 PM
Hi everyone, I'm new to the site, and I have this error trying running the editor...

"The procedure entry point _crtCreateSymbolicLinkW could not be located in the dynamic link library MSVCR110.dll."

I'm using Windows 7 (x86) and my Microsoft Visual C++ Redistributable is up to date (x86 version). Could anyone suggest a method/fix to this problem. Thanks in advance to any suggestion.
Posted By: morez Re: Save Game Editor - 27/07/14 07:39 PM
Originally Posted by kellcooz
Hi everyone, I'm new to the site, and I have this error trying running the editor...

"The procedure entry point _crtCreateSymbolicLinkW could not be located in the dynamic link library MSVCR110.dll."

I'm using Windows 7 (x86) and my Microsoft Visual C++ Redistributable is up to date (x86 version). Could anyone suggest a method/fix to this problem. Thanks in advance to any suggestion.


I had the same issue with the packer tool and finally solved it by downloading and reinstalling all Redistributable C+ versions like 2008 2010 2012 2013. I even had to install the 32bit version (Windows 7 64bit OS) to get it to run finally .. Good luck and dont give up
Posted By: Dairymoose Re: Save Game Editor - 28/07/14 03:57 AM
Hi everyone.

I finally finished the first "version" of my editor, however it is largely incomplete at the moment: the only module which is complete so far is inventory.

More to come in time.

Some things to be aware of:
- I haven't optimized performance yet and the initial load after clicking the "Load" button will be slow; it takes me around 15 seconds to load my save file.
- The tooltips are fairly incomplete at the moment and I will be adding/correcting them later. Don't trust them fully yet. (however I made sure weapon damage should be correct)
- Many icons are missing... this is on purpose and will be corrected once I revisit the performance
- Adding new items is not yet implemented
- Right click an item to edit it
- The editor makes a backup of your save ("Globals.lsb.bak"). Use this backup if the editor somehow breaks your save file.
- The PermBoost category in particular is something I am still figuring out, and while there are values available for selection, not all of them will work, or they may require experimentation in-game. For example, if you want to add dexterity to a weapon, do not use the "Weapon" -> "DexterityBoost" as it does not work; instead, use "Character" -> "Dexterity".
- Icon selection does not work yet.
- You can still edit items even if there is no icon for them.
- Do not modify the "Abilities" PermBoost that appears on every item, it may break your game.
- Click the disk icon on the toolbar, on the top-left of the window, to save.

Example item:
I set the item's scale to 3 (3x size),
Item type is "Dark Double Headed Axe",
Chosen mods are: Electrified, Savage, Fast
Chosen PermBoosts are:
DamageBoost = 250%,
Strength = +4
Dexterity = +4
[Linked Image]

https://www.mediafire.com/folder/xggb2364417f4/MooseEdit
Posted By: CMan Re: Save Game Editor - 28/07/14 04:20 AM
Does anyone know how to remove the penalties that a henchman gets if they are not one of the first two that you hire? I can edit the stats and fix them but there is still a base -10 to crit chance that is on all of my henchman after the first two. Very annoying. I couldn't find anything relating to base crit chance or any option that looked like it flagged the henchman as something different from the first two I hired.

For clarity- when I mouse over crit chance it shows "Base: -10%" for some reason.

Also- I found the character in LS Tools and looked through all of the options and didn't see anything.

Thanks,
CMan
Posted By: Demargon Re: Save Game Editor - 28/07/14 12:18 PM
@dairymoose
not working for me. a DLL was missing, but even when I added it, its instant crash. no specific error, so i can't pinpoint the problem
Posted By: k1bell Re: Save Game Editor - 28/07/14 12:20 PM
Originally Posted by Demargon
@dairymoose
not working for me. a DLL was missing, but even when I added it, its instant crash. no specific error, so i can't pinpoint the problem


Having same issue here.
Posted By: Kurtys Re: Save Game Editor - 28/07/14 12:29 PM
Originally Posted by k1bell
Originally Posted by Demargon
@dairymoose
not working for me. a DLL was missing, but even when I added it, its instant crash. no specific error, so i can't pinpoint the problem


Having same issue here.


And same here too, I really wanted to give it a try (I'm carefully following this thread since a while, I registered just now in order to give some feedbacks).

Once the missing dll (libgcc_s_dw2-1.dll) downloaded and installed, I get a Microsoft Visual C++ Runtime Library error.
Posted By: Dairymoose Re: Save Game Editor - 28/07/14 01:34 PM
I'll upload a new one with the missing DLL, but, if it continues to crash it is probably an issue reading data from the LSB files. The first thing it does is try to enumerate existing saved games to display them.
Ever since the patch that added compression to LSB files, I haven't been able to actually see this change, none of my files were compressed, including loading up my game and making a new save.
So this could be causing problems. In fact, if anyone has an example of one of these compressed files (or how to make them) that would be useful. (It is reading only the meta.lsb or <GameName>.lsb at the start, not the globals file).

I can't see anything else that might be causing a problem, as that is the only thing it does at the start.

I tried downloading it on a different computer that doesn't have the game installed and the GUI does come up after adding the new DLL, and no crash, although the savegame list is blank on this computer.



I am not at my development computer presently but if you know you have compressed LSB files and you still want to try the program, you could try temporarily renaming the compressed ones (renaming the meta.lsb and <GameName>.lsb to any other name) so that the program doesn't find them. Assuming this is the problem, of course.

Try the latest version here for the correct DLL:
https://www.mediafire.com/folder/xggb2364417f4/MooseEdit
"mEdit_alpha1_v2"
Posted By: Ryde Re: Save Game Editor - 28/07/14 02:00 PM
@Diarymoose,

Still not working, says "This application has requested the Runtime to terminate it in an unusual way.". Please contact the application's support team for more information.
Posted By: Dairymoose Re: Save Game Editor - 28/07/14 02:49 PM
If the latest version with the DLL is still broken for you, it would be useful to have an archive with the PlayerProfiles.lsb and, at least, the meta.lsb file from your latest save game. I've only ever tried it on my own PC and it worked fine loading the save data.

Actually I had someone else try it and they got the same error, probably a DLL issue, I'll look into it.
Posted By: Kurtys Re: Save Game Editor - 28/07/14 03:39 PM
Originally Posted by Dairymoose
If the latest version with the DLL is still broken for you, it would be useful to have an archive with the PlayerProfiles.lsb and, at least, the meta.lsb file from your latest save game.


Just sent you mine by PM.
Posted By: Dairymoose Re: Save Game Editor - 28/07/14 04:05 PM
There was a missing DLL error, try the latest version,
mEdit_alpha1_v3.zip

https://www.mediafire.com/folder/xggb2364417f4/MooseEdit
Posted By: Kurtys Re: Save Game Editor - 28/07/14 04:31 PM
It works fine now, good job and thank you !

Btw I just noticed a very minor problem : the editor can't properly load a save which has special/foreign characters in its name, like "é" in my case.
The editor actually find the save, but won't load it and crash.
Anyway, it's really not a huge issue, I only had to change my save's name smile.

Edit : Well, it seems the editor can't load my characters inventory... I can see the stats but the inventory is blank.
It says "failed to load Atlas" and "failed to load inventory image" when I load my saves.
Posted By: Dairymoose Re: Save Game Editor - 28/07/14 04:55 PM
Is it just icons that are missing? Does everything else work?
i.e., can you still edit stuff?

The icon info it extracts to the temp directory, you can check your %temp% folder and see if there is an icons.dds file there. If there isn't, something went wrong with the extraction process... you could just find the icons.dds file from the Textures.pak pak file and place it in the %temp% folder yourself as a workaround until I can investigate what happened. There should be an icons.lsx (or a name similar to this) file too.
Posted By: Kurtys Re: Save Game Editor - 28/07/14 05:10 PM
I don't really know what it's supposed to look like when it works, but the inventory is just blank, there's nothing but white. And my equiped stuff doesn't appear too.

Here's a screenshot : http://img15.hostingpics.net/pics/699462Capture.png

Posted By: Dairymoose Re: Save Game Editor - 28/07/14 05:40 PM
Until I get a chance to look into this, the only thing I can suggest is to check your temp folder,
default C:\Users\<Username Here>\AppData\Local\Temp
and see if there is an icons.dds and icons.lsx file. If they're not there, that would be why the icons are failing to load. Normally those files are extracted to this location.
Posted By: Kurtys Re: Save Game Editor - 28/07/14 05:42 PM
I do have "icons.dds" and "icons.lsx" in my Temp directory.
Posted By: Dairymoose Re: Save Game Editor - 28/07/14 05:47 PM
Actually, ugh, it is a case of even more missing DLLs, let me go and upload a v4...
Posted By: Dairymoose Re: Save Game Editor - 28/07/14 06:16 PM
There's an alpha1_v4 version uploaded now, hopefully this includes all necessary DLLs... same URL as before.
https://www.mediafire.com/folder/xggb2364417f4/MooseEdit
Posted By: Kurtys Re: Save Game Editor - 28/07/14 06:39 PM
It works like a charm now, everything is loading.
I'll give it a try now, good job again and keep up the good work on your editor, you're amazing smile

Edit : I don't know if it's normal or not, but my equiped stuff still doesn't appear, but it's not a huge disagreement, just need to unequip IG before editing.

Edit2 : Nothing is happening when I click on "Add item" too, but I'm still able to modify existing items (I guess?) so I'm just gonna use junk items to create new things for now. Nah, better not change an item into another one, the game doesn't like it at all.
Posted By: Genus Re: Save Game Editor - 28/07/14 07:14 PM
When I load the .exe it complains about not being able to find registry entries but loads after I hit "Ok".
I had tried to load a few savegames but every time I click "Load" the program crashes after about 5 seconds.
Posted By: Dairymoose Re: Save Game Editor - 28/07/14 08:24 PM
Equipped items aren't implemented yet, so that's normal.

Add item isn't implemented yet either.

As for the load game crashes, I have an example of a file that isn't working and I will look into it when I get a chance.
Posted By: moredrowsy Re: Save Game Editor - 28/07/14 08:33 PM
What do you mean by "do not modify abilities permboost?" Do you mean those +con +speed +sneek stuff? Can we modify resistances or HP boost?
Posted By: Dairymoose Re: Save Game Editor - 28/07/14 08:56 PM
Originally Posted by moredrowsy
What do you mean by "do not modify abilities permboost?" Do you mean those +con +speed +sneek stuff? Can we modify resistances or HP boost?


Every generated item has an existing PermBoost called "Abilities" that is exposed by the editor. It is there by default whether or not the item has any permanent boosts on it. I am not sure what it does yet and modifying it may cause problems. You can still add/remove stats; this has no bearing on modifications to the item itself. I may just hide this "Abilities" attribute until I can figure out what its purpose is.
Posted By: Dairymoose Re: Save Game Editor - 29/07/14 12:26 AM
I updated it to a new version and fixed the crash bug that I was seeing. New version is up as "alpha2". I didn't look into the unicode character issue yet so that crash may still exist.

Also, the previous release was a debug build and was very large. New version is the release build which is much smaller and a bit faster.

http://www.mediafire.com/?xggb2364417f4


Edit: I broke the mods view in alpha2: you could still see mods but the table did not list the mod bonuses. This has been corrected in alpha3. Also fixed path resolution for save game folder.


It would be useful if we could compile a list of PermBoosts that don't work so that they can be removed from the list.
Posted By: SoulsCollective Re: Save Game Editor - 29/07/14 03:14 AM
Hi Dairymoose - am in the same boat as another poster (have lost an item) so eager to try this out, however I'm also getting missing DLL errors for libgcc_s_dw2-1.dll - have downloaded the latest alpha 3 version, and it doesn't appear to contain this dll anywhere in the zip.
Posted By: Kaim123 Re: Save Game Editor - 29/07/14 03:50 AM
@SoulsCollective

I have Alpha3 working as of now. Download 1_4.zip and open it in the .zip. There is libgcc_s_dw2-1.dll in it. You can just drag that .dll file and drop it in Alpha3 folder. It works fine from there. I think he forgot to add this .dll file each time or something, I dunno. Just consider it a work-around solution.
Posted By: Dairymoose Re: Save Game Editor - 29/07/14 04:31 AM
I made a new alpha4 version. I fixed some various small issues with the previous version. Updated the tooltip display slightly to be more accurate.
A new feature has been added: upon selecting a base item, the item template/icon will automatically be resolved if it exists (if no such template exists for this item, it will keep the template as-is).
Icon button still does not work and I may remove it in a future release. The "icon" is actually the item template and it is much more important than just the icon. It controls the item type (consumable/equippable/etc), icon, 3d visuals, etc.

I also added the missing DLL to the zip.
Posted By: Shiu Re: Save Game Editor - 29/07/14 05:35 AM
Hi Dairymoose,

Great work so far on the editor.

I had a question regarding skillbooks. The 'add item' is not implemented yet however I presume I can modify lets say an existing item and select base item: 'Barrage skillbook' and have that item teach barrage etc?

Also out of curiosity where does one modify weapon damage or is that locked to the base item type?

I am really looking for 2 functions, being able to do a total respec (talents,abilities,stats at any stage in the game and being able to create those pesky missing skillbooks.

Thanks.
Posted By: No alpha beta Re: Save Game Editor - 29/07/14 05:51 AM
Hi Dairymoose,
Great work so far, I just tested yesterday.
The trainer crashed when I change the power level of an item from 10/20 to 100
The trainer crashed when I add invalid ability. eg : I add large weapon for small weapon, mall for plate...
The trainer crashed when I change base item or change it to legendary
Posted By: Kaim123 Re: Save Game Editor - 29/07/14 10:54 AM
@Dairymoose,
Great work so far with the inventory editor laugh. I got to ask you though, would you be able to add a function to duplicate the items? Exact properties and all?
Posted By: HerrRuin Re: Save Game Editor - 29/07/14 12:29 PM
Iï½´ve got the same issue like Genus:
"When I load the .exe it complains about not being able to find registry entries but loads after I hit "Ok". I had tried to load a few savegames but every time I click "Load" the program crashes after about 5 seconds."

After starting the mooseedit.exe i get the message "Failed to open registry key:2"

Any suggestions would be great! Thx smile
Posted By: No alpha beta Re: Save Game Editor - 29/07/14 01:29 PM
@HerrRuin: Did u choose the right folder?
choose profile folder which contain your save data
choose your game data folder which is in your game directory (not the save data)
Posted By: Dairymoose Re: Save Game Editor - 29/07/14 01:33 PM
Originally Posted by No alpha beta
Hi Dairymoose,
Great work so far, I just tested yesterday.
The trainer crashed when I change the power level of an item from 10/20 to 100
The trainer crashed when I add invalid ability. eg : I add large weapon for small weapon, mall for plate...
The trainer crashed when I change base item or change it to legendary


I've never had any of these happen. Could you get me a copy of your Globals.lsb file that is causing these crashes? I will look into it when I get a chance.
Also please describe the exact item and the changes to this item, which can cause a crash.
I'd tried all these things before in my own saves and had no issues. Tried adding an item around level 1 million, worked fine. Not sure what you mean by adding an invalid ability. And I have changed base items before and never had any issues with it.


Regarding item duplicates... I don't plan to add this specific feature but I do want to add item import/export which should be able to handle this functionality.

Yes you can modify weapon damage but I believe it is only on a percent-damage basis. There is a permament boost called "DamageBoost" which you can add that you specify as a percent-increase to damage. For example, DamageBoost = 100 is a 100% damage boost, so the item does 2x damage.

And finally, yes, I plan to allow resizing. However the window will have a forced aspect ratio because it wouldn't make sense otherwise.
Posted By: Kaim123 Re: Save Game Editor - 29/07/14 01:55 PM
@DairyMoose
Thanks! I look forward to it ^^
Posted By: Duph Re: Save Game Editor - 29/07/14 01:58 PM
@Dairymoose

I'm having a problem when editor starts. I think its because I'm using the gog verson.

Failed to Open registry key: 2
http://tinypic.com/r/69q71h/8

Also, I have small monitor with 1360 x 768, it doesn't fit.
http://tinypic.com/r/serc4g/8

I found the "profile" and "data" location but I can't edit.
Posted By: Shiu Re: Save Game Editor - 29/07/14 04:59 PM
Hi smile

Thanks for the reply.

-What would you say is the easiest way to create specific skillbooks?

-When do you think changing talents/abilities will be possible?

Posted By: Hurk Re: Save Game Editor - 29/07/14 07:16 PM
Hey guys new to this. I got the v4 and v5 editors up and working but am quite confused. I basically wanted to give myself 1 more talent point or add a talent and remove one(I accidentally picked wrong talent and did not notice until after several hours of gameplay) if that is possible yet.

Any help appreciated ty!
Posted By: tarasis Re: Save Game Editor - 29/07/14 07:26 PM
Is there any magic way to shrink the UI window? I apparently have so many saves that the bottom of the window is off the bottom of my screen (1280x800 res).

This was using Alpha 5

-- Exactly the same problem as Duph
Posted By: Antartnord Re: Save Game Editor - 30/07/14 12:39 AM
This would be a great tool when finished, please, publish it in NexusMods, it has dedicated servers to store the files and is safe to download from there. Also is easy to search there and people can rate. Let's enlarge the Nexus Divinity section!
Posted By: Walter White Re: Save Game Editor - 30/07/14 05:39 AM
The inventory editor works great. Can't wait for it to be polished. Thanks for your work.
Posted By: Darth_Trethon Re: Save Game Editor - 30/07/14 07:33 AM
Originally Posted by Antartnord
This would be a great tool when finished, please, publish it in NexusMods, it has dedicated servers to store the files and is safe to download from there. Also is easy to search there and people can rate. Let's enlarge the Nexus Divinity section!


THIS^^^

Nexus is awesome.
Posted By: HerrRuin Re: Save Game Editor - 30/07/14 09:46 AM
@ No alpha beta:
Yes, both paths are set correctly smirk but thx for your help!
Posted By: Dairymoose Re: Save Game Editor - 30/07/14 01:32 PM
Originally Posted by HerrRuin
Iï½´ve got the same issue like Genus:
"When I load the .exe it complains about not being able to find registry entries but loads after I hit "Ok". I had tried to load a few savegames but every time I click "Load" the program crashes after about 5 seconds."

After starting the mooseedit.exe i get the message "Failed to open registry key:2"

Any suggestions would be great! Thx smile


If you could provide me with a copy of the save file(s) that are causing a crash I could look into it.

Also I am working on allowing resizing, so that the window can be made smaller. It would also have a smaller default size.
Posted By: tarasis Re: Save Game Editor - 30/07/14 02:30 PM
Originally Posted by Dairymoose

Also I am working on allowing resizing, so that the window can be made smaller. It would also have a smaller default size.


Woohoo smile Thank you.
Posted By: HerrRuin Re: Save Game Editor - 30/07/14 03:08 PM
The message showes up before i load a savegame, just after starting the exe and iï½´ve tried all my different savegames.

Here is the link to one of my saves: http://d.pr/f/nHM9

Thanks a lot smile !!!
Posted By: Genus Re: Save Game Editor - 30/07/14 04:42 PM
Your alpha5 build works for me. It still complains about the missing registry keys however I can modify a weapon and load it correctly in the game.

I did notice one problem: I had to change which weapon I wanted to modify for this to work. When I modified a lvl 20 hammer from my inventory, the game would always crash when I tried to load that savegame.

I then modified two different weapons (level 9 one handed sword and a lvl 6 staff) and it loaded just fine.

I went back and tried to modify that same lvl 20 hammer with alpha5 and it still crashed the game. Not sure what the problem is there but wanted to make you aware.
Posted By: HerrRuin Re: Save Game Editor - 30/07/14 05:34 PM
@Genus: Did u change anything to prevent the crash after hitting the "load" button?
I tried every version from alpha 1-5 ..
Is there anything i can do wrong laugh ?
Posted By: Genus Re: Save Game Editor - 30/07/14 05:57 PM
The only thing I changed was that I chose a different weapon to modify. I modified a weapon that was already approx my characters level. That was successful.

EDIT: Any chance you're a Mac user? I am a Mac user and copied the "Data" folder out of the .app and pointed this app to it instead of pointing this app to the "Data" folder within the .app.

When I get a minute, I will confirm if it works by pointing to the "Data" folder within the .app.
Posted By: Dairymoose Re: Save Game Editor - 30/07/14 07:21 PM
Originally Posted by Genus
Your alpha5 build works for me. It still complains about the missing registry keys however I can modify a weapon and load it correctly in the game.

I did notice one problem: I had to change which weapon I wanted to modify for this to work. When I modified a lvl 20 hammer from my inventory, the game would always crash when I tried to load that savegame.

I then modified two different weapons (level 9 one handed sword and a lvl 6 staff) and it loaded just fine.

I went back and tried to modify that same lvl 20 hammer with alpha5 and it still crashed the game. Not sure what the problem is there but wanted to make you aware.


Can you describe exactly what modifications you attempted to make to the item (the hammer)? The item type should be irrelevant, just the modifications.


@HerrRuin, I tried your save and it worked fine for me.

----

New version uploaded alpha6. Has better tooltips, and decent resize functionality. Still need to work on resizing but this will suffice for now.
Posted By: Latigo Re: Save Game Editor - 31/07/14 02:53 AM
I'm getting the same "Failed to open registry key: 2" error that others have reported and then it immediately crashes. Here's a pic of the event that's generated in widows when it crashes if that helps.

Event Log Error

If I can provide any additional information to help troubleshoot, I'd be happy to help.

Posted By: kellcooz Re: Save Game Editor - 31/07/14 08:09 AM
Hi again, I tried (feverishly) to get the LSTOOL editor to work but to no avail. Just no way around that annoying "procedure entry point to dynamic library link library MSVCR110.dll" error.

Anyway, after looking at the more recent posts, a certain DAIRYMOOSE has produced a more interesting editor. I checked his latest rendition to this editor so far and this is the blasted error messaged that I'm getting...

Error Message 1:

[MooseEdit]

This application failed to start because it could not find or load the Qt platform plugin "windows".

Reinstalling the application may fix this problem.

Error Message 2:

[Microsoft Visual C++ Runtime Library}

This application has requested the Runtime to terminate it in an unusual way.
Please contact the application's support team for more information.


.... either I have reinstall ALL versions of Microsoft Visual C++ Redistributable again (which I tried for the LSTOOL editor but failed, or I to reinstall my Windows 7 OS. Could anyone suggest another procedure for DAIRYMOOSE's editor, thanks again in advance. His work sure looks promising and it would be interesting to see it in the NEXUSMods site.
Posted By: Dairymoose Re: Save Game Editor - 31/07/14 08:26 PM
Originally Posted by kellcooz
Hi again, I tried (feverishly) to get the LSTOOL editor to work but to no avail. Just no way around that annoying "procedure entry point to dynamic library link library MSVCR110.dll" error.

Anyway, after looking at the more recent posts, a certain DAIRYMOOSE has produced a more interesting editor. I checked his latest rendition to this editor so far and this is the blasted error messaged that I'm getting...

Error Message 1:

[MooseEdit]

This application failed to start because it could not find or load the Qt platform plugin "windows".

Reinstalling the application may fix this problem.

Error Message 2:

[Microsoft Visual C++ Runtime Library}

This application has requested the Runtime to terminate it in an unusual way.
Please contact the application's support team for more information.


.... either I have reinstall ALL versions of Microsoft Visual C++ Redistributable again (which I tried for the LSTOOL editor but failed, or I to reinstall my Windows 7 OS. Could anyone suggest another procedure for DAIRYMOOSE's editor, thanks again in advance. His work sure looks promising and it would be interesting to see it in the NEXUSMods site.


This error can be reproduced by renaming the "platforms" directory to something else (or the DLL contained therein). Therefore it is likely the program can't find this. Are you running the program without extracting?

Fully extracted, the program folder should have the following structure:
Code
mEdit_alpha7
|   icudt52.dll
|   icuin52.dll
|   icuuc52.dll
|   libgcc_s_dw2-1.dll
|   libstdc++-6.dll
|   libwinpthread-1.dll
|   license.txt
|   MooseEdit.exe
|   Qt5Core.dll
|   Qt5Gui.dll
|   Qt5Widgets.dll
|
|---accessible
|       qtaccessiblewidgets.dll
|
|---imageformats
|       qdds.dll
|
|---platforms
        qwindows.dll
Posted By: kurausu Re: Save Game Editor - 31/07/14 08:47 PM
One question: do you guys know where we can activate the tenebrium skill for a character?

When you finish the quest to Brandon the game reveals the Tenebrium skill and Brandon gives a permanent +1 Boost to this skill to all party members present at the time.

I did a simple experiment and went and finished this quest before even talking with Madora and Jahan, then the two main characters got the Tenebrium skill, but Madora and Jahan weren't there so they didn't get the skill.

So, unless these are tied together, i'd be interested in how to add the tenebrium ability (boost itself is irrelevant as we all can just add 1 more skill point or buy a book from the teller of secrets).

Since it's a boost, it's not shown on the abilities tab of character on the editor, because there are only the points actually spent =P.
Posted By: ck06 Re: Save Game Editor - 31/07/14 10:06 PM
While the game loads the story for the first time is when your tenebrium ablility (Blackrock in the editor) gets hidden. This happens in the INIT section of the LUC_MineBlackRock goal with the CharacterLockAbility() function.

For companions (Madora/Jahan), this change happens in "Proc_LimitAbilitiesForCompanion" in the Global_Companion goal.

For some reason the only times this ability gets unlocked in the story files are for the player characters, so it might be that the quest is the only way for madora or jahan to unlock the ability.

It might be possible that they suddenly 'learn' how to do it when you re-hire them after a level up (since they'll get experience to get on your level).

edit: I forgot what thread I was posting in while typing. If you mean where to set it in the editor; no idea.
Posted By: kellcooz Re: Save Game Editor - 31/07/14 11:12 PM
Originally Posted by Dairymoose
Originally Posted by kellcooz
Hi again, I tried (feverishly) to get the LSTOOL editor to work but to no avail. Just no way around that annoying "procedure entry point to dynamic library link library MSVCR110.dll" error.

Anyway, after looking at the more recent posts, a certain DAIRYMOOSE has produced a more interesting editor. I checked his latest rendition to this editor so far and this is the blasted error messaged that I'm getting...

Error Message 1:

[MooseEdit]

This application failed to start because it could not find or load the Qt platform plugin "windows".

Reinstalling the application may fix this problem.

Error Message 2:

[Microsoft Visual C++ Runtime Library}

This application has requested the Runtime to terminate it in an unusual way.
Please contact the application's support team for more information.


.... either I have reinstall ALL versions of Microsoft Visual C++ Redistributable again (which I tried for the LSTOOL editor but failed, or I to reinstall my Windows 7 OS. Could anyone suggest another procedure for DAIRYMOOSE's editor, thanks again in advance. His work sure looks promising and it would be interesting to see it in the NEXUSMods site.


This error can be reproduced by renaming the "platforms" directory to something else (or the DLL contained therein). Therefore it is likely the program can't find this. Are you running the program without extracting?

Fully extracted, the program folder should have the following structure:
Code
mEdit_alpha7
|   icudt52.dll
|   icuin52.dll
|   icuuc52.dll
|   libgcc_s_dw2-1.dll
|   libstdc++-6.dll
|   libwinpthread-1.dll
|   license.txt
|   MooseEdit.exe
|   Qt5Core.dll
|   Qt5Gui.dll
|   Qt5Widgets.dll
|
|---accessible
|       qtaccessiblewidgets.dll
|
|---imageformats
|       qdds.dll
|
|---platforms
        qwindows.dll

It Worked... Thank you very much!

I normally don't use the EXTRACT HERE option when extracting packaged/compressed files, so that's my bad for being noobish. I decided to try the method on the LSTOOL Editor and it also worked. That's 2 save editors for me now, keep up good work guys, and sorry again for me being a noob.
Posted By: Kekasi Re: Save Game Editor - 31/07/14 11:41 PM
This may be repetitive, but at the very least it could be useful for someone.

I have mapped each ability to its entry in the Character>PlayerData>PlayerCustomData>PlayerUpgrade category. It appears the format is just a 32 entry array, with 3 or 4 empty elements.

{Man-at-Arms, Marksman, Scoundrel, Single-Hand, Two-Hand, Tenebrium, Bow, Crossbow,
Shield, [Unknown], Armour, Witch, Telekinesis, Willpower, Pyro, Hydro, Aero, Geo,
Blacksmith, Sneak, Pickpocket, Lockpick, Loremaster, Craft, Barter, [Unknown], [Unknown], [Unknown],
Charisma, Leadership, Lucky, Body Build}
I have no idea what the [Unknown]s are, but I believe the last three are just for spacing so that it stays in a power of 2 size. The first one seems to be some form of armor, but I haven't seen any yet.
Posted By: kurausu Re: Save Game Editor - 01/08/14 12:25 AM
Yeah, i was thinking about setting it on the editor because i tested it and nobody else gets the Tenebrium skill (I have a separate character for bartering and neither he nor jahan and madora get the skill if i tell them to leave and then get them back) after that quest, which leads me to believe it's a one-time event.

The only other source for the tenebrium skill would be the book, and it doesn't solve things for the 4th character.
Posted By: Hassat Hunter Re: Save Game Editor - 01/08/14 05:17 AM
Originally Posted by Kekasi
I have no idea what the [Unknown]s are, but I believe the last three are just for spacing so that it stays in a power of 2 size. The first one seems to be some form of armor, but I haven't seen any yet.

I'm going to guess...
Repair, Intimidate, Charm and Reason...
(So the deleted skills basically)
Posted By: Buddy666 Re: Save Game Editor - 01/08/14 10:41 AM
Originally Posted by HerrRuin
Iï½´ve got the same issue like Genus:
"When I load the .exe it complains about not being able to find registry entries but loads after I hit "Ok". I had tried to load a few savegames but every time I click "Load" the program crashes after about 5 seconds."

After starting the mooseedit.exe i get the message "Failed to open registry key:2"

Any suggestions would be great! Thx smile


Hello. got the same problem like HerrRuin.
Message of registry key 2 missing.
And the editor crash after hit the "load" button.

And yes i choose the good folder, yes i've tried all the Alpha from 1 to 7, with all my saves with mod and with my old save without mod but nothing to do, still crash T_T

Please Helpppp. thankyou
Posted By: assemfga Re: Save Game Editor - 01/08/14 11:26 AM
Hello there,

I wanted to resurrect a character (the mayor) thanks to lstools
I succeeded in bring it back to life, but I can't talk to him with my hero (except when my kindness is -50 or unless I speak to him with a companion)

I compared all the features in "character" with a new backup or the character is alive, and even putting the same features, I still can not talk to him.

Have you any idea? Should we change another feature?

thank you very much and sorry for my english
Posted By: Joel Re: Save Game Editor - 01/08/14 07:54 PM
Hello I've noticed lots of people experiencing problems with MooseEdit when it comes to editing weapons or sometimes even armors which results in saves breaking, crashes and etc. and I have found a small alternative until this is fixed:


1. Pick up any random misc item or ingredient.
2. Save your game then load it on MooseEdit.
3. Select and edit the item you picked up.
4. Switch the base item to whatever weapon or armor you desire.
5. Add weapon, armor mods, or adjust the item level if you wish to do so.
6. Now you can switch the rarity to whatever you wish.
7. Save your changes and load your game!

It should work 100% without any issue i've done it several times without a single problem.

Important: You can switch the rarity even if you don't add any modifications to the weapon or armor but it won't be reflected in-game and will only show up as common. In order for it to show up correctly while doing this method you must add a mod then change the rarity.

Also once you edit the weapon and equip it don't attempt to re-edit the weapon or else you will experience crashing once again so make sure your mods and other adjustments are final!
Posted By: Dairymoose Re: Save Game Editor - 02/08/14 12:37 AM
Originally Posted by Joel
Hello I've noticed lots of people experiencing problems with MooseEdit when it comes to editing weapons or sometimes even armors which results in saves breaking, crashes and etc. and I have found a small alternative until this is fixed:


1. Pick up any random misc item or ingredient.
2. Save your game then load it on MooseEdit.
3. Select and edit the item you picked up.
4. Switch the base item to whatever weapon or armor you desire.
5. Add weapon, armor mods, or adjust the item level if you wish to do so.
6. Now you can switch the rarity to whatever you wish.
7. Save your changes and load your game!

It should work 100% without any issue i've done it several times without a single problem.

Important: You can switch the rarity even if you don't add any modifications to the weapon or armor but it won't be reflected in-game and will only show up as common. In order for it to show up correctly while doing this method you must add a mod then change the rarity.

Also once you edit the weapon and equip it don't attempt to re-edit the weapon or else you will experience crashing once again so make sure your mods and other adjustments are final!


I'm actually confused by this. How did you get it to crash? I am aware of a few ways to make it crash that I do plan on fixing, but these scenarios should be pretty rare in practice.
Posted By: Joel Re: Save Game Editor - 02/08/14 01:32 AM
Hey! Thanks for your reply well when I try to edit existing weapons no matter what I do once I save my changes and ready to load it up my game crashes 100% of the time that's all it takes.. this is the only way I got it to work so just thought I would share it's a little complicated I suppose.
Posted By: VirgilSouth Re: Save Game Editor - 02/08/14 02:56 AM
@Dairymoose
So what about "Failed to open registry key:2" problem?
Posted By: Gundula Bartzke Re: Save Game Editor - 02/08/14 05:51 PM
I'm also getting the "Failed to open registry key:2"

I imagine that it's failing to read/write the registry keys so it can store the location of the save files and game data.

However, that sounds like I'm bitching and I'm not wink I'm VERY grateful for such a nice tool, if I can help out in any way I'd be more than happy to! Many thanks to DairyMoose for this! I appreciate all the time and effort you've put into making this smile
Posted By: Dairymoose Re: Save Game Editor - 02/08/14 07:52 PM
New version alpha8.

I got rid of the registry key message (this appears if you don't have a steam installation and it can't resolve the game data/save folder paths). If anyone knows about registry keys to find the game installation path for a non-steam installation, I can add it.

Changes:
Fixed several potential crashes
Added "Talents" editor
Added tooltips for shields
Fixed in-game crash that would often occur when changing a weapon/armor/shield's level

https://www.mediafire.com/folder/xggb2364417f4/MooseEdit
Posted By: Joel Re: Save Game Editor - 02/08/14 10:55 PM
Thanks for the update moose! Keep it up.
Posted By: Liannah Re: Save Game Editor - 03/08/14 02:59 AM
Is there a way to use this to trick the game into thinking I have all the bloodstones? I did legitimately collect them, but the game isn't giving me credit for them and therefore, I can't progress through the Source Temple.

Thanks!
Posted By: ltzvaqlb@sharkla Re: Save Game Editor - 03/08/14 03:03 AM
AWESOME work - love it so far.
i was wondering where i edit the traits? i can find the trait "score" as in "how far i am into it" but cant find the play where i edit if im either Pragmatic or Romantic (for example)

ty!
also amazing job on the editor
Posted By: VirgilSouth Re: Save Game Editor - 03/08/14 11:56 AM
@Dairymoose
Non-steam install has no normal registry keys. You can give me .reg file with steam-version registry keys so i just edit it for my version.

PS Sry for my english laugh

PSS New version works. Nice. Thx.
Posted By: Gotcha! Re: Save Game Editor - 03/08/14 02:07 PM
Originally Posted by Liannah
Is there a way to use this to trick the game into thinking I have all the bloodstones? I did legitimately collect them, but the game isn't giving me credit for them and therefore, I can't progress through the Source Temple.


Did you use up the bloodstones?
Posted By: Winzalot Re: Save Game Editor - 03/08/14 08:13 PM
Hi,

I got an issue maybe you can help me out Moose..

My character icons are both a ?-mark instead of a portrait, any tips how to fix that ?
Posted By: Nevenor Re: Save Game Editor - 03/08/14 09:53 PM
Hello guys, I need help with MooseEdit. I'm starting it, enter the location of my PlayerProfile and game data folders, press "Load" but nothing happens. And the load button is grey and unclickable until editor restard. Can someone tell me if I'm doing something wrong?
Thanks in advance.
Posted By: Buddy666 Re: Save Game Editor - 04/08/14 07:54 AM
Originally Posted by Buddy666
Originally Posted by HerrRuin
Iï½´ve got the same issue like Genus:
"When I load the .exe it complains about not being able to find registry entries but loads after I hit "Ok". I had tried to load a few savegames but every time I click "Load" the program crashes after about 5 seconds."

After starting the mooseedit.exe i get the message "Failed to open registry key:2"

Any suggestions would be great! Thx smile


Hello. got the same problem like HerrRuin.
Message of registry key 2 missing.
And the editor crash after hit the "load" button.

And yes i choose the good folder, yes i've tried all the Alpha from 1 to 7, with all my saves with mod and with my old save without mod but nothing to do, still crash T_T

Please Helpppp. thankyou


Hello. @DairyMoose -> Big thanks, No more problem with your Alpha 8, no more registry key 2 missing, no more crash, well.... all works fine now laugh
Posted By: OmegaSin Re: Save Game Editor - 04/08/14 11:49 AM
Originally Posted by Dairymoose
New version alpha8.

I got rid of the registry key message (this appears if you don't have a steam installation and it can't resolve the game data/save folder paths). If anyone knows about registry keys to find the game installation path for a non-steam installation, I can add it.

Changes:
Fixed several potential crashes
Added "Talents" editor
Added tooltips for shields
Fixed in-game crash that would often occur when changing a weapon/armor/shield's level

https://www.mediafire.com/folder/xggb2364417f4/MooseEdit


Hey thanks for this latest update to your editor.

However, I'm getting an error when opening it on my Win XP PC. It says "The procedure entry point RegGetValueA could not be located in the dynamic link library ADVAPI32.dll"
Posted By: Genus Re: Save Game Editor - 04/08/14 03:40 PM
Originally Posted by OmegaSin
Originally Posted by Dairymoose
New version alpha8.

I got rid of the registry key message (this appears if you don't have a steam installation and it can't resolve the game data/save folder paths). If anyone knows about registry keys to find the game installation path for a non-steam installation, I can add it.

Changes:
Fixed several potential crashes
Added "Talents" editor
Added tooltips for shields
Fixed in-game crash that would often occur when changing a weapon/armor/shield's level

https://www.mediafire.com/folder/xggb2364417f4/MooseEdit


Hey thanks for this latest update to your editor.

However, I'm getting an error when opening it on my Win XP PC. It says "The procedure entry point RegGetValueA could not be located in the dynamic link library ADVAPI32.dll"


I believe this is a problem with the code using the RegGetValueA call on a Windows XP system containing an old version of the Windows Advanced API instead of using the RegQueryValue() call on the current version of the API. If I am right, there are only two ways to correct this: Upgrade your system to an OS that isn't 13 years old or DairyMoose needs to make the change in his code.

Hopefully I'm wrong =)
Posted By: Winzalot Re: Save Game Editor - 04/08/14 06:32 PM
anyone can help me out how i can edit my character portraits in the tool ?
Posted By: kurausu Re: Save Game Editor - 04/08/14 08:42 PM
An interesting feature suggestion:

Duplicate/Copy item
so you can have duplicates of books, scrolls, the tenebrium craft book, etc.
Posted By: somedude1800 Re: Save Game Editor - 04/08/14 09:06 PM
I don't know if I'm missing something, but when I try to add mods to any armor and/or weapons, they never save to the item. Any help would be appreciated.
Posted By: ulric Re: Save Game Editor - 04/08/14 10:37 PM
Hello Dairymoose,

thank you for your Editor. Good Job.

I have only one small point. If I change the value of a "traits" then the new value is not stored. If I load the stored file again, I get the old value and not the new value.

I use the "Dev" raider to change the traits.
Dev --> Character --> PlayerData --> PlayerUpgrade --> Traits.
Posted By: ulric Re: Save Game Editor - 04/08/14 11:06 PM
Hello Winzalot,

all portraits are part of one large file in dds-format.
This file can be modified with Gimp and so you can create your own portrait.

I use the following mod as base to create my own Portraits. I use the alternative installation method.
http://www.nexusmods.com/divinityoriginalsin/mods/18/?
Posted By: Dairymoose Re: Save Game Editor - 05/08/14 04:26 AM
alpha9

Now has an editor for traits and abilities.
No skills editor yet.
No "add item" yet.
No equipment view yet.

Various stability improvements for item editor (less in-game crashes).
Now uses RegQueryValueExA instead of RegGetValueA.

https://www.mediafire.com/folder/xggb2364417f4/MooseEdit
Posted By: Almightycricket Re: Save Game Editor - 05/08/14 07:18 AM
So your product here is amazing, and due to my own incompetence I cant seem to edit items Dairymoose. I took the training sword you get as a fighter, start of the game, and tried adding perm boosts and mods to it but none of them stick. I even used the character ones you suggested for the perms ( wasn't an option on the mods...) I just get the same old weapon. Every time. Maybe I'm just doing it wrong.

Here are my steps;

1. select item (training sword)
2. Pick some mods (leadership)
3. pick the power of said mod (2) [do I need a + before the 2 or something?]
4. pick some permboosts (same formula as above choose one add a number for the value of the boost)
5. Apply.
6. Save the save.
7. load up in game and be disappointed.

Any help would be appreciated.
Posted By: Axiom Re: Save Game Editor - 05/08/14 10:41 AM
a great tool thankyou
finnaly i can edit my weapon and armour
[Linked Image]
Posted By: HerrRuin Re: Save Game Editor - 05/08/14 12:15 PM
Back after almost 2 weeks and tried your new alpha9 and:

It works!!! No errors laugh !! Iï½´m finaly able to play this game again.

very BIG THX Dairymoose - quite good job man smile
Posted By: Magus Re: Save Game Editor - 05/08/14 12:56 PM
I have a problem when modifying and saving a savegame with either Dairymoose's editor or Norbyte's LStools after which I can't alter my character's portrait (question marks instead of portraits) or change appearance. I just wonder whether anybody else is having similar problem.
Posted By: Winzalot Re: Save Game Editor - 05/08/14 04:35 PM
Magus, i got the same issue, hope someone here can help us out :P
Posted By: Nevenor Re: Save Game Editor - 05/08/14 05:08 PM
Guys can anyone help me? MooseEdit doesn't work. I select a path to my PlayerProfiles and GameData folders, press load and nothing happens. Also I'm running a non-steam version of the game.
Posted By: Dairymoose Re: Save Game Editor - 05/08/14 07:13 PM
Originally Posted by Almightycricket
So your product here is amazing, and due to my own incompetence I cant seem to edit items Dairymoose. I took the training sword you get as a fighter, start of the game, and tried adding perm boosts and mods to it but none of them stick. I even used the character ones you suggested for the perms ( wasn't an option on the mods...) I just get the same old weapon. Every time. Maybe I'm just doing it wrong.

Here are my steps;

1. select item (training sword)
2. Pick some mods (leadership)
3. pick the power of said mod (2) [do I need a + before the 2 or something?]
4. pick some permboosts (same formula as above choose one add a number for the value of the boost)
5. Apply.
6. Save the save.
7. load up in game and be disappointed.

Any help would be appreciated.


Are you sure you clicked the "Mods" button? When adding a mod, you can select which mod to add but you cannot input any values. The values are already defined. Perhaps you clicked the "PermBoosts" button and thought it was the mods section?

In addition, the PermBoost section contains some values that don't work (I will remove these in a later release). One example that does work is Character -> Strength (or any other base attribute).
If this still does not work, I can try this scenario myself, but I don't see why it would fail.
Posted By: thid Re: Save Game Editor - 05/08/14 09:59 PM
well same here, changing to unique works, changing any item to Legendary doesn't also adding mods doesn't work. You edit legendary items to add more mods but you can't create that way legendary items from common
Posted By: Joel Re: Save Game Editor - 05/08/14 10:18 PM
There also seems to be a duplication glitch when loading saves onto the editor usually some and in rare cases most of the mods/item list repeats several times..

I was also wondering if in future versions you plan on separating the mods per weapon/armor type in different lists? That would be cool.
Posted By: Almightycricket Re: Save Game Editor - 05/08/14 10:59 PM
Originally Posted by Dairymoose


Are you sure you clicked the "Mods" button? When adding a mod, you can select which mod to add but you cannot input any values. The values are already defined. Perhaps you clicked the "PermBoosts" button and thought it was the mods section?

In addition, the PermBoost section contains some values that don't work (I will remove these in a later release). One example that does work is Character -> Strength (or any other base attribute).
If this still does not work, I can try this scenario myself, but I don't see why it would fail.




Ok so my steps again, after your advice,

1. Open my save via medit alpha 9

2. Select Roderick

3. Select training sword having moved it to my inventory before saving in game.

4. Select a small dmg boost mod and a leadership mod.

5. Select str perm boost with a modifier of 2

6. Hit apply, then save the save.

7. No changes once I load in game. EXCEPT I can change it's type from common to magic, that shows. Neither the perm boosts or mods are applying.
Posted By: thid Re: Save Game Editor - 06/08/14 01:28 AM
You can change common -> magic -> rare -> legendary, pretty much u need to upgrade load game, save, edit save, load etc...

Another thing I notice, its impossible to remove mods, if I do that editor crash (that part is fricking annoying, even if u manage to make legendary u can't rly mod it, ex. if it allready have small crt boost u can't apply large)
Posted By: Dairymoose Re: Save Game Editor - 06/08/14 02:03 AM
Originally Posted by Almightycricket
Originally Posted by Dairymoose


Are you sure you clicked the "Mods" button? When adding a mod, you can select which mod to add but you cannot input any values. The values are already defined. Perhaps you clicked the "PermBoosts" button and thought it was the mods section?

In addition, the PermBoost section contains some values that don't work (I will remove these in a later release). One example that does work is Character -> Strength (or any other base attribute).
If this still does not work, I can try this scenario myself, but I don't see why it would fail.




Ok so my steps again, after your advice,

1. Open my save via medit alpha 9

2. Select Roderick

3. Select training sword having moved it to my inventory before saving in game.

4. Select a small dmg boost mod and a leadership mod.

5. Select str perm boost with a modifier of 2

6. Hit apply, then save the save.

7. No changes once I load in game. EXCEPT I can change it's type from common to magic, that shows. Neither the perm boosts or mods are applying.


Thanks for the steps to reproduce the issue, this is fixed for the alpha10 build.
Posted By: thid Re: Save Game Editor - 06/08/14 03:00 AM
Dairymoose I just tested this on alpha7 and no issuses, this bug showed up in alpha9 (maybe 8)
Posted By: Almightycricket Re: Save Game Editor - 06/08/14 05:20 AM
Originally Posted by Dairymoose


Thanks for the steps to reproduce the issue, this is fixed for the alpha10 build.


Np, thanks for fixing it.
Posted By: Dairymoose Re: Save Game Editor - 06/08/14 05:29 AM
alpha10

Fixed issue where new game saves would cause item editing to fail
Fixed crash on mod/permboost removal
Added "Skills" editor:
-UI is very rough at the moment and I may completely redo it
-Categories might be renamed to match in-game category names
Posted By: Almightycricket Re: Save Game Editor - 06/08/14 05:59 AM
Yep works perfectly now laugh I just wanted to add some minor bonuses so I dont have an entire town trying to kill me after screwing up a convo with a guard, haha.
Posted By: Nevenor Re: Save Game Editor - 06/08/14 08:40 AM
I don't want to sound annoying but I need help with editor as it doesn't work for me.
Diarymoose, can you reply? Please let me know if you need more info / I should write a PM / anything else, just don't ignore my 3rd message please. (It's looks really weird for me when messages above or below get their attention and my message is like non-existent.)
Sorry for bothering.
("description of the problem")
I select a path to my PlayerProfiles and GameData folders, press load and nothing happens. Also I'm running a non-steam version of the game.
Posted By: Dairymoose Re: Save Game Editor - 06/08/14 01:17 PM
Originally Posted by Nevenor
I don't want to sound annoying but I need help with editor as it doesn't work for me.
Diarymoose, can you reply? Please let me know if you need more info / I should write a PM / anything else, just don't ignore my 3rd message please. (It's looks really weird for me when messages above or below get their attention and my message is like non-existent.)
Sorry for bothering.
("description of the problem")
I select a path to my PlayerProfiles and GameData folders, press load and nothing happens. Also I'm running a non-steam version of the game.


Make sure you have selected the correct folder for the "PlayerProfiles folder". The folder should be named "PlayerProfiles" (i.e., NOT named "Dairymoose" if you had a game profile called Dairymoose). The load button will not do anything unless you have selected an existing save in the list. It is unlikely but possible that it is having trouble reading the playerProfiles.lsb or the meta.lsb files in the individual folders... but I doubt it. More likely you have the wrong folder selected.
Posted By: thid Re: Save Game Editor - 06/08/14 01:38 PM
well for me alpha10 doesn't work, edtor crash after loading save, same save works on alpha7/9
Posted By: Dairymoose Re: Save Game Editor - 06/08/14 02:25 PM
Originally Posted by thid
well for me alpha10 doesn't work, edtor crash after loading save, same save works on alpha7/9


This is a known issue with the skills editor that will be fixed in alpha11.
Posted By: Winzalot Re: Save Game Editor - 06/08/14 03:24 PM
Dairymoose you got an idea why sometimes the portraits change to a ? or random icons after editing ?

I didnt change anything special just some talents. Anyway to figure out how this can be repaired ?
Posted By: Demori Re: Save Game Editor - 06/08/14 04:49 PM
Hi Dairymoose, just had to create an account to thank you. Your editor rocks, thanks for the work!
Posted By: Dairymoose Re: Save Game Editor - 06/08/14 05:42 PM
Originally Posted by Joel
There also seems to be a duplication glitch when loading saves onto the editor usually some and in rare cases most of the mods/item list repeats several times..

I was also wondering if in future versions you plan on separating the mods per weapon/armor type in different lists? That would be cool.


Not sure what the "duplication glitch" is that you're referring to.

I like this second idea though, there could be Weapon Mods -> Axes, Weapon Mods -> Swords, Weapon Mods -> Generic, etc.
Posted By: thid Re: Save Game Editor - 06/08/14 05:47 PM
Quote
Not sure what the "duplication glitch" is that you're referring to.

for example if u take mod unbreakable and then another mod u will have 2x unbreakable (with this mod duplication glitch shows the most often)
Posted By: Nevenor Re: Save Game Editor - 06/08/14 06:32 PM
Originally Posted by Dairymoose
More likely you have the wrong folder selected.

[Linked Image]

This is how it looks. The path leads exactly to PlayerProfiles (global folder of all profiles), not to a specific profile. Any hints?
Posted By: Dairymoose Re: Save Game Editor - 06/08/14 07:38 PM
Originally Posted by Nevenor
Originally Posted by Dairymoose
More likely you have the wrong folder selected.

[Linked Image]

This is how it looks. The path leads exactly to PlayerProfiles (global folder of all profiles), not to a specific profile. Any hints?


I would suggest trying the "Dev" tab and see if it can open your playerProfiles.lsb file (located directly under PlayerProfiles folder), and your meta.lsb file(s). The playerProfiles.lsb file in particular is more important here. If it can succesfully display this file, then I will have to ask you to send me a copy of 1. Your playerProfiles.lsb file, and 2. one of your save games.

Earlier it was reported that certain unicode characters appearing in profile names or savegame names can cause problems, so this could be the problem you are having.
Posted By: Gundula Bartzke Re: Save Game Editor - 06/08/14 07:46 PM
Another thing I thought that it could be is that he's using a version of the game before they started packing the savegame files. Does your editor find these Dairymoose? Also, thanks for the updates on your great tool smile
Posted By: Nevenor Re: Save Game Editor - 06/08/14 07:50 PM
Originally Posted by Dairymoose
...If it can succesfully display this file, then I will have to ask you to send me a copy of 1. Your playerProfiles.lsb file, and 2. one of your save games.

Earlier it was reported that certain unicode characters appearing in profile names or savegame names can cause problems, so this could be the problem you are having.

When I try to open playerprofiles.lsb I get this
[Linked Image]

Posted By: Dairymoose Re: Save Game Editor - 06/08/14 08:28 PM
Originally Posted by Nevenor
Originally Posted by Dairymoose
...If it can succesfully display this file, then I will have to ask you to send me a copy of 1. Your playerProfiles.lsb file, and 2. one of your save games.

Earlier it was reported that certain unicode characters appearing in profile names or savegame names can cause problems, so this could be the problem you are having.

When I try to open playerprofiles.lsb I get this
[Linked Image]



I don't know why it can't read your file. If you send me your playerProfiles.lsb file I can fix it.
Posted By: Nevenor Re: Save Game Editor - 06/08/14 08:51 PM
Originally Posted by Dairymoose

I don't know why it can't read your file. If you send me your playerProfiles.lsb file I can fix it.


Thanks for the help.
Posted By: moredrowsy Re: Save Game Editor - 07/08/14 02:37 AM
Is there anyway to reset the NPC trader inventory items?
Posted By: Dairymoose Re: Save Game Editor - 07/08/14 06:15 AM
New version alpha11:
https://www.mediafire.com/folder/xggb2364417f4/MooseEdit

Added "Equipment" tab/editor
Skill editor crash fixed
Fixed a few UI issues
More tooltip improvements
Posted By: Joel Re: Save Game Editor - 07/08/14 07:15 AM
Dairymoose your work does not cease to amaze great job man love your progress.

Edit: Any chance on getting the weresheep armor to work?
Posted By: Dairymoose Re: Save Game Editor - 07/08/14 03:21 PM
Originally Posted by Joel
Dairymoose your work does not cease to amaze great job man love your progress.

Edit: Any chance on getting the weresheep armor to work?


I have no idea what this is. I only beat act 1 so far.
and what does "work" mean in this context?
Posted By: LagMan Re: Save Game Editor - 07/08/14 04:17 PM
I have a question, how can I make any weapon to have a custom amount of % chance to do any particular effect? For example I found an unique weapon called "Stone Sword" with 100% chance to petrify but the weapon has 1 durability and cannot be repaired. In the base item of the Stone Sword on the "ExtraProperties" it says "Petrified,100,2", is there anyway to add that or any other property like say poison or charm to any weapon I want and if so how?

Thanks in advance and great editor too Dairymoose!
Posted By: Kitsune Shoujo Re: Save Game Editor - 07/08/14 05:00 PM
Is it possible to edit the stats? How about making it so we can change out character's appearance (if possible).

Thanks for your work.
Posted By: Winzalot Re: Save Game Editor - 07/08/14 05:25 PM
no one here that can help out with the portrait bugg ? :(:(
Posted By: Joel Re: Save Game Editor - 07/08/14 07:20 PM
Originally Posted by Dairymoose
Originally Posted by Joel
Dairymoose your work does not cease to amaze great job man love your progress.

Edit: Any chance on getting the weresheep armor to work?


I have no idea what this is. I only beat act 1 so far.
and what does "work" mean in this context?


When swapping armor into the weresheep one it doesn't seem to work at all you get the base stats and stat modifiers but the appearance isn't there also the name is bugged.
Posted By: Nevenor Re: Save Game Editor - 07/08/14 08:20 PM
So, any news about my weird playerprofiles.lsb?
Posted By: Dairymoose Re: Save Game Editor - 07/08/14 09:43 PM
Originally Posted by Nevenor
So, any news about my weird playerprofiles.lsb?


No news about it... you never gave me it. No upload on here and no PMs.

Originally Posted by Joel
Originally Posted by Dairymoose
Originally Posted by Joel
Dairymoose your work does not cease to amaze great job man love your progress.

Edit: Any chance on getting the weresheep armor to work?


I have no idea what this is. I only beat act 1 so far.
and what does "work" mean in this context?


When swapping armor into the weresheep one it doesn't seem to work at all you get the base stats and stat modifiers but the appearance isn't there also the name is bugged.


That's just a display issue, it should still work in-game. A very large number of items have display issues right now. I will be addressing this eventually. I plan to resolve the names of these items as well as the names of books in your inventory.
Posted By: Layne66 Re: Save Game Editor - 08/08/14 01:42 AM
Would it be possible to edit the party size amount? Since lone wolf still has the bug of not restoring the party size it could be a workaround combined with editing out the extra ability points.
Posted By: Ginsu23 Re: Save Game Editor - 08/08/14 03:01 AM
How do i download this character editor thing? I don't see a link anywhere.
Posted By: Nevenor Re: Save Game Editor - 08/08/14 07:11 AM
Originally Posted by Dairymoose

No news about it... you never gave me it. No upload on here and no PMs.

Sorry, probably my bad at making the link visible enough. I posted it a few messages above tho :<
I sent you the link again (and checked it for being correct) through PM.

Originally Posted by Ginsu23
How do i download this character editor thing? I don't see a link anywhere.

Here you go

https://www.mediafire.com/folder/xggb2364417f4/MooseEdit
Posted By: Rashar Re: Save Game Editor - 08/08/14 09:19 AM
Hello and my apolagies in advance if this has been asked before. (I did my best scanning through 11 pages but I might have missed it)

I tried getting this to work roughly 2 days ago, I played around a bit to see how and what I needed to do but I am not much of a computer genius and to say the least I did not got it to work at all. I tried searching for some manual or guide on how to set it up from a to z, but either I failed my perception check (I know terribly corny pun) or it really wasn't there, I lean towards the 1st and I assume I missed it. To make this long story short, is there a readme file/guide on how to get this to work preferably from A to Z and keep in mind I have 0 knowledge about modding.

Thank you in advance and with kind regards,

Rashar.
Posted By: spiattalo Re: Save Game Editor - 08/08/14 12:12 PM
Hello, I'm having a small issue I can't explain with the editor, e.g. I can't load my savegame.

Disclaimer: I play on a Mac and managed to open the editor through Wine.

So I open the editor and browse to my player profile folder, I make sure that my playerprofiles.lsb file is in there but the editor doesn't see it. Is it because the playerprofiles.lsb is different from Mac to PC? I don't think so, and even if it was the editor should still at least see it, right?
Same thing for the game data folder, the editor doesn't see any file - what file am I looking for in that btw?

The only files I can open are my mods' .bak through the "dev" menu, but that doesn't seem to do anything. Any help?
Posted By: Dairymoose Re: Save Game Editor - 08/08/14 02:02 PM
Originally Posted by Nevenor
Originally Posted by Dairymoose

No news about it... you never gave me it. No upload on here and no PMs.

Sorry, probably my bad at making the link visible enough. I posted it a few messages above tho :<
I sent you the link again (and checked it for being correct) through PM.

Originally Posted by Ginsu23
How do i download this character editor thing? I don't see a link anywhere.

Here you go

https://www.mediafire.com/folder/xggb2364417f4/MooseEdit


This opens just fine for me. What environment are you running on? I would advise trying it on a windows computer (laptop maybe, if you have one), and see if it works.

@Rashar
If you're using steam it should just work.
Otherwise, find your save game location and then find the folder there named "PlayerProfiles". This is what goes in the first text box.
Then find your game install location. Find the folder named "Data". Put this into the second text box.

@spiattalo
I have no idea why it fails in wine. I also have no idea what you said regarding the dev tab. But I would try opening your playerProfiles.lsb file using the dev tab and see what happens.
Posted By: Rashar Re: Save Game Editor - 08/08/14 03:05 PM
Thanks for that quick reply, it actually helped. I was able to now find both locations and open up a very old save file to test it.

1st few times the game crashed while loading the altered save file, I must have done something wrong. After a few attempts and some time I managed to give burning to a training sword and a random talent. I was initially trying to add +strenght modifier to the training sword, but when I removed that the game would load normally.

So far I am testing how it all behaves and acts, but I have some trouble adding an attribute like str dex or int to the weapon, I probably end up doing something wrong as the game crashed during loading the savegame.

I try to add the extra point by using the permboost button and from there on choosing number of abilities: 1 and then strenght: 1

Is this the correct approach or did I go wrong somewhere?

With kind regards,

Rashar.
Posted By: spiattalo Re: Save Game Editor - 08/08/14 03:37 PM
Originally Posted by Dairymoose
[quote=Nevenor][quote=Dairymoose]

@spiattalo
I have no idea why it fails in wine. I also have no idea what you said regarding the dev tab. But I would try opening your playerProfiles.lsb file using the dev tab and see what happens.


If I look for files with the Dev tab it goes looking for .lsb type of files, I can find my playerProfiles.lsb and if I open it I get this, with which I don't know what to do:
[Linked Image]

While if I use the Load Saved Game tab it looks for "playerProfiles" type of files and can't see anything:
[Linked Image]
Posted By: kellcooz Re: Save Game Editor - 08/08/14 04:13 PM
To Dairymoose...

Spent the past few days experimenting with your editor and it's awesome. Took me a while to figure out the parameters and I've gotten the hang of it now. Honestly, the only feature your work needs now is "ADD ITEM." Just saying, not expecting that feature to be there in your next renditions anytime soon. Just keep up the good work as they say.
Posted By: Nevenor Re: Save Game Editor - 08/08/14 04:20 PM
Originally Posted by Dairymoose
This opens just fine for me. What environment are you running on? I would advise trying it on a windows computer (laptop maybe, if you have one), and see if it works.

I am using win7 ultimate x64. Can try it on laptop with the same OS.
Posted By: travathian Re: Save Game Editor - 08/08/14 07:03 PM
Can you add a skill/spell to a character?

Specifically . . .

Will this editor allow me to give my character's the Death Knight Bane skill? I got hosed by a bug and now Leandra's Spell is missing. Yes, I know I don't have to have this spell, but I want it and the fact that a game bug is screwing up my experience annoys me.


edit: It can, and it works. Thanks so much for this tool.
Posted By: kellcooz Re: Save Game Editor - 09/08/14 12:05 AM
Aside from having an "ADD ITEM" feature, another suggestion I'd like to add for Dairymoose's excellent editor would be to have an "IMPORT/EXPORT ITEM" feature.... if ever.
Posted By: Ginsu23 Re: Save Game Editor - 09/08/14 12:40 AM
thank you so much for the link. It works great except for one minor thing, whenever I change a character's name there's a weird symbol at the end of it. It looks like an X inside a little box. sometimes there are many weird symbols in the name. Am I just doing it wrong?
Posted By: Layne66 Re: Save Game Editor - 09/08/14 07:23 PM
I noticed something strange while looking through the weapon types. As you go further down the list of weapons, in this case maces, there's a value called damage boost that starts adding -5 to the damage, why is that? With this in mind, a lvl 10 stick with nails does considerably more damage than a lvl 10 flanged mace. Does that make sense at all?
Posted By: jknut Re: Save Game Editor - 10/08/14 12:10 AM
Thank you so much for developing and sharing this. It is very appreciated.
Posted By: Ginsu23 Re: Save Game Editor - 10/08/14 05:58 AM
importing/exporting items would be a great feature. I also noticed that I can't edit the number of available stat points to spend (str, dex, int. that stuff)

It would also help a lot if you messed with the item editor's mod categories. Like, as it is now all weapon mods are just in the "Weapons" folder. It would be nice to see a different folder for each weapon type. It would just make things faster. This is probably something you were planning on doing anyway. I just thought i'd say something about it.
Posted By: Ginsu23 Re: Save Game Editor - 10/08/14 05:59 AM
Being able to change the player's model would be AMAZING. playing as an orc, or just a normal guy instead of the big beefy default male would be great. I think there are mods working on this, but they may never get finished. You know how lots of people fail to finish their projects.
Posted By: spiattalo Re: Save Game Editor - 10/08/14 01:33 PM
Any update on my problem? Editor not seeing the .lsb files on Mac using Wine.

I'm about to restart the game for the 4th time lol
Posted By: Dairymoose Re: Save Game Editor - 11/08/14 02:32 AM
New version alpha12...

Game data processing has been improved and now all icon data is loaded.
As a result the initial load time is longer, but loading an individual character tab is faster.
Some tooltip improvements.
Added editor for level and available attribute points.

The "Add Item" feature is essentially done but until I can figure out how to correctly generate "Creator" item handles, it won't be included. As such the "Add Item" function still does nothing in the release version. I'm not sure how these handles are generated but the feature will not function correctly unless this can be determined.

https://www.mediafire.com/folder/xggb2364417f4/MooseEdit
Posted By: Delion Re: Save Game Editor - 11/08/14 06:30 AM
Is it possible to add full-editor to "skills"? Now any edition made there, is just visual and dissapears when tabbing to next skill.
Posted By: Dairymoose Re: Save Game Editor - 12/08/14 04:00 AM
It seems unlikely that I will be able to figure out how to generate correct "Creator" handles without investing considerably more research time. As such, the "Add Item" feature may be removed entirely. We'll see.

If I don't include this, the only other things I would like to include would be:
item import/export
experience editor
mod template selector (to replace the "Icon" button in the item editor)
Posted By: karmac Re: Save Game Editor - 12/08/14 08:54 AM
Originally Posted by Magus
I have a problem when modifying and saving a savegame with either Dairymoose's editor or Norbyte's LStools after which I can't alter my character's portrait (question marks instead of portraits) or change appearance. I just wonder whether anybody else is having similar problem.


Same problem here, since I modified my savegame with LSTools I can no longer change portraits in Homestead, all of them are question marks. Any idea how to fix this?
Posted By: kellcooz Re: Save Game Editor - 12/08/14 01:21 PM
Originally Posted by Dairymoose
It seems unlikely that I will be able to figure out how to generate correct "Creator" handles without investing considerably more research time. As such, the "Add Item" feature may be removed entirely. We'll see.

If I don't include this, the only other things I would like to include would be:
item import/export
experience editor
mod template selector (to replace the "Icon" button in the item editor)

Between "Add Item" and "Import/Export" I'd choose the latter, I'd say go for it.
Posted By: marius Re: Save Game Editor - 12/08/14 01:56 PM
"Add Item" is only for cheaters and isn't really an important feature. I think the editor is good as it is but it would be nice if it could remember your folders for future use.
Posted By: Nevenor Re: Save Game Editor - 12/08/14 05:51 PM
Hello again everyone. I solved my problem: editor does not see playerProfiles folder if the full path to it contains non-english letters. Probably it is true for data folder aswell but that was not my case. Dairymoose, I am sorry for taking probably too much of your time trying to help me. Your editor is awesome, keep up the good work.
Also you might want to add this info to readme/main post in case of someone else having the same situation.
Posted By: Cupidonihack Re: Save Game Editor - 12/08/14 06:41 PM
hellow everyone!
i actually have an issue with MooseEdit alpha 12.
i have tried to change some weapon on my inventory, all seems to work perfectly until i tried to switch between two steaves.
The edited staf is converted to an empty stack then
i took some pictures :
[img][IMG]http://imagizer.imageshack.us/v2/150x100q90/631/gtuRN3.png[/img][/img]

[Linked Image]

[Linked Image]

i'm not really skilled in english so it's possible i missed something important on this thread.
Is there something to do to keep my edited weapons after a switch?
Thanks a lot for your help!
Posted By: Dairymoose Re: Save Game Editor - 12/08/14 11:03 PM
Originally Posted by Cupidonihack
hellow everyone!
i actually have an issue with MooseEdit alpha 12.
i have tried to change some weapon on my inventory, all seems to work perfectly until i tried to switch between two steaves.
The edited staf is converted to an empty stack then
i took some pictures :
[img][IMG]http://imagizer.imageshack.us/v2/150x100q90/631/gtuRN3.png[/img][/img]

[Linked Image]

[Linked Image]

i'm not really skilled in english so it's possible i missed something important on this thread.
Is there something to do to keep my edited weapons after a switch?
Thanks a lot for your help!


Can you explain which staff you tried to convert to? And also which item disappeared? The edited item or the regular item?

@Nevernor
How is that possible? The path shown in your screenshot did not look like it contained any special characters.
Posted By: Cupidonihack Re: Save Game Editor - 13/08/14 12:51 AM
the tuned item was ice king boreas staff wich i converted into leandra staff by using the "base item" menu of MooseEdit, (exploring the data tab it is called _GEN_leandra_staff )
the edited weapon does not support any change of positition in the inventory, if i unequip it , it simply desappear,the same thing occurs if i equip an another weapon from inventory or if i try to move its place on the "bag".

I wonder if it is due to some corrupted heritage with a quest that tell me to trow the original item ( ice king boreas staff ) into a forge(i choosed not to do it) to deliver the white witch.

Thanks you for your (realy fast) answer!
Posted By: Dairymoose Re: Save Game Editor - 13/08/14 04:21 AM
New version alpha13.
Added a new item "import/export" feature.

Since the item is exported in LSB format, you can use the Dev tab (this tab wasn't meant for user consumption though and isn't fully implemented yet) or Norbyte's LSB editor if you want to make modifications to the item data before re-importing it.
Note that this will fail for any item that has an inventory (e.g., bags). There may be other failure cases too but in general it should work.

https://www.mediafire.com/folder/xggb2364417f4/MooseEdit



And to answer your question,
Originally Posted by Cupidonihack
the tuned item was ice king boreas staff wich i converted into leandra staff by using the "base item" menu of MooseEdit, (exploring the data tab it is called _GEN_leandra_staff )
the edited weapon does not support any change of positition in the inventory, if i unequip it , it simply desappear,the same thing occurs if i equip an another weapon from inventory or if i try to move its place on the "bag".

I wonder if it is due to some corrupted heritage with a quest that tell me to trow the original item ( ice king boreas staff ) into a forge(i choosed not to do it) to deliver the white witch.

Thanks you for your (realy fast) answer!


A lot of the items without a proper name will fail to work properly. Usually this is because the item is meant to be extended by a mod (in this case, the mod is the "Main" module). Right now, the item editor doesn't have the "Item Template" functionality implemented yet, so you can't choose these mod templates. Once this is implemented, you will be able to choose a mod template if one exists, and I suspect this will fix the problem. I think I will hold off on looking into this problem until I implement the mod template selector.
Posted By: Nevenor Re: Save Game Editor - 13/08/14 09:17 AM
Originally Posted by Dairymoose
@Nevernor
How is that possible? The path shown in your screenshot did not look like it contained any special characters.

Well, I believe the path contained cyrillic letters and that screwed me over (some sort of joke on me probably). I copied the whole playerprofiles folder to C:/ and selected it in editor and it worked. Editor works perfectly fine now.
Posted By: Yuanshu Re: Save Game Editor - 13/08/14 11:52 PM
Hello, I'm new to this forum and I've been using Moose's editor for awhile now. I haven't actually been able to understand a lot of the permaboost functions, so I was wondering if anyone would be able to help me with some things.

So I've been trying to add +1 to elements like Aero, Geo, Hydro, Pyro, and witchcraft. I've been trying to use the the permaboosts labeled Earth, wind, fire, air, specialist. I don't know if that is right or even if it's possible to add 1 to skills like those (man at arms, scoundrel, and what not)

anyone able to help? or is there a place that offers a guide?
Posted By: spiattalo Re: Save Game Editor - 14/08/14 12:10 PM
Originally Posted by spiattalo
Hello, I'm having a small issue I can't explain with the editor, e.g. I can't load my savegame.

Disclaimer: I play on a Mac and managed to open the editor through Wine.

So I open the editor and browse to my player profile folder, I make sure that my playerprofiles.lsb file is in there but the editor doesn't see it. Is it because the playerprofiles.lsb is different from Mac to PC? I don't think so, and even if it was the editor should still at least see it, right?
Same thing for the game data folder, the editor doesn't see any file - what file am I looking for in that btw?

The only files I can open are my mods' .bak through the "dev" menu, but that doesn't seem to do anything. Any help?


Just an update, I managed to make the editor work on my Mac by typing the folders' addresses directly into the boxes. If I browsed it wouldn't select them. Cheers
Posted By: karmac Re: Save Game Editor - 14/08/14 12:41 PM
Originally Posted by Winzalot
Dairymoose you got an idea why sometimes the portraits change to a ? or random icons after editing ?

I didnt change anything special just some talents. Anyway to figure out how this can be repaired ?


Same question. Has anybody figured why Lstools damage portrait editor in Homestead, and if there is a way to fix it?
Posted By: Fysher Re: Save Game Editor - 15/08/14 01:49 AM
Originally Posted by spiattalo
Originally Posted by spiattalo
Hello, I'm having a small issue I can't explain with the editor, e.g. I can't load my savegame.

Disclaimer: I play on a Mac and managed to open the editor through Wine.

So I open the editor and browse to my player profile folder, I make sure that my playerprofiles.lsb file is in there but the editor doesn't see it. Is it because the playerprofiles.lsb is different from Mac to PC? I don't think so, and even if it was the editor should still at least see it, right?
Same thing for the game data folder, the editor doesn't see any file - what file am I looking for in that btw?

The only files I can open are my mods' .bak through the "dev" menu, but that doesn't seem to do anything. Any help?


Just an update, I managed to make the editor work on my Mac by typing the folders' addresses directly into the boxes. If I browsed it wouldn't select them. Cheers


I can bring up the saved games list but whenever I try opening a saved game it crashes. Are you actually able to edit a saved game?

Are you using a "out of the box" Wine install? If not, what settings are you using?

Thanks in advance!
Posted By: Dairymoose Re: Save Game Editor - 15/08/14 02:16 AM
New version alpha14
New feature "add item" (!)
Finally figured out how to generate Creator handles correctly...
Item export now uses fully affixed name instead of base name, for default file name
Added unicode support for all paths (someone please verify that this fixes the unicode issues)

https://www.mediafire.com/folder/xggb2364417f4/MooseEdit

"Add Item" should work fine but I didn't test it very extensively


@Yuanshu
I don't think there are any PermBoosts for manipulating these values. If you want to add points here, I would suggest adding mods that have this. For example, if you want +3 Aerotheurge, find the "Wind Specialist" (Weapon_WindMagic_ModStaff) mod and add it 3 times. This will produce a weapon with +3 Aerotheurge (though the editor tooltip will not reflect this, as I need to make some updates here... doesn't display these values yet).
Posted By: karmac Re: Save Game Editor - 15/08/14 10:08 AM
Is there a way to change characters portrait direclty in Lstools or MooseEdit? Since Lstools corrupts saves and break the ingame homestead character editor mirror.
Thx.
Posted By: Pyro Devil Re: Save Game Editor - 15/08/14 06:31 PM
Hi,

I tried your save game editor, but it doesn't work for me.

It crashes when I click on "Load" with a save game selected.

I have Windows 7 Pro x64, a fresh install of Divinity: Original Sin v1.0.107.0 (gog) and your editor alpha_14 installed.

Here is what the windows event log has to say about it:

Log Name: Application
Source: Windows Error Reporting
Date: 15.08.2014 20:25:11
Event ID: 1001
Task Category: None
Level: Information
Keywords: Classic
User: N/A
Computer: ERECTUS
Description:
Fault bucket , type 0
Event Name: APPCRASH
Response: Not available
Cab Id: 0

Problem signature:
P1: MooseEdit.exe
P2: 0.0.0.0
P3: 036b0a00
P4: MooseEdit.exe
P5: 0.0.0.0
P6: 036b0a00
P7: c0000005
P8: 0001bfd5
P9:
P10:

Attached files:
C:\Users\pyro\AppData\Local\Temp\WERB22A.tmp.WERInternalMetadata.xml

These files may be available here:
C:\Users\pyro\AppData\Local\Microsoft\Windows\WER\ReportArchive\AppCrash_MooseEdit.exe_15dc871bb1b6a9febbcec6de35752b09fa421_0f17ca6b

Analysis symbol:
Rechecking for solution: 0
Report Id: 7a171a86-24a9-11e4-81fa-001bdc04b5f5
Report Status: 1
Event Xml:
<Event xmlns="http://schemas.microsoft.com/win/2004/08/events/event">
<System>
<Provider Name="Windows Error Reporting" />
<EventID Qualifiers="0">1001</EventID>
<Level>4</Level>
<Task>0</Task>
<Keywords>0x80000000000000</Keywords>
<TimeCreated SystemTime="2014-08-15T18:25:11.000000000Z" />
<EventRecordID>21130</EventRecordID>
<Channel>Application</Channel>
<Computer>ERECTUS</Computer>
<Security />
</System>
<EventData>
<Data>
</Data>
<Data>0</Data>
<Data>APPCRASH</Data>
<Data>Not available</Data>
<Data>0</Data>
<Data>MooseEdit.exe</Data>
<Data>0.0.0.0</Data>
<Data>036b0a00</Data>
<Data>MooseEdit.exe</Data>
<Data>0.0.0.0</Data>
<Data>036b0a00</Data>
<Data>c0000005</Data>
<Data>0001bfd5</Data>
<Data>
</Data>
<Data>
</Data>
<Data>
C:\Users\pyro\AppData\Local\Temp\WERB22A.tmp.WERInternalMetadata.xml</Data>
<Data>C:\Users\pyro\AppData\Local\Microsoft\Windows\WER\ReportArchive\AppCrash_MooseEdit.exe_15dc871bb1b6a9febbcec6de35752b09fa421_0f17ca6b</Data>
<Data>
</Data>
<Data>0</Data>
<Data>7a171a86-24a9-11e4-81fa-001bdc04b5f5</Data>
<Data>1</Data>
</EventData>
</Event>

Log Name: Application
Source: Application Error
Date: 15.08.2014 20:25:05
Event ID: 1000
Task Category: (100)
Level: Error
Keywords: Classic
User: N/A
Computer: ERECTUS
Description:
Faulting application name: MooseEdit.exe, version: 0.0.0.0, time stamp: 0x036b0a00
Faulting module name: MooseEdit.exe, version: 0.0.0.0, time stamp: 0x036b0a00
Exception code: 0xc0000005
Fault offset: 0x0001bfd5
Faulting process id: 0x1504
Faulting application start time: 0x01cfb8b636da3e23
Faulting application path: F:\Divinity - Original Sin\mEdit_alpha14\MooseEdit.exe
Faulting module path: F:\Divinity - Original Sin\mEdit_alpha14\MooseEdit.exe
Report Id: 7a171a86-24a9-11e4-81fa-001bdc04b5f5
Event Xml:
<Event xmlns="http://schemas.microsoft.com/win/2004/08/events/event">
<System>
<Provider Name="Application Error" />
<EventID Qualifiers="0">1000</EventID>
<Level>2</Level>
<Task>100</Task>
<Keywords>0x80000000000000</Keywords>
<TimeCreated SystemTime="2014-08-15T18:25:05.000000000Z" />
<EventRecordID>21129</EventRecordID>
<Channel>Application</Channel>
<Computer>ERECTUS</Computer>
<Security />
</System>
<EventData>
<Data>MooseEdit.exe</Data>
<Data>0.0.0.0</Data>
<Data>036b0a00</Data>
<Data>MooseEdit.exe</Data>
<Data>0.0.0.0</Data>
<Data>036b0a00</Data>
<Data>c0000005</Data>
<Data>0001bfd5</Data>
<Data>1504</Data>
<Data>01cfb8b636da3e23</Data>
<Data>F:\Divinity - Original Sin\mEdit_alpha14\MooseEdit.exe</Data>
<Data>F:\Divinity - Original Sin\mEdit_alpha14\MooseEdit.exe</Data>
<Data>7a171a86-24a9-11e4-81fa-001bdc04b5f5</Data>
</EventData>
</Event>


Update: Ok, nevermind. I have pointed your editor to the game location and not to the game data directory. Maybe a little message box would be nice. But thanks nevertheless.
Posted By: Unum Re: Save Game Editor - 15/08/14 10:35 PM
Is this compatible with any of the mods that allow you to create four characters? Meaning, can you edit all four characters?
Posted By: PeteNewell Re: Save Game Editor - 16/08/14 12:11 AM
Silly question, perhaps: where are the saved games?

Never mind. Learned to read.
Posted By: spiattalo Re: Save Game Editor - 16/08/14 12:43 AM
Originally Posted by Fysher
I can bring up the saved games list but whenever I try opening a saved game it crashes. Are you actually able to edit a saved game?

Are you using a "out of the box" Wine install? If not, what settings are you using?

Thanks in advance!


What I did is run MooseEdit.exe with wine, then I copied my savegame folder and my data folder to the c: folder in Wine Files. This way you're able to type both addresses in the form. I tried typing the mac osx addresses but it didn't work.

The editor crashed with me when I only entered the savegame folder, so make sure you enter the data folder too.
Posted By: H8terFisternator Re: Save Game Editor - 16/08/14 07:24 AM
Can we get an option to add star stones? Because I just have this weird bug where all the star stones I pick up are just inert stones...
Posted By: Dairymoose Re: Save Game Editor - 16/08/14 08:14 AM
alpha15:
Added new "Item Template" editor
Code
    With this addition, all item types are now possible to create.
    It is based off of the Base Item: after selecting a base item, go to the "Item Template" page and select the item template you want to use.
    An "item template" is a specialization of a given base item (e.g., the same base item but a different name, or a different icon).
    If you select a base item and the icon doesn't update, you should check the item template list because you might be able to find a valid template in the list.




Fixed issue where character renaming would not work correctly.
Fixed editor crash bug when selecting a base item that does not have any icon information defined.

https://www.mediafire.com/folder/xggb2364417f4/MooseEdit


Originally Posted by H8terFisternator
Can we get an option to add star stones? Because I just have this weird bug where all the star stones I pick up are just inert stones...

You're in luck, the newest version should be able to do this. Whether it will fix your problem in-game, I don't know. But you should be able to create these items at least.
Steps are: Add item -> Base item button -> Objects -> Generic -> Depleted Bloodstone (Quest_Stone_Star_Depleted_A) -> click select button -> click item templates button -> Mod Templates folder -> select Starstone.

Originally Posted by Unum
Is this compatible with any of the mods that allow you to create four characters? Meaning, can you edit all four characters?

I haven't tested it but it should work fine. It makes a backup of your save the first time you save, anyway. This should be no different from editing a normal game.
Posted By: Gotcha! Re: Save Game Editor - 16/08/14 10:24 PM
Originally Posted by H8terFisternator
Can we get an option to add star stones? Because I just have this weird bug where all the star stones I pick up are just inert stones...

Err, you're not supposed to be able to pick up starstones. They become inert the moment one of your party members is close to one.
Follow the story and you'll know why this is.
Posted By: Accel Re: Save Game Editor - 16/08/14 11:56 PM
Hello Dairymoose,
Im trying to use your editor but its not working for me.
What happens is, my game crashes when i try to load the edited save game file.

My steps are:
1. I open the MooseEdit
2. I config the Game Data folder
3. I load my save game data
4. I edit my item (like -1 AP cost for example)
5. I click on the "Save All" button
6. I try to play the game

Can you please let me know if im doing something wrong and how to fix it?

Thank You in advance.
Posted By: Unum Re: Save Game Editor - 17/08/14 07:30 AM
Since we can't search individual threads in this forum I'm not sure if its mentioned before but, even though you can change the traits on your henchmen and they work their ingame trait tab is empty.
Posted By: Dungeoness Re: Save Game Editor - 17/08/14 06:04 PM
Would love to check this out, but I get an error as soon as I click the exe:

This application has requested the Runtime to terminate in an unusual way.

Event viewer details:

Faulting application name: MooseEdit.exe, version: 0.0.0.0, time stamp: 0x037dbec0
Faulting module name: libstdc++-6.dll, version: 0.0.0.0, time stamp: 0x00000000
Exception code: 0x40000015
Fault offset: 0x00019d3d
Faulting process id: 0x16c0
Faulting application start time: 0x01cfba412b667db9
Faulting application path: E:\mEdit_alpha15\MooseEdit.exe
Faulting module path: E:\mEdit_alpha15\libstdc++-6.dll
Report Id: 82c47781-2634-11e4-816f-0019154e139e

I'm using the latest version to my knowledge(alpha15). All files are extracted to the folder. Windows 7 x64. Not sure how to get it working. Any help is appreciated.
Posted By: Dairymoose Re: Save Game Editor - 18/08/14 12:51 AM
New version alpha16:
Fixed bug where editing a newly created equipped item would fail
Added additional mod templates in the item template window
Removed editing capability of many areas that should not be editable
Game data will now be unloaded properly when switching between different save files
Added new moose_settings.ini file to save data/save path information
Modified texture resizing to not distort textures when going from small to large
Added Unload button
Added progress dialogs for loading and saving



Originally Posted by Dungeoness
Would love to check this out, but I get an error as soon as I click the exe:

This application has requested the Runtime to terminate in an unusual way.

Event viewer details:

Faulting application name: MooseEdit.exe, version: 0.0.0.0, time stamp: 0x037dbec0
Faulting module name: libstdc++-6.dll, version: 0.0.0.0, time stamp: 0x00000000
Exception code: 0x40000015
Fault offset: 0x00019d3d
Faulting process id: 0x16c0
Faulting application start time: 0x01cfba412b667db9
Faulting application path: E:\mEdit_alpha15\MooseEdit.exe
Faulting module path: E:\mEdit_alpha15\libstdc++-6.dll
Report Id: 82c47781-2634-11e4-816f-0019154e139e

I'm using the latest version to my knowledge(alpha15). All files are extracted to the folder. Windows 7 x64. Not sure how to get it working. Any help is appreciated.

Can you try using the Dev tab to open the Globals.lsb file and see if that works? And also try the PAK tab and try to open Main.pak and see if that works.




Originally Posted by Accel
Hello Dairymoose,
Im trying to use your editor but its not working for me.
What happens is, my game crashes when i try to load the edited save game file.

My steps are:
1. I open the MooseEdit
2. I config the Game Data folder
3. I load my save game data
4. I edit my item (like -1 AP cost for example)
5. I click on the "Save All" button
6. I try to play the game

Can you please let me know if im doing something wrong and how to fix it?

Thank You in advance.

This isn't really enough information. What specifically did you do to the item?
E.g., right click equipped sword, edit item, go to PermBoosts tab, add AttackAPCost permboost with value -1, hit "Accept" button, click save button, play game
Posted By: Cvrtis Re: Save Game Editor - 18/08/14 04:36 AM
[img]http://www.screencapture.ru/file/16d99b94[/img]
then opens a window:
"The program "MooseEdit" not working
The Windows will close the program, and if there is a known method...
bla-bla-bla"
Windows 7 x32

PS. BB-code for the image does not work O.o
PPS. MooseEdit v15 is working! What's wrong with v16?
Posted By: Rbx Re: Save Game Editor - 18/08/14 08:31 AM
when i simply want to edit the abilities, traits and skills of my characters, would it be better to use MooseEdit or LSTools?
Posted By: Accel Re: Save Game Editor - 18/08/14 08:32 AM
Originally Posted by Accel
Hello Dairymoose,
Im trying to use your editor but its not working for me.
What happens is, my game crashes when i try to load the edited save game file.

My steps are:
1. I open the MooseEdit
2. I config the Game Data folder
3. I load my save game data
4. I edit my item (like -1 AP cost for example)
5. I click on the "Save All" button
6. I try to play the game

Can you please let me know if im doing something wrong and how to fix it?

Thank You in advance.


Originally Posted by Dairymoose
This isn't really enough information. What specifically did you do to the item?
E.g., right click equipped sword, edit item, go to PermBoosts tab, add AttackAPCost permboost with value -1, hit "Accept" button, click save button, play game


Hello again,
Even if i just open the save game file and dont edit any items at all and just edit a simple thing like a single talent point or status points it happens the same thing, after i save, my game crashes when i try to load the save game.

Thank You again.

PS: Sorry for my bad english xD
Posted By: Dairymoose Re: Save Game Editor - 18/08/14 01:23 PM
Originally Posted by Accel
Originally Posted by Accel
Hello Dairymoose,
Im trying to use your editor but its not working for me.
What happens is, my game crashes when i try to load the edited save game file.

My steps are:
1. I open the MooseEdit
2. I config the Game Data folder
3. I load my save game data
4. I edit my item (like -1 AP cost for example)
5. I click on the "Save All" button
6. I try to play the game

Can you please let me know if im doing something wrong and how to fix it?

Thank You in advance.


Originally Posted by Dairymoose
This isn't really enough information. What specifically did you do to the item?
E.g., right click equipped sword, edit item, go to PermBoosts tab, add AttackAPCost permboost with value -1, hit "Accept" button, click save button, play game


Hello again,
Even if i just open the save game file and dont edit any items at all and just edit a simple thing like a single talent point or status points it happens the same thing, after i save, my game crashes when i try to load the save game.

Thank You again.

PS: Sorry for my bad english xD


Can you please send me a copy of your save file?

Originally Posted by Cvrtis
[img]http://www.screencapture.ru/file/16d99b94[/img]
then opens a window:
"The program "MooseEdit" not working
The Windows will close the program, and if there is a known method...
bla-bla-bla"
Windows 7 x32

PS. BB-code for the image does not work O.o
PPS. MooseEdit v15 is working! What's wrong with v16?


Can you please send me a copy of your save file?
Most likely it is because there is an issue with reading the .ini file right now. It will be fixed in the next release. I would suggest deleting the .ini file and then trying the latest version. That would probably work.
Posted By: Dungeoness Re: Save Game Editor - 18/08/14 04:05 PM
Originally Posted by Dairymoose


Can you try using the Dev tab to open the Globals.lsb file and see if that works? And also try the PAK tab and try to open Main.pak and see if that works.

The program never loaded or opened. All I ever see is the error box.

Tried the alpha16 version, and the program opens, but then crashes when I try to point it to my PlayerProfiles folder. The fault is the same file as the previous version, "libstdc++-6.dll". I can load the files you mention in the Dev and PAK tabs, but have no clue what I'm supposed to do with anything in that mess.
Posted By: Dairymoose Re: Save Game Editor - 18/08/14 05:58 PM
Originally Posted by Dungeoness
Originally Posted by Dairymoose


Can you try using the Dev tab to open the Globals.lsb file and see if that works? And also try the PAK tab and try to open Main.pak and see if that works.

The program never loaded or opened. All I ever see is the error box.

Tried the alpha16 version, and the program opens, but then crashes when I try to point it to my PlayerProfiles folder. The fault is the same file as the previous version, "libstdc++-6.dll". I can load the files you mention in the Dev and PAK tabs, but have no clue what I'm supposed to do with anything in that mess.


Please provide me with a copy of your playerprofiles.lsb file and I can see if this reproduces the issue.
Posted By: Accel Re: Save Game Editor - 18/08/14 10:25 PM
Originally Posted by Dairymoose
Originally Posted by Accel
[quote=Accel]Hello Dairymoose,
Im trying to use your editor but its not working for me.
What happens is, my game crashes when i try to load the edited save game file.

My steps are:
1. I open the MooseEdit
2. I config the Game Data folder
3. I load my save game data
4. I edit my item (like -1 AP cost for example)
5. I click on the "Save All" button
6. I try to play the game

Can you please let me know if im doing something wrong and how to fix it?

Thank You in advance.


Originally Posted by Dairymoose
This isn't really enough information. What specifically did you do to the item?
E.g., right click equipped sword, edit item, go to PermBoosts tab, add AttackAPCost permboost with value -1, hit "Accept" button, click save button, play game


Hello again,
Even if i just open the save game file and dont edit any items at all and just edit a simple thing like a single talent point or status points it happens the same thing, after i save, my game crashes when i try to load the save game.

Thank You again.

PS: Sorry for my bad english xD

Can you please send me a copy of your save file?


Hello,
I sent you my save game files on a PM

Thank you for all the support so far.

Posted By: Dairymoose Re: Save Game Editor - 19/08/14 01:46 AM
New version alpha17
The settings.ini file is now parsed properly
Improved loading speed of saved games (significantly)




Originally Posted by Accel

Hello,
I sent you my save game files on a PM

Thank you for all the support so far.



You edited this file didn't you? It is a new game but the 2nd character's abilities include several abilities set to 5 (blacksmith, loremaster, crafting, etc). I don't know how you edited it but whatever you used didn't save this data correctly. The newest version of my editor will process your save file correctly now, but I don't consider this as a bug with the editor. It is a bug with whatever other program you used to edit it.
It would have been nice if you mentioned that you edited this.
Posted By: Accel Re: Save Game Editor - 19/08/14 04:37 AM
Originally Posted by Dairymoose
New version alpha17
The settings.ini file is now parsed properly
Improved loading speed of saved games (significantly)




Originally Posted by Accel

Hello,
I sent you my save game files on a PM

Thank you for all the support so far.



You edited this file didn't you? It is a new game but the 2nd character's abilities include several abilities set to 5 (blacksmith, loremaster, crafting, etc). I don't know how you edited it but whatever you used didn't save this data correctly. The newest version of my editor will process your save file correctly now, but I don't consider this as a bug with the editor. It is a bug with whatever other program you used to edit it.
It would have been nice if you mentioned that you edited this.


Omg i feel bad now, i thought it didn't matter cause i used the LSTools to edit it >.<
Im sorry for not saying about the LSTools ;/
And of course, thank you very much for the help.
Posted By: mobiusunderpants Re: Save Game Editor - 19/08/14 04:58 AM
Is the quest functionality in yet? i foolishly declined a quest from a certain npc and now that (rather important) questline is blocked off to me. can this editor let me go in and reset my dialogue status with that npc? or at least give me the quest he offered?

thanks
Posted By: Rbx Re: Save Game Editor - 19/08/14 05:36 AM
Originally Posted by Dairymoose
but whatever you used didn't save this data correctly

Originally Posted by Accel
i used the LSTools to edit it

does this mean that MooseEdit is now the preferred way of save editing (over LSTools)?

also, @Dairymoose and Norbyte: can you say what exactly LSTools does wrong and whether or not it could have negative impacts on gameplay?

thanks a lot!
Posted By: anom7 Re: Save Game Editor - 19/08/14 09:27 AM
Hi, first of all thanks for you work Dairymoose!

I've playing this game since yesterday and I saw some items that probably I would have problems in order to obtain as soon as posible, so I thought this editor can help me to add it (Walk in Shadows).

The thing is when opening any of my savegames the application always crash just after loading the savegame (mmm likely 90% loaded, I can see all the tabs).

I tried with version 9, 16, 17 with no luck.

Can anyone try to open one of my savegame to see if its my PC problem (win7 x64), the custom installation path of the game or maybe the gamesaves itself?
http://www.speedyshare.com/v6hNQ/AutoSave-1.zip

Thanks in advance!

PD: I didn't edited the savegame, but I use some mods that change the font and improves textures quality (I don't think it causes the problem).
Posted By: Accel Re: Save Game Editor - 19/08/14 10:13 AM
Is there a way to edit my weapon to have 100% chance of burning the target? cause the "mods" that you can apply are already set the damage and the chance, and keep adding them doesn't work either...

Does anyone knows if thats possible on the current version or not? And if yes, what should i do for it to work?

Thank You.
Posted By: Dairymoose Re: Save Game Editor - 19/08/14 01:53 PM
Originally Posted by anom7
Hi, first of all thanks for you work Dairymoose!

I've playing this game since yesterday and I saw some items that probably I would have problems in order to obtain as soon as posible, so I thought this editor can help me to add it (Walk in Shadows).

The thing is when opening any of my savegames the application always crash just after loading the savegame (mmm likely 90% loaded, I can see all the tabs).

I tried with version 9, 16, 17 with no luck.

Can anyone try to open one of my savegame to see if its my PC problem (win7 x64), the custom installation path of the game or maybe the gamesaves itself?
http://www.speedyshare.com/v6hNQ/AutoSave-1.zip

Thanks in advance!

PD: I didn't edited the savegame, but I use some mods that change the font and improves textures quality (I don't think it causes the problem).


This works fine for me, I just tested it with the latest version, no problems loading it. As such I'm wondering if it's an issue with your game PAK files (or you selected the wrong directory for your game data). Try to use the PAK tab to open main.pak and textures.pak and see if you can successfully extract a file (right click to extract).



@Rbx
Trait data is stored by the game as type 0x02 = short data type (16 bit signed integer). His save file contained trait data with type 0x05 = unsigned long data type (32 bit unsigned integer). I don't know if this would impact the game at all, but in my opinion it is unlikely to have any effect, even though it is not the format used by the game.
Posted By: anom7 Re: Save Game Editor - 19/08/14 04:04 PM
Originally Posted by Dairymoose
This works fine for me, I just tested it with the latest version, no problems loading it. As such I'm wondering if it's an issue with your game PAK files (or you selected the wrong directory for your game data). Try to use the PAK tab to open main.pak and textures.pak and see if you can successfully extract a file (right click to extract).

Yeah, you're right! smile

The file textures_1.pak is corrupted it seems. The thing is... can one mod that put some files in "public" folder, corrupt textures_1.pak? Maybe when the game is loading textures it modify the textures.pak in order to add them.

Well, I will do a clean installation of the game and try again, hope it works.

Thanks

PD: I don't know what I've done but now works. I reinstalled the game in another directory but still can't open correctly the .pak (textures_1 and textures_2), so I renamed to .paka (don't matter) and the save editor could open THE SAVE correctly (the -pak still seems corrupted). So I renamed again and... now it works with correct filename! xD (still seems corrupted .pak)
I have just edited the savegame and works perfect! (well, one game-crash because I add some weird values to an item).
Posted By: Dungeoness Re: Save Game Editor - 19/08/14 08:19 PM
Originally Posted by Dairymoose

Can you try using the Dev tab to open the Globals.lsb file and see if that works? And also try the PAK tab and try to open

Please provide me with a copy of your playerprofiles.lsb file and I can see if this reproduces the issue.


I managed to solve this issue. A while back, my game crashed, and when I tried to log back in, the game didn't recognize any of my profiles. Long story short, it took some finagling, profile creation and deletion and moving around of saves to get the game to recognize both my profiles and the saves within. A "dummy" profile folder that I had deleted was still showing up in the profile list, although empty, and seemed to be causing issues with the playerprofiles.lsb file.

Now to see what trouble I can get into!
Posted By: Dairymoose Re: Save Game Editor - 19/08/14 11:06 PM
alpha18:
Fixed bug where new skills could not be added if the character skill list was currently empty
Added error messages for corrupt playerProfiles.lsb and missing Main.pak file
Posted By: Swaco Re: Save Game Editor - 20/08/14 08:32 PM
so i used the in game Apperence editor (mirror) to change the apperaence and when i went to the portrait it went blank and wont come back. just mimics the other charaters or leader buff icon. any way to fix this with Moose tools??

BTW great tool. thank you so much for it!
Posted By: Dairymoose Re: Save Game Editor - 20/08/14 10:22 PM
Originally Posted by Swaco
so i used the in game Apperence editor (mirror) to change the apperaence and when i went to the portrait it went blank and wont come back. just mimics the other charaters or leader buff icon. any way to fix this with Moose tools??

BTW great tool. thank you so much for it!


As previously mentioned by other posters, this seems to be an issue with LSTools and not MooseEdit. Unfortunately I am not offering support for issues caused by other programs. I would advise you to seek the author's advice.
Posted By: Waltc Re: Save Game Editor - 21/08/14 03:27 AM
Originally Posted by anom7
Originally Posted by Dairymoose
This works fine for me, I just tested it with the latest version, no problems loading it. As such I'm wondering if it's an issue with your game PAK files (or you selected the wrong directory for your game data). Try to use the PAK tab to open main.pak and textures.pak and see if you can successfully extract a file (right click to extract).

Yeah, you're right! smile

The file textures_1.pak is corrupted it seems. The thing is... can one mod that put some files in "public" folder, corrupt textures_1.pak? Maybe when the game is loading textures it modify the textures.pak in order to add them.

Well, I will do a clean installation of the game and try again, hope it works.

Thanks

PD: I don't know what I've done but now works. I reinstalled the game in another directory but still can't open correctly the .pak (textures_1 and textures_2), so I renamed to .paka (don't matter) and the save editor could open THE SAVE correctly (the -pak still seems corrupted). So I renamed again and... now it works with correct filename! xD (still seems corrupted .pak)
I have just edited the savegame and works perfect! (well, one game-crash because I add some weird values to an item).


I'm using a Texture mod that uses the public folders to store the overrides without a problem (the game looks in the public folder for texture files, and *if present*, automatically loads them instead of the default game textures.) I didn't do anything with the standard texture .pak files--as there was no need to do that to load the modded textures.

After you install the modded textures to your public folder, if at anytime you want to revert back to the default textures, that is as easy as pie: just go here...

data\public\main\assets\textures

and rename the textures folder to NEW_textures (or anything you want--just so long as you change the folder name from "textures".) It will now read...

data\public\main\assets\NEW_textures

and when you boot the game it will peek in the assets folder and if no "textures" directory is present it will automatically load the game's default textures. To get the modded textures back just reverse the above process. I've done it several times in testing without issue.

Using MooseEdit has not presented me with any problems relating to texture mods, etc.

(Apologies if you already knew this...;))

Posted By: Swaco Re: Save Game Editor - 21/08/14 05:37 PM
Originally Posted by Dairymoose
Originally Posted by Swaco
so i used the in game Apperence editor (mirror) to change the apperaence and when i went to the portrait it went blank and wont come back. just mimics the other charaters or leader buff icon. any way to fix this with Moose tools??

BTW great tool. thank you so much for it!


As previously mentioned by other posters, this seems to be an issue with LSTools and not MooseEdit. Unfortunately I am not offering support for issues caused by other programs. I would advise you to seek the author's advice.


I did make a post in general issues about this issue. I dont know what LStools is by the way. ive only used your moose tools to do any editing. but thanks for the tool regardless. didnt know if there was a way to change portraits with your tool is all. though if i could over right whatever got corrupted id be good. Again thanks for the hard work on the tool
Posted By: Dairymoose Re: Save Game Editor - 21/08/14 06:21 PM
Originally Posted by Swaco
Originally Posted by Dairymoose
Originally Posted by Swaco
so i used the in game Apperence editor (mirror) to change the apperaence and when i went to the portrait it went blank and wont come back. just mimics the other charaters or leader buff icon. any way to fix this with Moose tools??

BTW great tool. thank you so much for it!


As previously mentioned by other posters, this seems to be an issue with LSTools and not MooseEdit. Unfortunately I am not offering support for issues caused by other programs. I would advise you to seek the author's advice.


I did make a post in general issues about this issue. I dont know what LStools is by the way. ive only used your moose tools to do any editing. but thanks for the tool regardless. didnt know if there was a way to change portraits with your tool is all. though if i could over right whatever got corrupted id be good. Again thanks for the hard work on the tool


Please provide the exact name of the .exe you used to do the editing, (for example, the "Notepad" program has a name "notepad.exe") and a copy of the broken save file, as well as a non-broken copy of the save file (i.e., a previous save that does not exhibit the problem).
Posted By: Ralgaoud Re: Save Game Editor - 21/08/14 07:02 PM
Thanks for the great work laugh

I used the editor to respec my character, part of which involved putting zombie as a talent. After I loaded the game, I do have zombie as a talent, but it doesn't do what it says. I do get poison damage, so I'm not sure what went wrong. If I try to load that save (or another save) the save game editor crashes (windows 7).
Posted By: Noaloha Re: Save Game Editor - 21/08/14 07:11 PM
Check your poison resistance, it'll be 80%. That's the current in-game elemental resistance cap. Nothing to do with this tool, it's a bug from this afternoon's version update. Give it a few days and Larian'll hotfix it back (unless the 80% thing is a stealth gameplay strategy nerf not noted in the changelog).
Posted By: Ralgaoud Re: Save Game Editor - 21/08/14 07:27 PM
Originally Posted by Noaloha
Check your poison resistance, it'll be 80%. That's the current in-game elemental resistance cap. Nothing to do with this tool, it's a bug from this afternoon's version update. Give it a few days and Larian'll hotfix it back (unless the 80% thing is a stealth gameplay strategy nerf not noted in the changelog).


Oh, ok cool.

Still, I can't use the editor anyway. I load a save, then when I try to click on one of the character tabs, it crashes. Tried different saves as well.
Posted By: jansuuta Re: Save Game Editor - 21/08/14 08:49 PM
Same crash problem here.
Posted By: Waltc Re: Save Game Editor - 21/08/14 11:13 PM
Originally Posted by jansuuta
Same crash problem here.


When I first used the program I kept listing the wrong directory for "data" and it would crash immediately...Every time, no exceptions, as soon as I selected a tab after attempting to load. The correct data folder to use is of course the only data folder there is..;)...make sure that the path includes the data directory itself and not just the parent directory--or you'll crash as I did. Path name should read

X(your game install drive letter):/Divinity - Original Sin/Data

then you should be able to select a saved game and hit the load button and proceed from there without a problem. That's the only crash I've had with the MooseEdit program.

Also early on, I did notice that if I attempted to write back values the 1.0.107 game would not accept, then as soon as I booted the game and attempted to load the edited save the game itself would crash--not MooseEdit, the game itself would crash. Didn't know which crash precisely you might've been talking about.



Posted By: Hoichi Re: Save Game Editor - 21/08/14 11:25 PM
Hey thanks for the tip but it still crashes for me.

Since the patch I can't even play. My Madora is a zombie and poison hurts her so I have no way to heal her.

Did anyone figure out a fix for the editor so I can turn off zombie?
Posted By: Swaco Re: Save Game Editor - 21/08/14 11:39 PM
Originally Posted by Dairymoose
Originally Posted by Swaco
Originally Posted by Dairymoose
Originally Posted by Swaco
so i used the in game Apperence editor (mirror) to change the apperaence and when i went to the portrait it went blank and wont come back. just mimics the other charaters or leader buff icon. any way to fix this with Moose tools??

BTW great tool. thank you so much for it!


As previously mentioned by other posters, this seems to be an issue with LSTools and not MooseEdit. Unfortunately I am not offering support for issues caused by other programs. I would advise you to seek the author's advice.


I did make a post in general issues about this issue. I dont know what LStools is by the way. ive only used your moose tools to do any editing. but thanks for the tool regardless. didnt know if there was a way to change portraits with your tool is all. though if i could over right whatever got corrupted id be good. Again thanks for the hard work on the tool


Please provide the exact name of the .exe you used to do the editing, (for example, the "Notepad" program has a name "notepad.exe") and a copy of the broken save file, as well as a non-broken copy of the save file (i.e., a previous save that does not exhibit the problem).


I didnt use a .exe to change the charater portrait. i used the mirror in the homestead. As for editing anything i used your moosetool download mEdit_alpha18. I dont have a unbroken save game at this point either and i dont know how to post one here for you to look at either. Still a noob on forums. Sorry.

**edit fixed it! Thanks to your tool too! So when you load a saved game it also loads your PCs in the DEV tab. so i was looking in there as im new still to the tool and noted that there was a player data tab and then a custom player data tab and in that tab it lists name and icon class type ect. so i seen i was looking at my main male PC. So i found the main Female pc and she had no data there. i made a new game with the icon i wanted and saved it opened located it and then put it in my current game file and it fixed it. couldnt of done it with out your tool. Thank you so much!
Posted By: Dairymoose Re: Save Game Editor - 22/08/14 12:35 AM
New version alpha19:
Editor will now work on files saved since the latest patch.
Changes:
Updated tooltips for talents and traits
Fixed issue in reading LSB files
Made it more obvious which base item and which item template are selected
Expanded level box so that it can be more easily seen on smaller screens
Re-ordered traits screen to match in-game ordering of traits

https://www.mediafire.com/folder/xggb2364417f4/MooseEdit

@Swaco
I actually think this is an issue that is caused by something other than a save game editor, but please provide me with your save game and I will take a look. Go to mediafire.com or dropbox.com and you should be able to upload a file and post a link to it here.
Posted By: anom7 Re: Save Game Editor - 22/08/14 07:08 AM
Originally Posted by Waltc
and when you boot the game it will peek in the assets folder and if no "textures" directory is present it will automatically load the game's default textures. To get the modded textures back just reverse the above process. I've done it several times in testing without issue.

Using MooseEdit has not presented me with any problems relating to texture mods, etc.

(Apologies if you already knew this...;))


Yes, I knew it, but after I encountered the problem I thought maybe I was mistaken...

Anyway as I said I really don't change any "textures" files and now it works every time.

Just to clarify... do you really can open textures_1 or _2 and see the files inside? I read that these files were a part of main textures.pak. I mean, maybe when opening textures.pak the program opens all "part files" (_1, _2, ...) and you don't have to open the "part files".

If I really have corrupted both "part files" of textures I don't think I can play the game as I'm playing right know with no textures issues.
Posted By: Dairymoose Re: Save Game Editor - 22/08/14 01:22 PM
Originally Posted by anom7
Originally Posted by Waltc
and when you boot the game it will peek in the assets folder and if no "textures" directory is present it will automatically load the game's default textures. To get the modded textures back just reverse the above process. I've done it several times in testing without issue.

Using MooseEdit has not presented me with any problems relating to texture mods, etc.

(Apologies if you already knew this...;))


Yes, I knew it, but after I encountered the problem I thought maybe I was mistaken...

Anyway as I said I really don't change any "textures" files and now it works every time.

Just to clarify... do you really can open textures_1 or _2 and see the files inside? I read that these files were a part of main textures.pak. I mean, maybe when opening textures.pak the program opens all "part files" (_1, _2, ...) and you don't have to open the "part files".

If I really have corrupted both "part files" of textures I don't think I can play the game as I'm playing right know with no textures issues.


The _1 and _2 files are not meant to be opened directly. When opening and extracting files from the Textures.pak, some of the files in the list are from _1 and _2 (most of them are, actually). Opening _1 and _2 directly is not supposed to work.


Also I am thinking about working on either a waypoint editor or an appearance editor next. Does anyone have a preference?
Posted By: jansuuta Re: Save Game Editor - 22/08/14 08:12 PM
Originally Posted by Dairymoose
New version alpha19:
Editor will now work on files saved since the latest patch.
Changes:
Updated tooltips for talents and traits
Fixed issue in reading LSB files
Made it more obvious which base item and which item template are selected
Expanded level box so that it can be more easily seen on smaller screens
Re-ordered traits screen to match in-game ordering of traits

https://www.mediafire.com/folder/xggb2364417f4/MooseEdit


Thanks, this version does not crash any more when clicking character tab!

Posted By: moredrowsy Re: Save Game Editor - 23/08/14 01:23 AM
Appearance editor please (also portrait editor would be cool too). I want to change how my henchman looks...Why is Cain a redhead when his portrait is a blonde dude?!
Posted By: mobiusunderpants Re: Save Game Editor - 23/08/14 02:04 AM
with this mod, is there any way currently to modify quests or conversation flags with npcs? if not, is anyone aware of how to work with them at all?

thanks
Posted By: kiph Re: Save Game Editor - 23/08/14 08:23 AM
Hey Moose, thanks for the awesome editor.

If I may offer a suggestion though. In the Skills menu, it would be great if you could modify the program so that I can use SHIFT-CLICK to select a whole group of abilities to add, rather than having to manually select each one to add individually. It would just be a lot more convenient. Thanks in advance.
Posted By: 613 The Evil Re: Save Game Editor - 24/08/14 05:16 PM
I downloaded this editor because I wanted to force the completionf of Gobling Trouble quest, I let the workers kill Lawrence before returing the goblin head to him. It is a bug, the game should either cancel this quest or let you complete it somehow. Anyway, I understand this can't be done with this editor? There was no readme and I could not find anything related with quests when I loaded my latest savegame in the editor. Any help?
Posted By: Dairymoose Re: Save Game Editor - 25/08/14 04:12 AM
I'm currently working on the appearance editor but it is a fairly significant feature and it will take some time to develop. So the next version may not be out for a bit.

@kiph
I'll add this, if not in the next release, then the one after that.

Originally Posted by 613 The Evil
I downloaded this editor because I wanted to force the completionf of Gobling Trouble quest, I let the workers kill Lawrence before returing the goblin head to him. It is a bug, the game should either cancel this quest or let you complete it somehow. Anyway, I understand this can't be done with this editor? There was no readme and I could not find anything related with quests when I loaded my latest savegame in the editor. Any help?

Quest editing isn't supported yet. Not sure when I will get to it, and it's not something I'm currently working on.
Posted By: Kolopaper Re: Save Game Editor - 25/08/14 05:48 PM
What are all the extra talents we can see on the editor? Are they talents that might actually make it, into the game? Like catapult?
Posted By: Noaloha Re: Save Game Editor - 25/08/14 06:16 PM
Pretty sure they're abilities that didn't make it through all the auditions, Divinity Idol style.
Posted By: Kolopaper Re: Save Game Editor - 25/08/14 07:36 PM
Haha, nice answer! I hope we can modify them soon, in order to add them. Some of them seem pretty interesting
Posted By: Dairymoose Re: Save Game Editor - 25/08/14 08:06 PM
Originally Posted by Kolopaper
Haha, nice answer! I hope we can modify them soon, in order to add them. Some of them seem pretty interesting

?
You can add them with the editor. Left click to add.
Posted By: cooldudep Re: Save Game Editor - 25/08/14 09:58 PM
Moose, for this editor you are running the latest game patch for it to work?
Posted By: Doc Faust Re: Save Game Editor - 26/08/14 05:11 PM
I'm using alpha19, and a clean save from the very beginning of the game (first Autosave upon entering the tutorial dungeon). I've used no other tools to edit or mod the save. No matter what small change I make, the game then crashes when it tries to load the edited save. I tried making the most modest change possible (for instance, increasing Romantic by 5 points and that's it, no new items, no nothing) and it still crashes. Thoughts? Do I have to get to a certain point in the game, say past the tutorial, first? Or did a recent patch/hotfix mix things up?
Posted By: Dairymoose Re: Save Game Editor - 26/08/14 08:12 PM
Originally Posted by Doc Faust
I'm using alpha19, and a clean save from the very beginning of the game (first Autosave upon entering the tutorial dungeon). I've used no other tools to edit or mod the save. No matter what small change I make, the game then crashes when it tries to load the edited save. I tried making the most modest change possible (for instance, increasing Romantic by 5 points and that's it, no new items, no nothing) and it still crashes. Thoughts? Do I have to get to a certain point in the game, say past the tutorial, first? Or did a recent patch/hotfix mix things up?


Can you send me a copy of the unedited save file that is causing issues?
Posted By: Doc Faust Re: Save Game Editor - 27/08/14 01:01 AM
Originally Posted by Dairymoose
Can you send me a copy of the unedited save file that is causing issues?


I PMed you a link to it. After sending it though, it occurred to me that the save is not quite Vanilla, as it uses the extra move speed mod that's been floating around this forum. I don't suppose that might have something to do with it...?
Posted By: Butcher Re: Save Game Editor - 27/08/14 07:25 AM
I've got a problem:
Until now, i have been able to launch MooseEdit alpha19 to edit characters but since I installed the1.0.132 version of Original Sin the program no longer works. Every time I start it, it shows "Microsoft Visual Runtime Library error" first and then pops out "Unknown software exception 0x40000015 Application Error". Could it be that by installing the new update I somehow corrupted some files? I'm running win 8.1 64bit
2 days ago your editor normally and then saw that an update arrived for this game, hoping to fix some issues I went on to update it, and now I can't start your program.

EDIT: Event---
Faulting application name: MooseEdit.exe, version: 0.0.0.0, time stamp: 0x03a258b8
Faulting module name: libstdc++-6.dll, version: 0.0.0.0, time stamp: 0x00000000
Exception code: 0x40000015
Fault offset: 0x00019d3d
Faulting process ID: 0x11f8
Faulting application start time: 0x01cfc1c912df3305
Faulting application path: C:\Users\***\Downloads\mEdit_alpha19\MooseEdit.exe
Faulting module path: C:\Users\***\Downloads\mEdit_alpha19\libstdc++-6.dll
Report ID: 517c35a9-2dbc-11e4-82d4-bc5ff4ccfe0e
Faulting package full name:
Faulting package-relative application ID:


EDIT 2: Fixed it...problem was, the profile didn't exist so I had to delete it and make a new one.
Posted By: Reitarou Re: Save Game Editor - 27/08/14 07:48 AM
Hello. Min Damage & Range Damage shown rounded. Bun seems, like the have some value after floating point. Can you show full value, without rounding?
Posted By: Varrgas Re: Save Game Editor - 27/08/14 02:59 PM
Hello,

I have a question but first, please don't 'spoil' me if you can.

I used this tool (and thank A LOT for this !) to change like i want Madora and Jahan, nothing else, I didn't play tone of hours yet and i just lef the 1st city . I am a(crazy nerd) fan of theorycrafting and tried to find the best combo, stat etc before playing an RPG like that with many refl騙ion before start the game but always without Hard spoil, or story spoil, when i can :x ...

Well, i stop speak about my (un-interesting) life xD !

My question is simple, when i want change the "Talents" of my 2 compagnons, i have seen tone of other, i look and read some of them, like the "kickstarter" Talens (i realy want to test this !) , i just want to know if those talents are just like a data base for Mobs / Boss etc, or if we can Get some of them ? (for thos who aren't in the character creation menu)
Or maybe with Items ? Magic buff ? Unique ring etc ?

Don't tell me where or what i must go for, just a "yes" or "not" and the "type" of possibility : Item / lvlup / new game + . Nothing more plz ^^


Well ... Thx for reading, sorry for my bad english, not my mother tongue but i try to be better, and thx again for this tool and all people who work to help for his cration, Great tool.

Have a good day and good game everyone smile
Posted By: Myrakiel Re: Save Game Editor - 28/08/14 01:37 PM
Thank for this tool, but I have a little problem.

When I try to launch MooseEdit.exe (alpha19), it appears in the process but no windows appears so even if the tool is on, I can't edit anything.

Any issues?
Posted By: Varrgas Re: Save Game Editor - 28/08/14 03:07 PM
You maybe don't have target the Data directory ? smile at the top of the windows, to help the Tool to find the game
Posted By: Dairymoose Re: Save Game Editor - 28/08/14 03:55 PM
Originally Posted by Doc Faust
Originally Posted by Dairymoose
Can you send me a copy of the unedited save file that is causing issues?


I PMed you a link to it. After sending it though, it occurred to me that the save is not quite Vanilla, as it uses the extra move speed mod that's been floating around this forum. I don't suppose that might have something to do with it...?


I can confirm that this is a problem for me too when I use your save but until the appearance editor is done I won't be looking into it.

@Reitarou
You're correct, there is indeed rounding going on here, but my goal from the start has been to emulate the display behavior of the in-game tooltips and as such it is unlikely that I will be displaying the full damage value as calculated. I don't see this as a big deal either, what does the decimal calculation matter?

@Varrgas
No, these talents cannot be acquired through normal means.

@Myrakiel
This is the first time anyone has mentioned this particular issue. I haven't run into it myself. Can you provide some details about the environment you are running the software in?
Posted By: Doc Faust Re: Save Game Editor - 28/08/14 05:19 PM
Originally Posted by Dairymoose

I can confirm that this is a problem for me too when I use your save but until the appearance editor is done I won't be looking into it.


Noted. I don't suppose your tool also allows for modding move speed? The DEV tab has a ton of variables, hard to know what they all do.
Posted By: Dairymoose Re: Save Game Editor - 29/08/14 12:31 AM
Originally Posted by Doc Faust
Originally Posted by Dairymoose

I can confirm that this is a problem for me too when I use your save but until the appearance editor is done I won't be looking into it.


Noted. I don't suppose your tool also allows for modding move speed? The DEV tab has a ton of variables, hard to know what they all do.


Actually I looked into this and fixed it, whenever the next release is, it will work. However I'm not sure when the appearance editor will be finished. It was a slight change in the file due to the patch.

I'm not sure if you can add movement speed. There might be a way to add a PermanentBoost to the character itself for the Hasted stat but I've never experiemented with this and it's not possible to do so with the current version of my editor.
Posted By: smackdaddy Re: Save Game Editor - 29/08/14 03:44 PM
I'm trying to solve a very specific issue and I'm hoping MooseEdit can help me...I looted and sold Sam's Collar not knowing I would eventually need it for a quest. I have checked every NPC I can, and none have it, so I'm assuming I sold it to somebody who is no longer available to interact with.

I'd like to add that one item to my inventory...how do I go about doing so? I looked through the list of items several times, and I didn't see it anywhere.
Posted By: Dairymoose Re: Save Game Editor - 29/08/14 03:52 PM
I've decided to temporarily disable the appearance editor and release the latest changes.

https://www.mediafire.com/folder/xggb2364417f4/MooseEdit

alpha20:
Added item rarity highlighting
Made the exit button/'X' button exit immediately
Added visual item count
Added command line argument parsing for opening .lsb/.pak files
Modified item tooltips to no longer be constrained by the main window and instead be constrained by the desktop
Fixed issue with reading latest format of .lsb save files
Added multiple selection to skill editor

Originally Posted by smackdaddy
I'm trying to solve a very specific issue and I'm hoping MooseEdit can help me...I looted and sold Sam's Collar not knowing I would eventually need it for a quest. I have checked every NPC I can, and none have it, so I'm assuming I sold it to somebody who is no longer available to interact with.

I'd like to add that one item to my inventory...how do I go about doing so? I looked through the list of items several times, and I didn't see it anywhere.

You probably didn't find it because it is tricky to find. You won't find it by name under the "base item" section. It is actually specified by an item template. For example, if you look at any book in your inventory, they're all the same base item ("Gen_Book") but differ based on the item template.
I had Sam's Collar in one of my save files so I uploaded it. After downloading it (see MooseEdit link above), use the "Import" button to add it to your inventory.
Posted By: smackdaddy Re: Save Game Editor - 29/08/14 07:06 PM
Top notch! Thank you sir, excellent work with this program.

Odd, I can't seem to find a way to give the collar to Sam. There's no dialog option to do so, and when I try to "drop" it on him it starts a bar fight.

Yeah, watched a youtube video of the quest, the collar isn't triggering the "discovery" when discussing Maxine with Sam.

Any suggestions?

Thanks!
Posted By: vometia Re: Save Game Editor - 29/08/14 10:13 PM
I had a similar problem with the Maradino's Secrets book: I managed to re-add it to my inventory after it went missing but it didn't work. I guess the quest must have moved beyond the stage where I could use it...
Posted By: hsarci Re: Save Game Editor - 30/08/14 04:10 PM
Need some help.

I killed Cecil (The Mayor) way before I had any idea what I was doing in this game. Now I'm 15 hours into the game and have realized that I need Cecil alive to complete some quests.

Can anyone tell me if its possible to bring Cecil back using the Save Game editor? If so, some instruction would be appreciated.

Otherwise, is there any other way to keep using my save and bring Cecil back? (script commands or something?)

Thanks in advance.
Posted By: Waltc Re: Save Game Editor - 30/08/14 09:10 PM
Originally Posted by hsarci
Need some help.

I killed Cecil (The Mayor) way before I had any idea what I was doing in this game. Now I'm 15 hours into the game and have realized that I need Cecil alive to complete some quests.

Can anyone tell me if its possible to bring Cecil back using the Save Game editor? If so, some instruction would be appreciated.

Otherwise, is there any other way to keep using my save and bring Cecil back? (script commands or something?)

Thanks in advance.


Start a new game. What took you 15 hours the first time will probably take you two hours since you now know what you have to do. Also, since you've discovered the inadvisability of killing npcs in the game that don't immediately seek to kill you first (without providing you a say in the matter, at least), things will go that much smoother & quicker for you...;) I started over with 1.0.132...it's great!
Posted By: Ginsu23 Re: Save Game Editor - 31/08/14 05:10 AM
I really want to play a monk in this game, but it's not possible. can I maybe use the editor to make a weapon that does not show up in my hand while equipped and would make me attack with the unarmed animations? that would be the simplest way to do it, I think. hopefully one day some1 will make a mod that adds an unarmed combat skill or something so that a character can truly fight well without weapons, or maybe special monk weapons (which would be the more lame way to do it), but until then I am looking for a simple solution.
Posted By: Ginsu23 Re: Save Game Editor - 31/08/14 06:44 AM
i kinda figured out how to do this with weapons, but now I need to make a shield invisible so it looks like I'm blocking swords n shit with my bare hands. my method did not work with any shields. can some1 help me out?
Posted By: Myrakiel Re: Save Game Editor - 31/08/14 01:09 PM
Thank a lot for answers, now the tool works perfectly.

In fact, I had to Uninstal and reinstall the game to make it works.

See you ^^
Posted By: tattoo18 Re: Save Game Editor - 01/09/14 01:45 AM
try to load save game and I get "unable to locate Main.pak: check game Data path" then crashes and closes
Posted By: Neuropsychosis Re: Save Game Editor - 01/09/14 03:34 PM
Pretty well done. Keep up the good work.
Posted By: Dairymoose Re: Save Game Editor - 01/09/14 06:00 PM
Originally Posted by Ginsu23
i kinda figured out how to do this with weapons, but now I need to make a shield invisible so it looks like I'm blocking swords n shit with my bare hands. my method did not work with any shields. can some1 help me out?


I am assuming the way you did that for weapons is to select an item template that didn't have any visuals (like "_DFD_Zombie_A" for example). You can do the same thing for shields. There's no templates that exist for shields that already have this, but you can make the shield use a template for a base item it doesn't belong to: for example, you can give it the item template for a weapon that has no icon, like the "_DFD_Zombie_A" that I mentioned earlier.
_DFD_Zombie_A:
28e00823-2ba4-43bb-be10-e4d6d89e179f

Modify your existing shield and give it this item template (paste this text directly into the item template text field), and it should become invisible in-game but still act like a shield. Be warned that these items are not meant to be used by players and they seem to disappear when being un-equipped for some reason.

Edit: It appears that the item will stay if you choose an appropriate base item. Therefore it would be best to choose a valid base item (e.g., "Handcrafted Sword") and give it the above item template. Do this for the shield as well. Then you will be able to wield the sword/shield and have no model for them. Also, since you will not be finding any new weapons/shields of this type, I would suggest adding many of them to your inventory at the start of the game with various different item levels (so that they can be swapped in after reaching the appropriate level). Otherwise you will never have any item upgrades. Make it every other level (or every 3rd level, etc) for a greater challenge.
Posted By: tattoo18 Re: Save Game Editor - 03/09/14 12:57 AM
try to load save game and I get "unable to locate Main.pak: check game Data path" then crashes and closes

any help please
Posted By: Saishy Re: Save Game Editor - 03/09/14 01:50 AM
Originally Posted by tattoo18
try to load save game and I get "unable to locate Main.pak: check game Data path" then crashes and closes

any help please


Check the game Data path, it's on the top of the save editor...
Posted By: tattoo18 Re: Save Game Editor - 03/09/14 02:42 AM
when I open the editor the path is right all save games are listed but when I try to open the save game I get the message
Posted By: Ginsu23 Re: Save Game Editor - 03/09/14 03:07 PM
@Dairymoose...
thanks a lot, man. that really helped. the way i was doing it before kinda worked, but the game crashed ever time i unequipped the weapon.

i was already planning to make many variations of the weapon for each level, but i'm already level 19 so i don't think i will have to make very many. i need to look and see if this game has a level cap b4 i start making tons if items. thanks again.
Posted By: Qduda Re: Save Game Editor - 04/09/14 05:17 PM
Thanks for your work guys. Is there a specific thread for the LS Tools? Which is the latest version, where to find it? Which version of D:OS is supported? Thanks and keep on going!
Posted By: Ginsu23 Re: Save Game Editor - 04/09/14 08:16 PM
how can i change the item template without changing the base item? do you mean item template ID, cuz that didn't work. When I do it with a sword, I use homemade sword as the base item and paste in the item id you posted into the template id field and it doesn't work. I have no visible weapon, yet I still use the 1-h sword attack animation. the shield has the same problem. i can only get the weapon to work if i make the base item something like _DA_zombie_A, but then i can't unequip the weapon without crashing the game. I have the same problem with the shield, where the item appears to be invisible, but i have the animations as if i had a shield equipped. arhg! if there were only a base item shield that was invisible this would be no problem.
Posted By: Dairymoose Re: Save Game Editor - 04/09/14 10:46 PM
alpha21:
Character appearance editor.
Equipment is not yet implemented.
Use the left/middle (scroll wheel)/right mouse buttons to manipulate the view.

https://www.mediafire.com/folder/xggb2364417f4/MooseEdit
Posted By: Dairymoose Re: Save Game Editor - 06/09/14 04:09 AM
alpha22:
Added equipment rendering

https://www.mediafire.com/folder/xggb2364417f4/MooseEdit
Posted By: PeteNewell Re: Save Game Editor - 06/09/14 04:39 PM
You're a machine.

Awesome.
Posted By: Antmangaka Re: Save Game Editor - 06/09/14 08:05 PM
Hello!,

any chance for an OS X version? or share the source? smile
Posted By: Dairymoose Re: Save Game Editor - 07/09/14 04:34 AM
alpha23:
Equipment is now rendered with the correct dye color
PermBoosts can now be a number or text: previously all PermBoost values were interpreted as a number.
As such, you can now use PermBoosts like "ItemColor"
ItemColor is used for dyes and is reflected by the new equipment rendering.
The following is a list of available ItemColors:

Autunite
Burnished Bronze
Chalcocite
Cobalt
Droxlerite
Gold
Limonite
Malachite
Mercury
Pure Mythril
Red Ore
Tenebrium
Venom Stone

Fixed some resource leaks.
Item tooltips are now constrained to the current monitor rather than the desktop at large.

https://www.mediafire.com/folder/xggb2364417f4/MooseEdit



Originally Posted by Antmangaka
Hello!,

any chance for an OS X version? or share the source? smile


I'm not sure what is required to make it work on OSX since I don't own an OSX computer. I would advise trying to use Wine and see if that works for you.
Posted By: moredrowsy Re: Save Game Editor - 07/09/14 04:42 PM
Awesome. Thanks
Posted By: 613 The Evil Re: Save Game Editor - 07/09/14 10:47 PM
Oooh, I'd really like to get that bugged quest out of the way... frown Well, at least your Editor helped me to get dyes! And what's this I see, new colors! Hmmmmmm, that's worth checking out. Do I have to have the latest version of the game?
Posted By: Dairymoose Re: Save Game Editor - 08/09/14 05:58 PM
Originally Posted by 613 The Evil
Oooh, I'd really like to get that bugged quest out of the way... frown Well, at least your Editor helped me to get dyes! And what's this I see, new colors! Hmmmmmm, that's worth checking out. Do I have to have the latest version of the game?


It is unlikely that quests will be implemented any time soon, if at all. It is not straight-forward and would involve a great deal of effort for what is essentially no gain.
Quests are controlled by the scripting engine and the only way to make this would work be to expose the variables used by the scripting engine, but this would not be user friendly and the typical user would get no use out of it whatsoever. It would be almost impossible to create a GUI that doesn't involve guesswork or pre-requisite knowledge from the end-user. It would also be possible to permanently mess up your save file with such a feature if you didn't know precisely what you were doing.
As such I see this as being very unlikely to be implemented.
Posted By: Norbyte Re: Save Game Editor - 08/09/14 06:58 PM
Originally Posted by Dairymoose
Quests are controlled by the scripting engine and the only way to make this would work be to expose the variables used by the scripting engine, but this would not be user friendly and the typical user would get no use out of it whatsoever.


Seconded. Exposing the raw Rete databases would likely be no gain for the average user as you'd have to know the scripts that work with said database for it to be of any use; additionally most quests track their progress in many separate databases, and most of them are shared by hundreds of other unrelated stuff. Changing them properly in order to progress some quests is almost an attempt in futility.
Not to mention that most scripts do far more than just messing with DBs, they change alignments, teleport NPCs and do other stuff that then you'll have to replicate.
Posted By: flake Re: Save Game Editor - 08/09/14 07:39 PM
Originally Posted by kurausu
Yeah, i was thinking about setting it on the editor because i tested it and nobody else gets the Tenebrium skill (I have a separate character for bartering and neither he nor jahan and madora get the skill if i tell them to leave and then get them back) after that quest, which leads me to believe it's a one-time event.

The only other source for the tenebrium skill would be the book, and it doesn't solve things for the 4th character.


Is it possible to add this to the editor.
Or would be creating the book multiple times possible ? and if how smile
Posted By: Dairymoose Re: Save Game Editor - 08/09/14 11:22 PM
Originally Posted by flake
Originally Posted by kurausu
Yeah, i was thinking about setting it on the editor because i tested it and nobody else gets the Tenebrium skill (I have a separate character for bartering and neither he nor jahan and madora get the skill if i tell them to leave and then get them back) after that quest, which leads me to believe it's a one-time event.

The only other source for the tenebrium skill would be the book, and it doesn't solve things for the 4th character.


Is it possible to add this to the editor.
Or would be creating the book multiple times possible ? and if how smile


I'm not actually this far in the game yet so I don't really know anything about this (I'm somewhere near the start of act 2), but there was some post about this where someone said they solved this issue:
http://www.larian.com/forums/ubbthreads.php?ubb=showflat&Number=538633

tl;dr they edited the book and increased the Amount to 4
Posted By: Dollvahkiin Re: Save Game Editor - 09/09/14 08:29 AM
Originally Posted by flake
Originally Posted by kurausu
Yeah, i was thinking about setting it on the editor because i tested it and nobody else gets the Tenebrium skill (I have a separate character for bartering and neither he nor jahan and madora get the skill if i tell them to leave and then get them back) after that quest, which leads me to believe it's a one-time event.

The only other source for the tenebrium skill would be the book, and it doesn't solve things for the 4th character.


Is it possible to add this to the editor.
Or would be creating the book multiple times possible ? and if how smile


I've tried remake the exact same book, the stats are same as ingame obtained "How to handle Tenebrium" from Sacred Stone.

The base item:
[Linked Image]

The item template: 37e74252-8dec-4a01-80b2-183ddc54398b
[Linked Image]

These editor-made books won't grant skill on use.
Only the original copy gives tenebrium skill once for one character.
Perhaps there's other global event attached.

Originally Posted by Dairymoose
Originally Posted by flake
Originally Posted by kurausu
Yeah, i was thinking about setting it on the editor because i tested it and nobody else gets the Tenebrium skill (I have a separate character for bartering and neither he nor jahan and madora get the skill if i tell them to leave and then get them back) after that quest, which leads me to believe it's a one-time event.

The only other source for the tenebrium skill would be the book, and it doesn't solve things for the 4th character.


Is it possible to add this to the editor.
Or would be creating the book multiple times possible ? and if how smile


I'm not actually this far in the game yet so I don't really know anything about this (I'm somewhere near the start of act 2), but there was some post about this where someone said they solved this issue:
http://www.larian.com/forums/ubbthreads.php?ubb=showflat&Number=538633

tl;dr they edited the book and increased the Amount to 4

If simply tweaking the amount, after separate the stack, still only the original copy gives the skill...

Perhaps Larian just enjoys punishing those people say "talk later" to Brandon, they just don't want to make it a non-consuming book as death knight bane.

Edit: Another easy way, simply increase the tenebrium ability, though not shown for those characters who didn't use the book, but they can use tenebrium weapons and prevents rot after tenebrium ability tweak in editor.
Posted By: Dairymoose Re: Save Game Editor - 09/09/14 05:58 PM
Originally Posted by Dollvahkiin
Originally Posted by flake
Originally Posted by kurausu
Yeah, i was thinking about setting it on the editor because i tested it and nobody else gets the Tenebrium skill (I have a separate character for bartering and neither he nor jahan and madora get the skill if i tell them to leave and then get them back) after that quest, which leads me to believe it's a one-time event.

The only other source for the tenebrium skill would be the book, and it doesn't solve things for the 4th character.


Is it possible to add this to the editor.
Or would be creating the book multiple times possible ? and if how smile


I've tried remake the exact same book, the stats are same as ingame obtained "How to handle Tenebrium" from Sacred Stone.

The base item:
[Linked Image]

The item template: 37e74252-8dec-4a01-80b2-183ddc54398b
[Linked Image]

These editor-made books won't grant skill on use.
Only the original copy gives tenebrium skill once for one character.
Perhaps there's other global event attached.

Originally Posted by Dairymoose
Originally Posted by flake
Originally Posted by kurausu
Yeah, i was thinking about setting it on the editor because i tested it and nobody else gets the Tenebrium skill (I have a separate character for bartering and neither he nor jahan and madora get the skill if i tell them to leave and then get them back) after that quest, which leads me to believe it's a one-time event.

The only other source for the tenebrium skill would be the book, and it doesn't solve things for the 4th character.


Is it possible to add this to the editor.
Or would be creating the book multiple times possible ? and if how smile


I'm not actually this far in the game yet so I don't really know anything about this (I'm somewhere near the start of act 2), but there was some post about this where someone said they solved this issue:
http://www.larian.com/forums/ubbthreads.php?ubb=showflat&Number=538633

tl;dr they edited the book and increased the Amount to 4

If simply tweaking the amount, after separate the stack, still only the original copy gives the skill...

Perhaps Larian just enjoys punishing those people say "talk later" to Brandon, they just don't want to make it a non-consuming book as death knight bane.

Edit: Another easy way, simply increase the tenebrium ability, though not shown for those characters who didn't use the book, but they can use tenebrium weapons and prevents rot after tenebrium ability tweak in editor.


This is just a guess but I'm wondering if the poster from the other thread just used the item without splitting the stack in order to get it to work. When you split a stack you are technically creating a brand new item each time. So if you have 4 apples in a stack and split them into 4 separate apples, you've created 3 new items in the process.
I didn't look into the script governing this book but it is probably tied to the original item. I would imagine you would need to use it without splitting the stack so that it doesn't create new items (that are not scripted).
Posted By: Dairymoose Re: Save Game Editor - 12/09/14 12:42 AM
alpha24:
Added experience editor
Item affixes in the item tooltip will now match the in-game item affixes
Posted By: I2omance Re: Save Game Editor - 12/09/14 10:56 AM
I got prob bros. I really need your help with this problem. I have been trying to load save file for a while but i alway receive this message :

[Linked Image]

[Linked Image]

[Linked Image]

If it is possible, please guide me on how to solve this problem.

Thank you in advance.

Tested By : Game Version 1.0.132, Win7x64
Posted By: Joel Re: Save Game Editor - 12/09/14 08:00 PM
You didn't set the Game Data Path...
Posted By: I2omance Re: Save Game Editor - 13/09/14 10:16 AM
-Solved-

Sry, its my bad bro.

Thank you anyway for your kindness. thankyou
Posted By: amonra Re: Save Game Editor - 14/09/14 09:40 AM
I am trying to revive NPC. His name is Frederick and he is in Lucilla Forest. He was killed by a Spider Queen and now I cannot complete two quests. I am already far in the game. I have found in MooseEdit all characters, but there are no names on them, I cannot find Frederick.
Is there any chance you might add character names as one of the properties?
I used Larian Editor to find the code name of the Frederic and it is: LUC_ImpMaster <86b4da9a-bec4-43a8-80f3-86705d235b31>, is there any way I can search characters in MooseEditor by this code name?
Or if not, can I use location search, so mooseedtor only shows me characters on(around) my Player location?
Posted By: Dairymoose Re: Save Game Editor - 14/09/14 09:00 PM
alpha25:
Fixed bug where importing items directly into an equipment slot would sometimes fail
Added additional parsing for some fields in the "Dev" tab.

@amonra:
There is no concept of "adding character names as one of the properties" as what you see in the Dev tab is what comes from the file itself. I don't generate any data here. What you see there is what exists in the save file. If you want to identify an NPC you will need to do so using their template ID. I would try searching for the template ID that you listed in your post: "86b4da9a-bec4-43a8-80f3-86705d235b31".
Posted By: Sarceyes Re: Save Game Editor - 15/09/14 04:59 PM
Is anyone else having a problem with the editor after the newest patch? : -(

I started a new game and I did not try it against an old save.

Great tool and thank you for creating it! :)
Posted By: bbailey1808 Re: Save Game Editor - 15/09/14 09:42 PM
[quote=Sarceyes]Is anyone else having a problem with the editor after the newest patch? : -(

I started a new game and I did not try it against an old save.

Great tool and thank you for creating it! :) [/quote]

Yes, every time I try and load a save in the editor the editor crashes. I assume because Larian changed some game data files. I imagine the creator will update as soon as he can because we all enjoy his editor soo much!

P.S. The editor loads up, sees all the game saves, I choose one and then it gets past the loading game modules screen and then suddenly stops working and windows shows the error that the program stopped working.
Posted By: Dairymoose Re: Save Game Editor - 15/09/14 10:59 PM
I am unable to reproduce this supposed issue with patch 1.0.169.0
Using the latest version of the editor I am able to both load/edit/save existing save games, as well as load/edit/save newly created games.
Please upload a copy of the save game that is breaking pre-edit and post-edit. In addition, please post the version of the editor you were using at the time of editing.
Posted By: bbailey1808 Re: Save Game Editor - 16/09/14 02:31 AM
I have the current patch of divinity at 1.0.169.0
I tried using moose edit 20, 24, and 25


Here is the newest game save I have, the game loads and saves fine.
https://www.sendspace.com/file/hzg1md

Here is a game save that is quite a while ago.
https://www.sendspace.com/file/cat3z1

Neither version of moose edit I use can load either of these, along with any other game save I have.

I did notice that when I tried to change the name of Jahan and Madora that the game reverted them back to default. I'm not sure if this has anything to do with it or not, however the old game saves should be fine.

Thanks for your help solvin this Dairymoose!
Posted By: Dairymoose Re: Save Game Editor - 16/09/14 03:52 AM
Originally Posted by bbailey1808
I have the current patch of divinity at 1.0.169.0
I tried using moose edit 20, 24, and 25


Here is the newest game save I have, the game loads and saves fine.
https://www.sendspace.com/file/hzg1md

Here is a game save that is quite a while ago.
https://www.sendspace.com/file/cat3z1

Neither version of moose edit I use can load either of these, along with any other game save I have.

I did notice that when I tried to change the name of Jahan and Madora that the game reverted them back to default. I'm not sure if this has anything to do with it or not, however the old game saves should be fine.

Thanks for your help solvin this Dairymoose!


I don't have any issues opening either file. I would suggest trying,
1. The Dev and PAK tabs to try opening Globals.lsb and any PAK file that doesn't end in _1 or _2, to see if you get any issues.
and,
2. Trying the editor on a different computer (e.g., a laptop) and see if the problem persists.
Posted By: sutek Re: Save Game Editor - 16/09/14 06:28 AM
Also having problems using moose edit after latest patch
I have the current patch of divinity at 1.0.169.0
I amusing moose edit 25


1. Saves are working in game
2. moose edit 25 crashes after load is complete, looks like it is going to work, it loads the tabs for my characters etc. then crashes, with "application has stopped working"

3. Tried using dev tab within moose edit to load Globals.lsb. this loads fine.
4. Tried using pak tab within moose edit to load pak file not ending in 1 or 2, this also works fine.

Other save games also crash after seeming to load 100%.

Any suggestions or others having trouble using moose edit in latest patched version of Divinity OS 1.0.169.0 ??

Posted By: Cingal Re: Save Game Editor - 16/09/14 07:57 AM
Originally Posted by sutek
Also having problems using moose edit after latest patch
I have the current patch of divinity at 1.0.169.0
I amusing moose edit 25


1. Saves are working in game
2. moose edit 25 crashes after load is complete, looks like it is going to work, it loads the tabs for my characters etc. then crashes, with "application has stopped working"

3. Tried using dev tab within moose edit to load Globals.lsb. this loads fine.
4. Tried using pak tab within moose edit to load pak file not ending in 1 or 2, this also works fine.

Other save games also crash after seeming to load 100%.

Any suggestions or others having trouble using moose edit in latest patched version of Divinity OS 1.0.169.0 ??



Yeah, it just doesn't work with the latest patch.

I installed an older version of the game and it works, but, yeah, latest update breaks the editor completely.
Posted By: kendu72 Re: Save Game Editor - 16/09/14 07:58 AM
I just got done with a fresh install of this game, found your save editor, and after starting a new game I can confirm that the alpha 25 version of moose edit does indeed crash after appearing to load the save completely.

As mentioned above, I have tried loading the globals.lsb and I can get it load fine and I can open PAK files not ending in _1 or _2 fine as well. Currently I have no other save games on my machine to test it with, but if necessary I can try to install on my laptop and verify that it's not just my machine.

[url=https://www.mediafire.com/?0xgkbatdc1kdpdm]Here is the save I used to load into moose edit.[/url]

I can try to provide more details, if necessary. I appreciate any input or response on the matter.
Posted By: enosu Re: Save Game Editor - 16/09/14 11:37 AM
I have the exact same issue as the posters above. Mooseedit loads the file completely then it immediately stops responding. Globals.lsb and the files that don't end in _1/_2 all work fine.

I tried to load older saves that worked before but they have the same problem. Looks like the new update broke all versions Mooseedit.

My system is Windows 7 64-bit if that helps.

Thanks for your hard work Dairymoose.


EDIT: Well this is very odd. I used MooseEdit v19 on my old saves that 100% worked before, but now they have the same problem as aforementioned. What's going on?

EDIT2: LSTools still works for the old saves, but doesn't for the 1.0.169 saves.
Posted By: Dairymoose Re: Save Game Editor - 16/09/14 02:08 PM
Given that it is failing to open older saves (i.e., pre-patch saves) it seems pretty clear that it is an issue with processing the game data. However, this works fine for me. I have the steam version of the game; is it possible that the issue is only affecting (for example) a GOG installation?
Please post your installation platform if you experiencing this issue.

And finally, it would be helpful if the crash details could be posted. Specifically, the details found in the Event Viewer application that include the following information:
Fault module,
Fault offset,
Exception code,

and the version of the program you were using that generated the crash log.
This would be the quickest way of resolving the issue.
Posted By: Ulsterman Re: Save Game Editor - 16/09/14 02:47 PM
I also have the steam version of the game, freshly installed, and experience the same problems (using alpha 25)

Fault application: MooseEdit.exe, Version: 0.0.0.0, time stamp: 0x02d108b8
Fault module: MooseEdit.exe, Version: 0.0.0.0, time stamp: 0x02d108b8
Exception code: 0xc0000005
Fault offset: 0x0001f2f5

Hope this helps.
Posted By: Orb Re: Save Game Editor - 16/09/14 02:54 PM
Hi Dairymoose, thank you for the program!

Using the latest version on STEAM.
Crash happens with older and newer saves (Pre and post patch).
OS Windows 8.1 64 bit.
Program version alpha 25.

Problem signature:

Fault Module Name: MooseEdit.exe
Fault Module Version: 0.0.0.0
Fault Module Timestamp: 02d108b8

Exception Code: c0000005
Exception Offset: 0001f2f5
Posted By: Happy Buccaneer Re: Save Game Editor - 16/09/14 03:59 PM
Hello. First of all thank You so much for Your app! And for Your hard working on it.

Have the same problem. Alpha25 opens dev and pak files. When trying to open savegame gives error and crushes. Win 8 x_64. Steam client latest update. Divinity: Original Sin ver 1.0.169.0. Russian ver of game.
i'm not so qualified about collecting reports. I got this info from win system logger:

<EventData>
<Data>MooseEdit.exe</Data>
<Data>0.0.0.0</Data>
<Data>02d108b8</Data>
<Data>MooseEdit.exe</Data>
<Data>0.0.0.0</Data>
<Data>02d108b8</Data>
<Data>c0000005</Data>
<Data>0001f2f5</Data>
<Data>e94</Data>
<Data>01cfd1c3df482511</Data>
<Data>C:\Users\Stas\Desktop\mEdit_alpha25\MooseEdit.exe</Data>
<Data>C:\Users\Stas\Desktop\mEdit_alpha25\MooseEdit.exe</Data>
<Data>23235bfe-3db7-11e4-be87-74d02be9413c</Data>

I was trying to edit old savegames. Than I removed them and creaed new profile and started new game. Also can't open

Hope it'll help. Thanks
Posted By: Dairymoose Re: Save Game Editor - 16/09/14 08:32 PM
Can someone who is having the issue please upload a copy of their icons.lsx file as found in the %TEMP% directory?

I suspect that they may have renamed or relocated this file but it is probably still working for me because my temp directory still contains the file from previous runs of the program.
You might find that there is no icons.lsx in your temp directory which would indicate that it could not be extracted for some reason.

You could probably get the program to work (as a workaround until it is fixed) by getting a copy of the icons.lsx and the portraits.lsx and placing them in your %TEMP% directory before running the editor.
Posted By: Orb Re: Save Game Editor - 16/09/14 09:44 PM
Hey, I think you may be right. I can't find either on those files in %TEMP% or any folder. The only .lsx files I have are config, graphicSettings, inputBinding and modsettings.

Edit: P.S. if anyone would be so kind as to share the above mentioned files, it would be much appreciated. :)
Posted By: bbailey1808 Re: Save Game Editor - 16/09/14 10:03 PM
Yes, whoever reads this please upload a copy of your icons.lsx and ur portraits.lsx from your windows temp directory (located at C:\Users\USRNAME\AppData\Local\Temp). Perhaps Dairymoose since you have the files you would be generous enough to upload them.
Posted By: enosu Re: Save Game Editor - 16/09/14 10:05 PM
That makes sense. I remember clearing up mine a few weeks ago.

Could you upload yours Dairymoose?

Posted By: Dairymoose Re: Save Game Editor - 16/09/14 10:59 PM
Larian changed icons.lsx to Items_Icons.lsx and portraits.lsx to Portraits_MainPL_CP_Icons.lsx.

alpha26:
The editor will now attempt to extract/parse from both possible icon/portrait paths.

https://www.mediafire.com/folder/xggb2364417f4/MooseEdit
Posted By: enosu Re: Save Game Editor - 16/09/14 11:14 PM
You are a god amongst men! It works perfectly now.
Posted By: bbailey1808 Re: Save Game Editor - 17/09/14 06:13 AM
Confirmed working, thanks and good work moose!
Posted By: Orb Re: Save Game Editor - 17/09/14 09:28 AM
Thank you Dairymoose, working like a charm!
Posted By: Dairymoose Re: Save Game Editor - 18/09/14 01:19 AM
alpha27:
Lockpick icons are now displayed properly
Posted By: Dairymoose Re: Save Game Editor - 25/09/14 01:48 AM
alpha28:
Added Weapon PermBoosts "MinDamage", "MaxDamage" which increase minimum or maximum damage, respectively, by the amount specified
Added Armor PermBoost "DefenseValue" which increases armour value by the amount specified
Added Character PermBoost "MovementSpeedBoost" which increases character movement speed by the percent specified (e.g., MovementSpeedBoost of 100 means 100% increased speed, or 2x overall character movement speed)
Various tooltip improvements

https://www.mediafire.com/folder/xggb2364417f4/MooseEdit
Posted By: bbailey1808 Re: Save Game Editor - 25/09/14 09:30 AM
Good work. The mov. speed boost is useful.
Posted By: Dairymoose Re: Save Game Editor - 27/09/14 01:30 AM
Actually, if anyone could help compile a list of the PermBoosts that actually work (they're different for weapons and armor) I could strip down the list to only include the ones that actually work. Right now it contains a lot of things that just don't work.

Formulas for the various item tooltip stats would be nice too if anyone feels like contributing. (e.g., how the Strength stat scales with item level). The easiest way to figure this out is to import multiple copies of the same item and change its item level. And then find an item with a different stat value (like +2 Strength instead of +1 Strength) and manipulate the item levels of those imports.
Posted By: Jachal Re: Save Game Editor - 27/09/14 04:02 PM
Used this for the first time, character editor works perfect but now I cannot highlight objects in the world.

Unedited saves work normal with ALT. Suggestions?
Posted By: Dairymoose Re: Save Game Editor - 28/09/14 02:18 AM
Originally Posted by Jachal
Used this for the first time, character editor works perfect but now I cannot highlight objects in the world.

Unedited saves work normal with ALT. Suggestions?


It's unlikely that this was caused by save game editing as this isn't something you could accomplish using an editor even on purpose. I would suggest verifying that you didn't accidentally change your "show tooltips" hotkey in the in-game settings.
Posted By: omegadk1 Re: Save Game Editor - 28/09/14 03:44 AM
Sorry if this has already been asked. I'm new here.

Can I edit the armor atribute somehow? including the bonuses? (like fire resist)
Posted By: Jachal Re: Save Game Editor - 28/09/14 03:26 PM
I bound the key to "Z" and now it works, the game will not allow me to assign ALT to anything...

Strange.

Thanks for the response!
Posted By: Dairymoose Re: Save Game Editor - 28/09/14 11:02 PM
Originally Posted by omegadk1
Sorry if this has already been asked. I'm new here.

Can I edit the armor atribute somehow? including the bonuses? (like fire resist)


Armour Rating can be increased by using the "DefenseRating" Armor PermBoost. Fire resist can be increased by using the "FireResistance" Character PermBoost.
Posted By: omegadk1 Re: Save Game Editor - 29/09/14 04:54 PM
Thanks! Loving the editor! It's such an awesome resource!
Posted By: Lambo Re: Save Game Editor - 05/10/14 05:56 AM
I swear, moose edit hates me.
I used this back at revision 12 and LOVED it.
With all the new patches I updated to your latest..28 I think.
Fired it up to look at some character stuff quickly without logging all the way back into the game.
Apparently moose edit thinks my wizard with Lightning Rod instead has Politician. My warrior with Politician supposedly has Weather Proof. The npc character is just fine. (the wizard has lone wolf so only 1 npc)

Any thoughts?
I don't want to risk using medit for fear of screwing stuff up.
Help! I used to love it and want to again.
Posted By: Dairymoose Re: Save Game Editor - 05/10/14 09:51 PM
alpha29:
Fixed talent IDs for Rainman, Tempest, Geomancer, Lightning Rod, Politician, Weatherproof
Various tooltip improvements

https://www.mediafire.com/folder/xggb2364417f4/MooseEdit
Posted By: Lambo Re: Save Game Editor - 07/10/14 05:52 PM
Wonderful!
Posted By: rotten7apple Re: Save Game Editor - 15/10/14 03:25 AM
Thank you for the editor, Dairymoose!

Can you make the PermBoost works in-game somehow?
Strings value to weapon's Boosts like [Weapon_Blackrock_Boost_Combo] registered correctly in editor, but it doesn't work in-game. However, some boosts like APStart or APRecovery doesn't show in editor, but shows in-game on item description and behaves correctly.
Posted By: Dairymoose Re: Save Game Editor - 16/10/14 04:04 AM
Originally Posted by rotten7apple
Thank you for the editor, Dairymoose!

Can you make the PermBoost works in-game somehow?
Strings value to weapon's Boosts like [Weapon_Blackrock_Boost_Combo] registered correctly in editor, but it doesn't work in-game. However, some boosts like APStart or APRecovery doesn't show in editor, but shows in-game on item description and behaves correctly.


I'm not sure I follow. I'm pretty sure the PermBoost section doesn't even allow you to set "Weapon_Blackrock_Boost_Combo". So I'm not sure how you managed to add it using the editor. As for APStart/APRecovery, this is just an item tooltip display issue. Even at this point the item tooltips are not 100% correct.
For the PermBoosts in particular I have no easy way to identify which PermBoosts work and which don't - the only way to figure this out is just adding every one and testing it in-game. I haven't actually done this as it would take a very long time.
That being said, you can still add them via the editor and they should work fine. And it is still visible on the PermBoost tab itself, even if the item tooltip mouseover doesn't translate it into a line on the tooltip. I agree this should be fixed but I don't see it as a major issue since the information is still available by clicking the appropriate tab. The item tooltip is really just a convenience as 100% of the item's information is available in the various tabs of the Edit Item interface.
Posted By: rotten7apple Re: Save Game Editor - 17/10/14 04:15 AM
Yeah, I understand completely. Checking them one by one and sort them is load work to do, especially when one category's boost (i.e. Character permboosts) seemed to work with armor but not with weapon. CMIIW.
The only thing why I insisted editing on permboost is because when I put a load of mods on an item (like your screenshot you included on your dl links), item's pre/suf-fix name seemed to be chosen at random from added mods list. Yes, I know, such a greedy man I am. Already cheating the game yet wanted everything to be in order.
Anyway, keep up your good work, I love your editor!
Posted By: rotten7apple Re: Save Game Editor - 17/10/14 04:26 AM
That particular "Weapon_Blackrock_Boost_Combo" thing, and other elemental boost on weapons, (ie. Weapon_Large_FireDamage_ModKnife, etc.) I added them manually as string text to Permboost/Weapon/Boosts, when the tab is refreshed, the editor generated a field table in Permboost tab, exactly the same as in Mods tab. I don't know is this on purpose or not, because in my case it didn't work.
Posted By: Winter1 Re: Save Game Editor - 06/11/14 09:14 PM
How +add skillbar?(5max)/Thanks.
Posted By: daedaldaedal Re: Save Game Editor - 08/11/14 12:43 AM
Hey Spiattalo - I've installed Moosedit using Wine and after copying game files to C:, can enter in the save game path, but don't know the appropriate data folder path. What do you use for this? Any help is appreciated!
Posted By: Accel Re: Save Game Editor - 18/11/14 07:46 AM
Is there a way to reduce spell cooldowns/action points cost using this editor? Cause there is a section on Permboost thats called "Spelldata" but if i add something from there on a item it doesnt affect my spells or anything in the game.

I dont know if this topic is still alive, (it looks like its not lol) but if someone know anything about my question can you please reply me?


Thank you in advance.
Posted By: Sander Bouwhuis Re: Save Game Editor - 20/11/14 12:53 PM
Oooooooooooooooh, nice mod!

Thanks a bunch for this! I'm a casual gamer with very little time (multiple jobs and a newborn) so this is great!

I'll start a separate game for this where I give my main characters 10 extra points to make them more powerful.
Posted By: ShadowTek Re: Save Game Editor - 20/11/14 01:27 PM
Very nice mod, thank you!
Posted By: Zachb34 Re: Save Game Editor - 22/11/14 12:54 PM
Any idea why I can't change the appearance and name of companions in game? The changes won't stick in game.

Also, how do I make my characters weapons bigger like in the screen shot?


Thanks!!!
Posted By: Dairymoose Re: Save Game Editor - 24/11/14 01:26 AM
For storyline companions such as Jahan or Madora, their name and appearance are hardcoded in the game. As such it cannot be changed in the save file. However, non-storyline companions (such as those you can pick up in the homestead) can be changed as desired.
Posted By: arnar Re: Save Game Editor - 24/11/14 11:48 AM
Hello,

the editor is working here but i dont know how to add certain items?

I need the dusty parchments for the last chest since i sold them somewhere...

any ideas?

Thx!
Posted By: Vandervecken Re: Save Game Editor - 24/11/14 05:04 PM
Hi,
I may be missing something, but how do you modify reputation with this editor?
Posted By: Zachb34 Re: Save Game Editor - 27/11/14 08:45 PM
Is there a way to modify what has and hasn't been done in the storyline?

Thanks!
Posted By: Tearz Re: Save Game Editor - 01/12/14 07:08 PM
Having trouble opening the file at the moment.

I keep getting the error "this application failed to start because i could not find or load the qt platform plugin 'windows'"
Posted By: Corylea Re: Save Game Editor - 10/12/14 08:37 PM
Thanks so much for making this, Dairymoose!

I mostly love the game, but I hate, hate, hate sneaking. With your editor, I was able to give my characters some invisibility scrolls, and they can just turn invisible whenever the game calls for sneaking (like to get the items to give to Jake's dog).

Thanks again for your generosity in making this, in keeping it updated, and in sharing it with all of us.
Posted By: neon1300 Re: Save Game Editor - 11/12/14 11:48 PM
Hi Moose,

Firstly, I want to thank you for all the efforts.

I am pretty new to this game and the save editor, is there a tutorial thread for the save editor?

I tried to edit the gold and attributes for my newly created characters (yes, they are still standing on the beach).After I done the edit (set gold to 2000 from 200 and gave +2 stats for each attribute for both of the characters), I pressed "save all changes" button and overwrote the global.lsb. Then I loaded the edited save from the game. Then I found nothing is changed, my gold is still 200 and my attributes were not increased.

So I reloaded the edited save file from save editor again, and I found the save editor crashes whenever I tried to reload the edited save file. I have no idea what is going on. Please help.

Thanks
Posted By: Raze Re: Save Game Editor - 12/12/14 12:31 AM

I just did essentially this in a new game, and had no problem. If you edited a quicksave, are you sure you reloaded the right one?

I made a named save, loaded it in the editor, and in the inventory tab for each character, right clicked on the gold and selected Edit Item, clicked the General button, changed the amount and then clicked on the Apply button. For the attributes, I just highlighted each number and changed it to a 9. Then I clicked on the 'Save all changes' button, switched back to the game, reloaded, and the gold and attribute changes showed up.
I didn't need to go into the Dev or PAK tabs.
Posted By: neon1300 Re: Save Game Editor - 12/12/14 01:08 AM
Originally Posted by Raze

I just did essentially this in a new game, and had no problem. If you edited a quicksave, are you sure you reloaded the right one?

I made a named save, loaded it in the editor, and in the inventory tab for each character, right clicked on the gold and selected Edit Item, clicked the General button, changed the amount and then clicked on the Apply button. For the attributes, I just highlighted each number and changed it to a 9. Then I clicked on the 'Save all changes' button, switched back to the game, reloaded, and the gold and attribute changes showed up.
I didn't need to go into the Dev or PAK tabs.


Hi Raze,

Thanks for the reply.

I just started a new game and named a save file as SP_01, and edited it with the editor without touching the Dev and PAK tabs this time. Pressed the 'Save all changes' button after editing.

However, the problem still existed, the editor shows I have successfully edited the gold and the attributes that both of my characters have 9k gold and +2 extra attributes everytime I reloads the SP_01 with the editor, however, nothing has changed in game.

If the moose editor does not work for me, should I try lstools instead?
Posted By: Raze Re: Save Game Editor - 12/12/14 01:55 AM

It shouldn't be necessary, but did you try quitting the game and restarting?

Try deleting the Globals.lsb.bak from the save folder, or moving it elsewhere.

What version of the game do you have? The version number is shown in the main menu, under the column of buttons.
Posted By: neon1300 Re: Save Game Editor - 12/12/14 02:43 AM
Originally Posted by Raze

It shouldn't be necessary, but did you try quitting the game and restarting?


Tried, not working

Originally Posted by Raze

Try deleting the Globals.lsb.bak from the save folder, or moving it elsewhere.


wierd, there is no such file in my save folder

Originally Posted by Raze

What version of the game do you have? The version number is shown in the main menu, under the column of buttons.


1.0219.0
Posted By: Raze Re: Save Game Editor - 12/12/14 03:39 AM

If you exit MooseEdit, restart it and reload the SP_01 save, does it still show the changes you made? Maybe it is not actually saving, but when you re-load it in the editor it keeps the changes.

Are you shutting down all non-essential programs, such as anti-virus (that could be conflicting with or actively blocking edits to the save folders)?
Posted By: neon1300 Re: Save Game Editor - 12/12/14 10:26 AM
Originally Posted by Raze

If you exit MooseEdit, restart it and reload the SP_01 save, does it still show the changes you made?
Maybe it is not actually saving, but when you re-load it in the editor it keeps the changes.

Are you shutting down all non-essential programs, such as anti-virus (that could be conflicting with or actively blocking edits to the save folders)?


OMG, thanks Raze, it finally worked after I turned my comodo anti-virus off ! I can't believe why I did not think of that!!

Thank you! You are my hero! Xmas
Posted By: Dairymoose Re: Save Game Editor - 13/12/14 04:48 PM
Originally Posted by Tearz
Having trouble opening the file at the moment.

I keep getting the error "this application failed to start because i could not find or load the qt platform plugin 'windows'"


Make sure that you extract all the files instead of trying to run it from inside the zip.
Posted By: Tearz Re: Save Game Editor - 14/12/14 02:01 PM
Still get the same error doing so, here are the error codes:

http://gyazo.com/9c78a247fbb3ca5d02eb69923374731a

http://gyazo.com/2956242156a3c2451eb3e65e4b9c0ebd
Posted By: Vandervecken Re: Save Game Editor - 15/12/14 10:12 PM
Can anyone explain to me why some items in the editor show up with different stats than ingame? For example, an amulet with Strength +2 in the editor will have Strength +1 ingame, while a suit of armour with Str +2 ingame reads Str +1 in the editor. I can post examples if needed.
Posted By: Dairymoose Re: Save Game Editor - 17/12/14 06:04 PM
@Tearz, I would try running the application from a different computer and see if it works for you. I suspect that there is some software that you might have running that is interfering, or the files were not extracted in a way that preserves the original file paths.
@Vandervecken, You're right, some of the tooltips are inaccurate. The items have stats determined by their base item, mods, and perm boosts and each stat has its own unique formula for scaling. I tried to match a lot of the formulas but many are still incorrect. There are only a few stats that I made certain are correct that include weapon damage, armour, and a few others. But anything else can be using the wrong formula.
Posted By: Tearz Re: Save Game Editor - 18/12/14 05:43 PM
Sorted the problem by uninstalling QT as it was trying to launch through it instead of just launching as an executable file. smile
Posted By: Otaku Hanzo Re: Save Game Editor - 22/12/14 06:05 AM
To the OP: THANK YOU!!

Wow. I cannot say that enough. Awhile back I loaded a save game in my hex editor just to check it out but made no adjustments to it. Loaded back up and played for about three hours when suddenly it crashed. It kept crashing every time I loaded it and so I went back to the previous save and crashed again. It did it all the way back to the original save I had loaded in my hex editor and it was doing it whenever I opened my inventory and moused over my sword. I was pissed and thinking three hours lost but decided to check for a save game editor.

Found this thread, downloaded it, loaded up my save game and immediately found the problem. I don't know how, but something got messed up on the sword. I fixed it in your wonderful program and I've gone another hour on the final save with no problems.

Simply, you rock!
Posted By: chriseggroll Re: Save Game Editor - 28/12/14 06:37 PM
Works very well, thank you! Here's a couple things I'd like to see:

When adding experience to a character, either have it not change the level so the game itself can do this or add the appropriate number of ability points/skill points/talents. eg if I add 5 levels worth of experience, have it add 5 level's worth of points to spend. Right now, you can add experience but the only benefit you get from it is the vitality, since it automatically adjusts your level but doesn't add the points you would receive.

Item editing is a little confusing for me. I figured out how to increase an item's level which seems to have a built in scale for damage range and whatnot, but adding abilities is a bit confusing. Sometimes what I pick doesn't show at all so I'm not sure if it works and doesn't show, or just didn't work at all.

Great job so far though, I haven't had any issues as far as errors etc while using it, and no broken saves!

Posted By: Dairymoose Re: Save Game Editor - 05/01/15 07:06 PM
Originally Posted by chriseggroll
Works very well, thank you! Here's a couple things I'd like to see:

When adding experience to a character, either have it not change the level so the game itself can do this or add the appropriate number of ability points/skill points/talents. eg if I add 5 levels worth of experience, have it add 5 level's worth of points to spend. Right now, you can add experience but the only benefit you get from it is the vitality, since it automatically adjusts your level but doesn't add the points you would receive.

Item editing is a little confusing for me. I figured out how to increase an item's level which seems to have a built in scale for damage range and whatnot, but adding abilities is a bit confusing. Sometimes what I pick doesn't show at all so I'm not sure if it works and doesn't show, or just didn't work at all.

Great job so far though, I haven't had any issues as far as errors etc while using it, and no broken saves!



The save does not actually capture your character level. Instead, the character level is determined by the experience. So by increasing the experience it increases the in-game level (and increasing a character's level actually means modifying their experience amount). I am considering adding a "Respec" type button that lets you reset attributes/talents/etc, based on your level, but until then this is a manual process.
Also, as for adding character abilities, if they do not show up make sure you have increased the character's skills to the appropriate level: for example, if you add a warrior skill to a mage, you may need to increase their Man-At-Arms level in order to make the skill appear.
Posted By: yzane Re: Save Game Editor - 09/01/15 07:05 PM
Any chance someone could port this to work with the Mac version?
Posted By: Rio2014 Re: Save Game Editor - 10/01/15 03:39 PM
Is There another way to get the editor? Mediafire isn't cooperating.
Posted By: Raze Re: Save Game Editor - 10/01/15 09:03 PM

It is working now, at least. If you still have a problem, try a different browser, if available.
Posted By: RaidaTheBlade Re: Save Game Editor - 13/01/15 07:52 AM
I'm having an issue with the editor's resolution. It's so tall that the button to load a save game to edit is covered by my taskbar. I could hide the bar, but that seems like a bandaid. I feel like that's something that may end up being an issue for others as well... Just seems odd, doesn't make much sense why it'd be like that to me, I guess...
Posted By: Dairymoose Re: Save Game Editor - 13/01/15 02:58 PM
Originally Posted by RaidaTheBlade
I'm having an issue with the editor's resolution. It's so tall that the button to load a save game to edit is covered by my taskbar. I could hide the bar, but that seems like a bandaid. I feel like that's something that may end up being an issue for others as well... Just seems odd, doesn't make much sense why it'd be like that to me, I guess...


The window can be resized by dragging the top or the bottom of the window frame. That being said, it is designed to detect the size of the desktop and resize itself if the default size is too large. If you are using a two-monitor setup with different resolutions it may be the case that it is not resizing because the larger monitor can accommodate it. If this is the case, I suggest resizing the window or moving it to the larger monitor.
Otherwise it should already work.
Posted By: Ragthos Re: Save Game Editor - 18/01/15 07:16 AM
Do you happen to have a tutorial uploaded for your save editor? I've done save editing before, I just usually don't do it on PC games.

Oh and is the link one the OP the updated Editor?

Thanks for your hard work feller!
Posted By: Raze Re: Save Game Editor - 18/01/15 07:47 AM

I don't know if there is a tutorial. The link in the OP always points to the latest version (it is pointing at a shared folder, rather than a specific file).
Posted By: Infares Re: Save Game Editor - 19/01/15 03:35 AM
Hi, is it possible to use this tool to resurrect a dead NPC? If not I need to just set the quest as done and give myself the exp, thanks.
Posted By: Sunz Re: Save Game Editor - 20/01/15 03:31 AM
Is there perhaps another way to download the Mooseedit? I cant seem to get past 16-17% from mediafire
Posted By: Raze Re: Save Game Editor - 20/01/15 03:44 AM

Here is a mirror link for the current MooseEdit alpha29.
Posted By: Sunz Re: Save Game Editor - 20/01/15 04:11 AM
Thanks!, finally got it downloaded claphands
Posted By: bartek Re: Save Game Editor - 22/01/15 01:49 AM
Hello for me mooseeditor dont work. I have lastest version of Divinity in steam. When i open save game from mooseeditor i have bug 33% "failed extract player.lsb" "failed extract itemcolor.txt" and "unable to locate main.pak chek game data path" and last mooseeditor crash ;/

whats happend?

sorry for bad english
Posted By: Raze Re: Save Game Editor - 22/01/15 02:55 AM

When you open MooseEdit, there are 2 paths that must be specified, one to your PlayerProfiles folder (in your My Documents folder), and the other to the game's Data folder (..\SteamApps\common\Divinity - Original Sin\Data). On the right side of the window, near the top, click on the lower folder button and make sure the path is correct.

Have you tried the beta patch on Steam? I don't recall if that caused any problems. The QA version of the game did make changes that cause MooseEdit to crash, so I've changed the 'Game Data Folder' to point to the GOG install of the game. If you have the beta patch and the folder is set correctly, the crash is likely due to the beta.
Posted By: Dairymoose Re: Save Game Editor - 22/01/15 08:37 PM
Originally Posted by Raze

When you open MooseEdit, there are 2 paths that must be specified, one to your PlayerProfiles folder (in your My Documents folder), and the other to the game's Data folder (..\SteamApps\common\Divinity - Original Sin\Data). On the right side of the window, near the top, click on the lower folder button and make sure the path is correct.

Have you tried the beta patch on Steam? I don't recall if that caused any problems. The QA version of the game did make changes that cause MooseEdit to crash, so I've changed the 'Game Data Folder' to point to the GOG install of the game. If you have the beta patch and the folder is set correctly, the crash is likely due to the beta.


How does someone acquire the beta patch? Is this an opt-in setting?
Posted By: Raze Re: Save Game Editor - 22/01/15 11:33 PM

Yes, it is an opt-in beta on Steam.
Posted By: Infares Re: Save Game Editor - 23/01/15 01:16 AM
I noticed you answered everyone's question but mine.
Posted By: Dairymoose Re: Save Game Editor - 26/01/15 03:07 PM
You should be able to resurrect an NPC but I haven't tried to do this myself. It might take some experimentation on your part to figure it out though.
Here's what you could do:
Use the game's editor (i.e., not MooseEdit) and find the NPC you want to resurrect. There should be some sort of long identifier next to their name (e.g., "41ada10b-7a98-4c63-a335-774f98460dea"). You will need to use this identifier later.
Open MooseEdit and go to the Dev tab. Click "Open File" in this Dev tab and find your save file (e.g., "C:\Users\You\Documents\Larian Studios\profiles\You\SaveGames\AutoSave_1\globals.lsb"). Right click on the word "Characters" and then use "Find". Paste the identifier that you obtained earlier from the editor into the text box.
If it finds an entry with this path: "Characters/root/CharacterFactory/Characters/Character", you are at the right spot. This is the character. As to how to resurrect the character, I'm not sure. Maybe try editing the "Vitality" node to be non-zero? Or try setting "IsResurrected" to "true"? I haven't tried it myself.
Use the "Save File" button and overwrite the Globals.lsb file you opened. I would suggest making a backup of the file before you do this though.

If you do figure it out, I think it would be helpful to others if you could post here how you did it/if it worked.
Posted By: pioleo158 Re: Save Game Editor - 30/01/15 12:42 PM
my game doesnt work after newest patch, even editor doesnt work i cannot enter and edit my saves ;/
Posted By: Raze Re: Save Game Editor - 30/01/15 02:57 PM

The save game format changed in 1.0.251, as well as some of the game files, so the editor will need to be updated to support the latest version.
Posted By: Gameboi Re: Save Game Editor - 30/01/15 07:26 PM
Hello Peeps.

I want to replay the same fight over and over again but with different material (mostly robes and staves). The savegame editor seems not to let me equip higher level materials unless I first unlocked them. For example if I have a level 3 staff, the savegame editor won't display a selection of higher level staves. How do I circumvent this? I'm kinda new at this game concept and want to experiment the heck out of the materials I can obtain.

Take Care!
Posted By: Laen Re: Save Game Editor - 31/01/15 01:54 PM
Thanks Raze. MooseEdit is terrific. Patch to D:OS was good. Adapting MooseEdit to the new save file formats will be much appreciated.
Posted By: bartek Re: Save Game Editor - 31/01/15 02:35 PM
hello mooseE dont wor to me now. When i start it today i had blank card without saves to choice, whats happend ?

Yesterday all was fine and work good!
mossedit screen
Posted By: Raze Re: Save Game Editor - 31/01/15 05:04 PM

The Steam update yesterday happened. Assuming Dairymoose intends to update the editor, it will take some time to add support for the new save format and game data structure.
Posted By: FenHarel Re: Save Game Editor - 31/01/15 05:26 PM
hey Raze, is the update to the save game editor really being done or is that speculation on your part?

sorry if the way its phrased strongly and rude, im just mainly very frustrated at larian for making that update, making tenebrium points useless, so now im stuck with a weak team and need an editor to redistribute my points to their respective weapons before i finish my game, and im very close to ending it too.

PS: dairymoose you are awesome for having made this, you dont owe us anything for the update, so i dont really wanna sound like a twat that is demanding an update, if i did, im sorry, as said above, im angry at larian for making a stupid update making my used points worthless
Posted By: Raze Re: Save Game Editor - 31/01/15 06:19 PM

That was an assumption on my part; it didn't come off quite as neutral as I intended.
Posted By: Fahrenheit86 Re: Save Game Editor - 01/02/15 04:24 PM
I didn't play D:OS since summer and back then I used MooseEdit alpha 12 and it worked fine. Yesterday I downloaded the latest version of the editor and it doesn't see my savegames. There are simply no saves in the savegames list. Both paths are set correctly. I assume it's because of the game's update which changed the savegames' format and we have to pray that Dairymoose will make a new version of his wonderful editor? Am I correct? I really need it but I guess I will have to wait and hope that there will be an update to the editor. Please, Dairymoose, I think everyone would very much appreciate it. :)
LSTools doesn't work, either. There are no globals files in my savegames folder, only savegame name.lsv and a PNG file.
Sorry for my English.
Posted By: Raze Re: Save Game Editor - 02/02/15 03:23 AM

You are correct.
Posted By: bpphantom Re: Save Game Editor - 02/02/15 04:55 PM
You can turn off the cloud sync for the saved games, but Moose will still need to update the program if he wants to go ahead with it.

I'll wait to see if there's an update in the next few weeks, but the syncing is a long awaited re-introduced feature.
Posted By: Fahrenheit86 Re: Save Game Editor - 02/02/15 07:11 PM
Even if I turn off the cloud sync MooseEdit still doesn't see my saves
Posted By: Dairymoose Re: Save Game Editor - 03/02/15 03:52 AM
I have looked into this and have done some work on it, but it requires translating assembly to C, which is not something I'm fond of. So I have been doing it only a little at a time. I think that for the first iteration I won't even be including compression in the save output (I will be saving that for a later release). As such, saving will result in your 5MB .lsv file becoming 15+ MB in size.
Posted By: Deuz88 Re: Save Game Editor - 03/02/15 10:33 AM
Moose is on the case yey!
Posted By: Kamylow Re: Save Game Editor - 03/02/15 12:15 PM
Just a quick post to say how appreciative i am of your tool Dairymoose and happy that you're looking into it.

Keep up the good work (and thanks to provide us a mean to unscrew ourselves when Larian doesn't).
Posted By: Sergent Dub Re: Save Game Editor - 03/02/15 02:07 PM
Just made an account to say THANKS DAIRYMOOSE.
Posted By: bpphantom Re: Save Game Editor - 03/02/15 06:15 PM
Thanks for the update Moose. While I very much enjoy the game sans editor, there are a few things I always tweak or just little annoying things that I change here and there. Glad to hear you're working on it, and I understand the time required.
Posted By: Laen Re: Save Game Editor - 04/02/15 07:32 PM
Thanks DairyMoose! I think that is a perfectly reasonable plan to de-compress the save file so it can be worked on. Then writing the save file back out in uncompressed format.
Posted By: tedsini Re: Save Game Editor - 04/02/15 08:19 PM
I just started playing DOS and couldn't understand why none of the editors were working for me. I'm glad I found this thread and wanted to add my thanks to DairyMoose for taking the time to put out a working editor.
Posted By: ShadowTek Re: Save Game Editor - 05/02/15 02:57 AM
Thanks Mr. Moose!
Posted By: Ingvarr Re: Save Game Editor - 05/02/15 12:30 PM
I'm waiting eager for the editor, after the last patch my savegame got corrupted (already reported and I thank Raze a lot for the support) and I don't feel like restarting again from zero.

So, thank you Mr.Moose!
Posted By: Everfades Re: Save Game Editor - 06/02/15 05:52 PM
Yeah I really hope to see a new update soon. smile Great work!
Posted By: Roukard Re: Save Game Editor - 06/02/15 11:29 PM
And a chant rises from the crowd ...

"MOOSE! MOOSE! MOOSE!"


Thanks for providing us with your extremely useful tool! OUTSTANDING!
Posted By: Dairymoose Re: Save Game Editor - 07/02/15 02:03 AM
alpha30:
Added automatic extraction/decompression of new file format
Updated PAK reader to support new PAK format

https://www.mediafire.com/folder/xggb2364417f4/MooseEdit

Some important notes about this version:
-I did not implement compression yet so the files will be much larger than the LSV.
-I am not creating an LSV archive at this time, instead it just decompresses all the files and modifies them without creating a new LSV.
-If an LSV file and a globals.lsb file exist in the same folder the game will complain that the "save file might be tampered with" (but still allow you to continue). This message is meaningless in this context but if the error bothers you, you can delete the .LSV file to get rid of the error message.
-In a future release I will be replacing the .LSV file itself and you will no longer get this error message.
-The .LSV file is backed up automatically just in case.
-I don't expect any problems as a result of this update but problems sometimes happen anyway.
Posted By: Bronston Re: Save Game Editor - 07/02/15 03:31 AM
Thanks for the awesome editor, works great. I mostly use it to fix my saves when the various bugs cause things not to work.

One thing that would make it immensely more useful though is if the items were in alphabetical order. Not sure how much trouble that would be.

Anyway Thanks again!
Posted By: Laen Re: Save Game Editor - 07/02/15 08:19 AM
Thanks Dairymoose. I have been using your new version and it's been working just fine. Just like before.
Posted By: Deuz88 Re: Save Game Editor - 07/02/15 08:28 AM
Thank you Mr Moose!
Posted By: Fahrenheit86 Re: Save Game Editor - 07/02/15 08:21 PM
Many thanks, Mr Moose!
Posted By: Michael Arnold Re: Save Game Editor - 08/02/15 01:39 AM
Thanks Moose!!
Posted By: Laraid Re: Save Game Editor - 09/02/15 03:24 AM
Thanks for the save editor!

I have a quick question. Is there a quick way to edit a characters carry weight without messing with Strength? I'm currently suffering from having to many items. =(
Posted By: Raze Re: Save Game Editor - 09/02/15 03:34 AM

I don't know about the weight capacity. You can collect a couple chests, etc, to store stuff in that you will not need frequently.
Posted By: Aiden Re: Save Game Editor - 09/02/15 10:49 AM
I just wanted to say a big THANK YOU for your great dedication and work. Your tool is fabulous !

That being said, Iï½´ve got one question. Prior to the steam cloud-save enablement, you could change the enabled MODs of a savegame by swapping the meta.lsb. Is there a way to change the MODs that the existing savegame uses directly out of your tool and if yes, how does it work ? If no, do you or anybody else know of an alternative way how to enable MODs for existing saves without the need to start over ?
Posted By: Sergent Dub Re: Save Game Editor - 09/02/15 01:34 PM
Thanks Moose, really appreciated. It was quick and work flawlessly!
Posted By: Dairymoose Re: Save Game Editor - 09/02/15 04:12 PM
Originally Posted by Aiden
I just wanted to say a big THANK YOU for your great dedication and work. Your tool is fabulous !

That being said, Iï½´ve got one question. Prior to the steam cloud-save enablement, you could change the enabled MODs of a savegame by swapping the meta.lsb. Is there a way to change the MODs that the existing savegame uses directly out of your tool and if yes, how does it work ? If no, do you or anybody else know of an alternative way how to enable MODs for existing saves without the need to start over ?


When you view a saved game that is in the new format (LSV), MooseEdit will extract all files from it. This includes meta.lsb. You can swap the meta.lsb for another at this point, or modify the meta.lsb file using the "Dev" tab in MooseEdit.
Posted By: Roukard Re: Save Game Editor - 09/02/15 06:40 PM
I just want to give an EMPHATIC THANK YOU to Dairymoose! Your tool is MUCH appreciated! EXCELLENT!
Posted By: ShadowTek Re: Save Game Editor - 10/02/15 07:05 PM
Thank You
Posted By: Dairymoose Re: Save Game Editor - 12/02/15 12:50 AM
alpha31:
Added LSV format file output
Added new toolbar function for extracting all files from LSV
Added about dialog
Fixed bug where game data with the old PAK format would not be processed correctly
Added file compression to LSV-archived files
Files are no longer automatically extracted when viewing an LSV archive

https://www.mediafire.com/folder/xggb2364417f4/MooseEdit
Posted By: Laraid Re: Save Game Editor - 12/02/15 06:25 AM
Originally Posted by Dairymoose
alpha31:
Added LSV format file output
Added new toolbar function for extracting all files from LSV
Added about dialog
Fixed bug where game data with the old PAK format would not be processed correctly
Added file compression to LSV-archived files
Files are no longer automatically extracted when viewing an LSV archive

https://www.mediafire.com/folder/xggb2364417f4/MooseEdit


Thanks moose
Posted By: Boatz Re: Save Game Editor - 12/02/15 12:34 PM
Originally Posted by Dairymoose
When you view a saved game that is in the new format (LSV), MooseEdit will extract all files from it. This includes meta.lsb. You can swap the meta.lsb for another at this point, or modify the meta.lsb file using the "Dev" tab in MooseEdit.

I was in the same situation as Aiden, and tried this solution. I managed to edit my save file and the mod seems to be working just fine, but now when I load the save it says "warning! The savegame has detected tampering or corruption.". What I did was open the files in mooseEdit, "extract all from lsv" on a save with the mod I want and my current save, and then copy pasted the meta.lsb file over. Did I do it wrong or is the error message supposed to appear when you do it correctly?

Sorry if this is something obvious and thanks for the great editing program.
Posted By: Raze Re: Save Game Editor - 12/02/15 07:43 PM

Try renaming or moving the save's lsv file.
Posted By: Carbonights Re: Save Game Editor - 12/02/15 10:41 PM
Hey there, I really love the work that you've put into this but I don't seem t be able to get to the new version on Mediafire? And idea? I go to the link and there's just no files listed anymore.

Edit: Hey, sorry for the issue. I was able to get the file now with no problem.

However, I'm currently getting the 'Savegame has detected tampering or corruption' message all the time and I can't seem to get rid of it. Any suggestions? I know it doesn't matter but having to dismiss it every time I load is irritating.
Posted By: senorharbinger Re: Save Game Editor - 13/02/15 04:56 AM
Registered just to help you out there buddy. So far all I've found to keep that tampering warning from popping up is to turn off steam sync, save the game, edit the save, then load it and go about your business. I haven't turned steam sync back on yet since I don't need it, but the tampering warning, once on, seems to stick. So if you can stomach starting a new game or reverting to an old save and editing it with steam sync off, that'll do ya.
Posted By: Boatz Re: Save Game Editor - 13/02/15 09:18 AM
Originally Posted by Raze

Try renaming or moving the save's lsv file.

This fixed it, thanks so much. smile
Posted By: roe Re: Save Game Editor - 13/02/15 03:49 PM
Thanks so much for this awesome editor.

When running it with Wineskin Winery, I had to force it to use system XQuartz, otherwise it would crash. And in case it saves somebody some searching around, I had to manually type the following path into the game data folder field, because selecting it in the dialog did not work:

Z:/Users/MY_USERNAME/Library/Application Support/Steam/SteamApps/common/Divinity - Original Sin/Divinity - Original Sin.app/Contents/data/
Posted By: Freaker98 Re: Save Game Editor - 13/02/15 10:47 PM
Hey everyone

Is it possible to change existing spells?

Thanks in advance
Posted By: elektroven Re: Save Game Editor - 13/02/15 11:04 PM
Hi Dairymoose. I communicate with the help of the translator, I apologize if there are difficulties with understanding. Thanks for operation, program very good. There is a wish, add please to Item Editor (section Armor Mods) group on a thing class. That there was not a continuous long list, and it was possible to open on classes (to Armor Body, Armor Shoes, etc)
I do an example in Photoshop.

[Linked Image]
Posted By: Dairymoose Re: Save Game Editor - 14/02/15 05:14 PM
alpha32:
Added sanity.lsb generation for LSV-style saves ("Tampered save" message will no longer appear)

https://www.mediafire.com/folder/xggb2364417f4/MooseEdit
Posted By: Dairymoose Re: Save Game Editor - 17/02/15 02:42 AM
alpha33:
Changed default LSV compression to use high compression mode (file size will match size of original LSV archive now)
Added settings toolbar button to control compression settings

https://www.mediafire.com/folder/xggb2364417f4/MooseEdit
Posted By: elektroven Re: Save Game Editor - 17/02/15 10:52 AM
Dairymoose, respond please, you realize my idea or not?
Posted By: Mephil Re: Save Game Editor - 21/02/15 10:06 PM
Boatz,

How did you get it to work exactly? I did exactly what you did, and then renamed the .LSV file of my save, and it still gives me the "tampered with" message...

I'm using the latest mooseedit (v33)

EDIT:
Okay, I finally got it to work. Adding a mod to an existing save game without getting the "savegame tampered with" prompt:

(For steam)
1. Right click divinity in steam.
2. Click properties
3. Click Updates Tab
4. Uncheck Enable steam synchronization

5. Enter game
6. Enable mod you want to add to your save
7. Create a new game.
8. Save the game on a new file. Name it "mods"
9. Load you main save you want to mod.
10. Save it on a new file called "MainModded"
11. Exit Divinity

12. Open MooseEdit
13. Load "mods"
14. Click on Extract all from LSV
15. Load "MainModded"
16. Click in Extract all from LSV

17. Right click on path and select "open file location" for both saves.
18. Drag the "meta.lsb" file from the "mods" save to your "MainModded" save.
19. Delete the MainModded.lsv file.
18. Enter divinity and load MainModded.
19. If it works, save the game on a new file as whatever name you want.
20. You can now enable steam cloud saves again if you want. Everything will still work without an error prompt.
Posted By: AROAH Re: Save Game Editor - 22/02/15 11:23 PM
I often feel bad about my first post on a forum being a support request, but I know that solving this would help a lot of other players, so please, excuse me.

After playing for tens of hours in a 3-player campaign, one of our characters, Madora, suddenly stopped being able to talk to anyone other than the heroes. This is kind of a problem, because Madora is controlled by our third player, and so they need to be able to speak to vendors to get equipment and such.

The first time this happened, simply loading the most recent quicksave fixed it, but the most recent occurrence has left us with our most recent unbroken save being over 5 hours prior. Hence, it came to me attempting to modify the save to fix this problem.

Looking at the Dev tab in MooseEdit, I believe I know what the problem is. It appears that the game believes Madora is currently in a dialogue with someone, already, and therefore is disallowing her to communicate with any other unimportant character. Why this still permits her to speak to the heroes is uncertain.

I'm drawing this conclusion from her being the only character with a Task in the DialogController section of her character information. Unfortunately, simply removing the names or values of the contents of DialogController from within MooseEdit does not fix the issue. The game simply repopulates the information with what appears to be default values.

The only other difference I can assume would be causing the issue is whatever "CurrentAoO" means, as it is set to 1, whereas all other characters have it set to 0. As it appears no one's been able to figure out what many of the labels in the Globals.lsb file actually mean, I'm a bit stuck, at the moment, swapping random boolean values, hoping that the game eventually works, again.

I'm almost certain that actually removing the Task from DialogController will fix the issue, but opening Globals.lsb in a hex editor reveals how convoluted the file actually is. Bravo to you, Dairymoose, for making that thing legible, because my rudimentary understanding of file encoding leaves me flabbergasted as to how anyone could figure out how random strings, separated by dots and garbled text, end up actually fitting together.

I attempted using lstools to handle it, but to no avail. I'm not sure if it's because the save file is in a newer format, but it was having its own problems.

Any help is greatly appreciated, and I hope this will help anyone else who's had this issue, as I've read that this has affected others, at various points during the game's development.
Posted By: Dairymoose Re: Save Game Editor - 28/02/15 05:09 AM
alpha34:
Added "Treasure Maps" category to item browser
Added "Add Node" function to Dev tab
Added "Delete Node" function to Dev tab
Modified weight display to show fractional weights in item tooltips

https://www.mediafire.com/folder/xggb2364417f4/MooseEdit

---

As an aside, it appears that the treasure maps were originally intended to extend the "_TreasureMap" entry of Objects.txt but perhaps mistakenly, they do not.

As a result all the treasure maps are missing an Act, Weight, and ModifierType attribute. This may or may not be a bug.
Code
new entry "_TreasureMap"
type "Object"
data "ModifierType" "Item"
data "Act" "1"
data "Weight" "1"
Posted By: Luckmann Re: Save Game Editor - 04/03/15 03:00 PM
Amazing work, Dairymoose. The forum appears mostly dead, so I just thought I'd come in and give you props once I joined. I have no idea what I'd do without this. Your work is truly, truly appreciated.

Also, any chance of a way to export/import entire characters? A way to simply "copy" and "paste" items would also be greatly appreciated.
Posted By: Dairymoose Re: Save Game Editor - 04/03/15 09:38 PM
Originally Posted by Luckmann
Amazing work, Dairymoose. The forum appears mostly dead, so I just thought I'd come in and give you props once I joined. I have no idea what I'd do without this. Your work is truly, truly appreciated.

Also, any chance of a way to export/import entire characters? A way to simply "copy" and "paste" items would also be greatly appreciated.


I've been considering a character export functionality but I'm not sure such a feature would be widely used and therefore might not be worth the time to implement.
Also, you can already copy items. Use the Export and Import functionality that appears in the "Edit Item" or "Add Item" dialog box.
Posted By: Luckmann Re: Save Game Editor - 05/03/15 07:45 AM
Well I can't speak for whether it'll be widely used or not, I can just say that I'd use it myself, albeit sparingly, it'd be very nice if the functionality was there when I do.

The only other major use I can think of for it would be as an easy way to dupe a lot of items across plays. I also wouldn't be surprised if there's a lot of people interested in wildly overpowered "New Game+", exporting their late-game character and importing it at the start of a new game or something. Some people are suckers for that.

As for Copy/Paste of Items, I do know of the Export/Import functionality, and I've used it quite a bit when tinkering around, but it's slow and clunky. What I was thinking of was a simple Right Click->Copy, Right Click->Paste, allowing you to duplicate items on the fly, or between sessions (such as opening up one save in one window, copying an item, tabbing over to another window with another save, paste item).
Posted By: Luckmann Re: Save Game Editor - 07/03/15 10:47 PM
The more I tinker with the game, the more I realize how much I'd love to have an Import/Export function for characters, so I could pre-generate characters for saves, especially for testing purposes.
Posted By: Foxes Re: Save Game Editor - 10/03/15 11:09 PM
So, does this save editor allow the character appearance mirror to be spawned in? I was looking for it, and I literally can't seem to find it. I guess it's not able to be spawned in?
Posted By: Raze Re: Save Game Editor - 10/03/15 11:46 PM

The save editor has an Appearance button for the characters which (except for companions) brings up a window allowing you to make changes like the mirror.
In-game, the mirror is in the Inner Chamber (living quarters) in the homestead (x:354 y:67), which is the portal opened after the hall of heroes.
Posted By: Aenra Re: Save Game Editor - 11/03/15 10:13 AM
Dairymoose i have neither downloaded nor tried your editor, not a need for me, but my thanks regardless for all your work. Keep it up smile

That said, for the interests of posterity, could you really not see yourself uploading it to Nexus or even mmodb if you have some sort of issue with Nexus in particular?

Mediafire links are what happens when the future interested party attempts, and fails, to get a hold of your work. The links/accounts go down, the sites themselves sometimes go down

Would be a long list if i started to type down just how many mods for games 10 and 15 and 20 years old i am currently incapable of tracking down smile
Posted By: Vorttex Re: Save Game Editor - 11/03/15 07:35 PM
Anyone able to give me another download link for his latest update on this?

For some reason my browser wont download it from his files.

Would appreciate it alot!
Posted By: Raze Re: Save Game Editor - 11/03/15 11:22 PM

Did you try a different browser?

Temporary mirror link for alpha 34 (20MB).
Posted By: Vorttex Re: Save Game Editor - 12/03/15 04:31 PM
Unfortunately I didnt think about trying a different browser, but just got it now from the dropbox link you gave me, thanks alot mate.
Posted By: Foxes Re: Save Game Editor - 14/03/15 09:47 AM
I'm messing around with npc character appearances and having my mains adopt the appearance of these. using the editor brings up a hero appearance so it doesn't help me, while the mirror will let you alter the npc appearance.
Posted By: Elakah Re: Save Game Editor - 24/03/15 12:33 PM
So I've gone through almost every page here and I've found nothing with regards to this error; when I load up a game post using MooseEdit(the most recent version) I'm getting an in-game error that says, "The save file has been tampered with or corrupted. It's advised that you not use this save file." Or something similar to that.

My game play hasn't been impacted at all and I merely changed a stat on Bairdotr (because I chain missclicked). Just wondering if that's normal/ do I need to go way back to before the edits.

Thanks in advance and amazing work. It's nice that I can use this for minor blunders without having to spend a fortune re setting my characters.
Posted By: Raze Re: Save Game Editor - 24/03/15 12:59 PM

Since alpha 32 I think that 'tampered with' warning shouldn't be triggered. If you use MooseEdit to extract the contents of the save's lsv file, and then rename or move that file (leaving just the individual lsb/bin files and LevelCache folder), that should avoid the error.

Each save is a folder in the '..\Documents\Larian Studios\Divinity Original Sin\PlayerProfiles\<ProfileName>\Savegames' folder. Probably the easiest way to get there in Windows Explorer is under Libraries in the left column, to click on Documents, and drill down from there.
Posted By: Elakah Re: Save Game Editor - 24/03/15 02:32 PM
Originally Posted by Raze

Since alpha 32 I think that 'tampered with' warning shouldn't be triggered. If you use MooseEdit to extract the contents of the save's lsv file, and then rename or move that file (leaving just the individual lsb/bin files and LevelCache folder), that should avoid the error.

Each save is a folder in the '..\Documents\Larian Studios\Divinity Original Sin\PlayerProfiles\<ProfileName>\Savegames' folder. Probably the easiest way to get there in Windows Explorer is under Libraries in the left column, to click on Documents, and drill down from there.


I'll give that a shot. Thanks for the quick response and help! I'm going to assume this means the error is just the games way of letting me know it detects a change; but it's nothing game breaking, regardless?
Posted By: Dairymoose Re: Save Game Editor - 24/03/15 06:23 PM
Originally Posted by Elakah
Originally Posted by Raze

Since alpha 32 I think that 'tampered with' warning shouldn't be triggered. If you use MooseEdit to extract the contents of the save's lsv file, and then rename or move that file (leaving just the individual lsb/bin files and LevelCache folder), that should avoid the error.

Each save is a folder in the '..\Documents\Larian Studios\Divinity Original Sin\PlayerProfiles\<ProfileName>\Savegames' folder. Probably the easiest way to get there in Windows Explorer is under Libraries in the left column, to click on Documents, and drill down from there.


I'll give that a shot. Thanks for the quick response and help! I'm going to assume this means the error is just the games way of letting me know it detects a change; but it's nothing game breaking, regardless?


Can you upload a copy of your save file that is causing this issue (the unmodified save, that is)?
Posted By: datarush Re: Save Game Editor - 31/03/15 01:31 AM
This editor saved me from dying 1000 times because I suck at sneaking. Thank you!
Posted By: Aenra Re: Save Game Editor - 31/03/15 07:04 AM
Dairymoose feel free to ignore me entirely a second time, got all the time to waste:

Could you really not make an effort amounting to what? One minute time? And upload this to Nexus, MMODB, or whatever repository you deem personally preferable?
Already, less than a couple of weeks since i hinted at the issues of megaupload and its ilk, we have a Larian support member posting temporary links. Because yours were down.

What do you think will happen six months from now?
Posted By: Felixg91 Re: Save Game Editor - 31/03/15 07:41 PM
I would love to download and try the editor and I have tried twice, I get a bunch of adware and Malware and no editor....this was a few weeks ago on Mediafire? I think.

Not a related issue, and not complaining, just mentioning it, I would love for someone to put it somewhere hassle free or email me a copy. Heck I would pay for it $20 bucks isnt a lot but it is a thank you for the time and effort that went into it and the appreciation.

Thanks, I am sure its a great editor, and could make the earlier part of the game less of a pain to play through.

Posted By: Aenra Re: Save Game Editor - 31/03/15 10:16 PM
Felix did you try Raze's link? Just a couple of posts above?
Posted By: Felixg91 Re: Save Game Editor - 31/03/15 10:23 PM
No? I am at work so cant do it here now anyway. I will look for it, and email the link to home, but my internet is so bad ( I live in the mountains) that downloading anything takes forever, may fail since outages and service are erratic and I have a max limit on what I can download, generally if it tells me that its gonna take more than 10 minutes to download I have to monitor it continously since the interruption in service has/can cause the download to completely fail, so I cant even go watch a movie or leavethe house go to town or anything usually.

Thanks
Posted By: Dairymoose Re: Save Game Editor - 01/04/15 12:07 AM
Originally Posted by Aenra
Dairymoose feel free to ignore me entirely a second time, got all the time to waste:

Could you really not make an effort amounting to what? One minute time? And upload this to Nexus, MMODB, or whatever repository you deem personally preferable?
Already, less than a couple of weeks since i hinted at the issues of megaupload and its ilk, we have a Larian support member posting temporary links. Because yours were down.

What do you think will happen six months from now?


I have no objections if someone were to upload the program there themselves.
That being said I made this program and shared it freely asking nothing in return. I should not be obligated to do anything regarding this software since I am devoting my own time and research into this project and not expecting payment or soliciting donations.
Additionally, I have hosted all of my software, for this game and other software I have written in the past, on mediafire. If you are worried that the link will be broken in 10 years let me assuage that concern by saying it won't even matter considering Larian will probably change the save format again sometime within 10 years and it will break the program. So a broken link will be the least of the concerns if I happen to stop updating the program.
Posted By: Raze Re: Save Game Editor - 01/04/15 12:59 AM

In fact, the next large update will change at least the layout of the data, if not the file format itself, since there will be additional skills, changes to existing skills/abilities/talents, changes to opponent composition and location in the harder difficulty mode, etc.
Posted By: Aenra Re: Save Game Editor - 01/04/15 09:45 AM
Thanks for replying Moose! And it goes without saying that you're not obligated to do anything. Or that i'm thankful. Assuming you are still around to keep it updated and that you have not changed your mind, i would be more than happy to upload it to Nexus for you come the next D:OS patch. Unless of course another willing soul takes the initiative in the meantime.

In the off chance you are wondering or pre-supposing, my reasons are quite simple;
- longevity, which i've mentioned
- spotlight. The more mods (and the more recent the better) people upload in high visibility sites, the more D:OS gains spotlight. Which is beneficial in multiple ways in itself smile
Posted By: Felixg91 Re: Save Game Editor - 02/04/15 08:45 PM
Okay , i downloaded the savegame editor modified some things and now the game wont launch. It says divinity original sin has stopped working.

What did i do and how can i fix it?

It says APPCRASH

EoCAPP.exe

Anyone please help. Thanks

This sucks, inshould not have tampered with anything. Not even sure how it broke.

I uninstalled d:os and now am reinstalling its gonna take hours if it even reinstalls. Sometimes living in an inaccessiblenplace is not so great.
Posted By: Felixg91 Re: Save Game Editor - 03/04/15 12:28 AM
Has this happened to anyone else? I dont think its the editor i think i caused it.
Posted By: Raze Re: Save Game Editor - 03/04/15 12:54 AM

I don't recall anyone else reporting something like this. Maybe a corrupt save or profile config file?

If reinstalling doesn't help, try moving the save out of the savegames folder.

Try browsing to the '..\Documents\Larian Studios' folder and renaming the 'Divinity Original Sin' subfolder.
This folder contains the saved games, configuration files and a level cache folder. Deleting or renaming it will get the game to recreate it on startup; playing the game from a different Windows user account would effectively do the same thing.
After that, see if you can start D:OS; if so, exit and then copy/move some or all of your (non-edited) saves from the renamed folder into the newly created profile's savegames folder.
If the game still crashes, delete the new My Documents D:OS folder and rename the original back again.


Once you get it working, you can make a backup of the install folder, so if you ever need to re-install Windows, etc, you can restore the game without having to re-download.
Posted By: Felixg91 Re: Save Game Editor - 03/04/15 02:56 AM
Geeze I just hope it will work again, i been playing icewind dale while this is downloading, and i miss D:OS already. What a a horrible day.
Posted By: Felixg91 Re: Save Game Editor - 03/04/15 06:43 AM
Seven hours downloading finally done. Reiinstalled doesnt work same result app crash. Okay this sucks, raze I am open to suggestions. It would be great if i could play again.

I will try what. You listed in your last post tomorrow.
Posted By: Felixg91 Re: Save Game Editor - 03/04/15 09:13 AM
Renaming subfolder in docs seems to work thanks raze. I really appreciatr the help, much gratitude.

Now if i can figure out how to use the editor and avoid a repeat that would be great.
Posted By: Raze Re: Save Game Editor - 03/04/15 09:34 AM

Glad you got it working.

I'd just try the editor again, since it was likely just a glitch the first time, and even if it causes a problem again, there is a relatively easy fix.
Posted By: ZzrowGraff Re: Save Game Editor - 03/04/15 04:45 PM
Greetings,

I just bought the game a couple of days ago and have not had much time to dig in yet. I'm interested in changing the appearance of henchmen with minimal disruption to game mechanics. The savegame editor seems to be the best solution for me. (Thanks Dairymoose!) It works flawlessly for me, but I am dismayed by paltry choice of henchman heads relative to the more extensive options for players' characters/Source Hunters (the ones you roll two of @ start). Is there a way to make 'regular' heads available to the savegame editor, please? While I have no experience modding DOS, I have modded other games fairly extensively. So if someone can point me in the right direction, I can run with it. Thanks for reading.

musings ...
(1) extract heads from pak (not sure I understand filename conventions)
(2) substitute chosen 'regular' head(s), 1 or 2, into henchman slots... I guess this might affect non-henchman NPC's if they use henchman heads. This is probably an acceptable side effect.
(3) potential pitfall: maybe henchman bodies aren't set up to match tints with regular heads?

perusing paks in editor ...
PL_F_Head_x_yM.dds, x=A,B,...,O y=D or S : PL -> player?, head textures, fem
CP_F_Head_x.gr2, x=A,B,...,F : CP -> companion/henchman?, head mesh, fem
NPC_F_N_Casual_Head_x.gr2, x=A,B,...,N : NPC -> maybe henchman dds point to these mesh?

EDIT:
I managed to extract desired textures from the pak's using the editor. I supplemented editor talent and skill modifications with photoshop eye color changes (henchman head 6 and player heads 3&4) to make an acceptable non-cheaty party. Weird how all the vanilla henchmen/player head skins have green eyes. Not anymore! Thanks very much, Dairymoose, for enabling me to play the game the way I want.
Posted By: Felixg91 Re: Save Game Editor - 03/04/15 07:38 PM
Well i edited my characters that works excellantly. Now i gotta figure out items which seem more complex.

Either way i needed to acknowledge a debt of gratitude gratefulness and esteem for Dairymoose and Raze.

Thank you both making a huge difference in anactivity i enjoy immensely, thank you.

Okay I have figured out basic item's.

This is a good editor, works very well and is easy to use after a bit of successful experimentation.

Thanks again Dairymoose for making it, now I just hope it keeps working when they update the game.
Posted By: allthumbs Re: Save Game Editor - 17/04/15 10:38 PM
How can I make this work with Bairdotr? I don't see her as a selection to edit in my save file, but she is in my party. The other 3 members show up. Does the editor not work on the new characters?
Posted By: Raze Re: Save Game Editor - 17/04/15 11:03 PM

There should be a character tab there for her, just without a name.
Posted By: allthumbs Re: Save Game Editor - 17/04/15 11:06 PM
Woot!!! Thanks Raze - you are right again!
Posted By: SPisco Re: Save Game Editor - 19/04/15 05:04 PM
Hey people!!

When I loaded my savegame a message appear "Warning! The savegame has detected tampering or corruption." I downloaded MooseEdit and run it, but i don't know what i will do.

Anyone can help me?

Thanks
SPisco

Posted By: Raze Re: Save Game Editor - 19/04/15 06:52 PM

You could load the save in the editor, extract the contents and then in the save folder rename or move the lsv file. That may get rid of the error message, but it will do nothing for whatever changed in the file that triggered the error in the first place.

If this error happened after copying a save to another computer, try re-copying the save.

Do you have another recent working save? There is no way to determine if the change is something critical or minor or even observable, so if possible it would be better to be safe than sorry.
Posted By: Felixg91 Re: Save Game Editor - 19/04/15 06:53 PM
that message can appear whether or not anything is edited or in fact corrupted, I had it for a playthrough but it never affected anything, I played through til completion, alternatively if you start a new game from scratch it makes it go away...I dont know why, but it seems to be random when I first got it I hadnt used the editor, now I am using the editor and it never has happened.
Posted By: SPisco Re: Save Game Editor - 19/04/15 09:11 PM

The firt time I downloaded the MooseEdit was to add the Book Forgotten Language of the Faery to complete quest, because i didn't find the book.

Posted By: Raze Re: Save Game Editor - 19/04/15 09:31 PM

If that is when the error started, then it is likely due to the edit, and can be ignored.
Posted By: Dairymoose Re: Save Game Editor - 21/04/15 08:04 PM
Originally Posted by SPisco

The firt time I downloaded the MooseEdit was to add the Book Forgotten Language of the Faery to complete quest, because i didn't find the book.



I would suggest downloading the latest version of the editor. This will ensure that future edits do not cause the same problem.

Version alpha31 or prior will exhibit this problem when editing LSV files.
Posted By: ROLAND Re: Save Game Editor - 03/05/15 12:14 PM
OK, trying to recover a lost/sold item, that is a "Quest" item but, when scrolled over in your inventory, is not listed as a quest item, so it could have been sold. The "Broken Orc Horn" needed to initiate the battle in Hunter Edge.
Using Moose edit, I export Orc Horn from older save, I then import to current game and the Orc Horn shows in the character inventory, exactly where I want it. I then go to save game data, starts to compress, gets to around 70%, then Moose Edit stops working!

Any ideas and thanks in advance.
Posted By: Dairymoose Re: Save Game Editor - 04/05/15 05:46 PM
Originally Posted by ROLAND
OK, trying to recover a lost/sold item, that is a "Quest" item but, when scrolled over in your inventory, is not listed as a quest item, so it could have been sold. The "Broken Orc Horn" needed to initiate the battle in Hunter Edge.
Using Moose edit, I export Orc Horn from older save, I then import to current game and the Orc Horn shows in the character inventory, exactly where I want it. I then go to save game data, starts to compress, gets to around 70%, then Moose Edit stops working!

Any ideas and thanks in advance.


Can you upload a copy of the unedited save and the item file? Additionally, you could try saving the file without compression enabled by using the "Settings" menu.

Finally, there should be a crash log in the Windows Event Viewer corresponding to the crash. Can you provide me with the crash details of: Faulting Module, Fault Offset
Posted By: ROLAND Re: Save Game Editor - 06/05/15 08:38 PM
PMed link to files you requested and also turned off compression.....same outcome. Moose Edit crashed.
Posted By: ROLAND Re: Save Game Editor - 07/05/15 08:43 PM
Now, can anyone explain to me how to move an item from a characters inventory, in and older saved game, to the same characters inventory, in a later saved game.
Have gotten as far as seeing the item in the newer save, then I clicked save, in Moose Edit and the program crashes!
Posted By: Raze Re: Save Game Editor - 07/05/15 09:11 PM

You most likely did this, and the problem is technical rather than procedural, but to confirm:
Load the old save, switch to the required character, right click and 'Edit Item' then click on the Export button and save the Item_Name.lsb file. Next, exit out of the item window, switch to the Load Saved Game tab to load the new save, right click an open slot in a character's inventory and 'Add Item', then click the Import button, select the lsb file, click Open and the Apply.
Posted By: ROLAND Re: Save Game Editor - 09/05/15 04:44 PM
So, DO NOT click the save icon at the top left of moose edit, once I reach the point you described above?
Just exit out of moose edit, when I've reached the point you described above?
Posted By: Raze Re: Save Game Editor - 09/05/15 05:57 PM

No, after adding the item in the new save you would need to save the changes in MooseEdit.
Posted By: hashtonkutcher Re: Save Game Editor - 26/05/15 05:01 AM
Any way to add a sextant? I can't seem to find it.
Posted By: Raze Re: Save Game Editor - 26/05/15 07:26 AM

I didn't see it when I checked, either. I loaded a few saves, but couldn't find one where I had a sextant that I could try editing.
Posted By: hashtonkutcher Re: Save Game Editor - 28/05/15 03:30 AM
Alright, I'll see if I can find one, maybe I can send you the save if I do.
Posted By: Raze Re: Save Game Editor - 28/05/15 03:45 AM

Once you fine one sextant, you can save and edit the item in MooseEdit; from there the Base Item section may show you where it is listed, if the editor can add it, or in the General section you can change the Amount to something higher than 1, or click on the Export button and save it, so it will be available if you want to import it into a later save.
Posted By: Aenra Re: Save Game Editor - 01/06/15 12:17 AM
Dairymoose i hope you won't be going anywhere in, say, the next couple of months? smile

In expectation of the EE edition .. and the (i suppose?) inevitable incompatibility with the current editor?
Posted By: hashtonkutcher Re: Save Game Editor - 01/06/15 03:56 AM
Still haven't found a sextant, can someone export one and send it to me?
Posted By: Ismet Re: Save Game Editor - 04/06/15 08:13 AM
If you're still looking for the sextant, you can add it by going through the Generic folder and look for the "Scope (TOOL_ Scope_A)" entry.
Posted By: Raze Re: Save Game Editor - 04/06/15 08:30 AM

If you click below the scroll bar, it is about 7 'pages' down the Generic list. Look for indented names; the 'scope' is immediately above Joshua's Spice, which is indented a couple spaces (like a couple other entries above there).
Posted By: Dairymoose Re: Save Game Editor - 17/06/15 02:14 AM
I've been considering releasing the source for MooseEdit. Is this something that anyone would be interested in?

Using the source code, I think it would be relatively easy to make a mod manager (for example) that lets you add/remove mods from an in-progress game as well as enumerates and displays the mods in a user-friendly way.
It would probably also be easy for someone to port MooseEdit to another platform like Mac or Linux. It's coded using entirely portable functions and a crossplatform front-end (Qt UI).

Not to mention there's some useful things that the editor could be programmed to do but just isn't there yet. Like the ability to browse all existing items in the game world and move them into your inventory (rather than generating new items out of nothingness), or to add greater than 4 characters to your party (like a persistent 10 player server maybe, that would be interesting).

I've already added all the features that I see as necessary at this point
Posted By: Ascarin Re: Save Game Editor - 21/06/15 01:10 PM
Hello I'm new here and i bear a question as when i load a character i get the dang thing complaining about not finding the Main.pak file and i have a gog instal which might be the problem damned if i know and I'm asking here cause that's 28 pages with a lot of text the first 5 of which mostly deal with the game editor not your program DM

also as I'm one of those that says sharing is caring i say release the code cause you never know who may want it

Edit: Nevermind i figured it out sorry for the stupid question i just didn't properly tell it where to look
Posted By: shadow47 Re: Save Game Editor - 18/07/15 07:52 PM
Can't get MooseEdit to work. It tells me it can't find the game.pak file. Can anyone offer advice?
Posted By: Raze Re: Save Game Editor - 18/07/15 07:59 PM

When you open MooseEdit, there are 2 paths that must be specified, one to your PlayerProfiles folder (in your My Documents folder), and the other to the game's Data folder ('..\SteamApps\common\Divinity - Original Sin\Data', or similarly for the GOG install path). On the right side of the window, near the top, click on the lower folder button and make sure the path is correct.
Posted By: frenzy Re: Save Game Editor - 13/10/15 06:20 AM
Download is missing! mediafire link broken shame ouch sad rolleyes think down eek disagree confused aargh frown mad suspicion sad wave
Posted By: Raze Re: Save Game Editor - 13/10/15 06:31 AM

The link is fine. Try a different browser, disable anti-virus or browser filters (ad blockers, etc) that may be interfering, or use this mirror link for alpha 34 (20MB).
Posted By: frenzy Re: Save Game Editor - 13/10/15 06:37 AM
AWESOME

Thank you !
Posted By: Arhu Re: Save Game Editor - 21/10/15 01:19 PM
Dairymoose, thanks so much for the editor! It gets me half-way to customizing the two companions I'm planning to take with me. Hope you can update for the Enhanced Edition when it comes out. smile

It's a pity that the companions' looks and names are hard-coded. I tinkered a bit with the editor and found a way to change their names via a mod, but I guess mods only work correctly when you start a new game. Still need to figure out how to change their looks ...
Posted By: Luckmann Re: Save Game Editor - 28/10/15 08:19 AM
Dairymoose, are you going to make a D:OS:EE update of the editor?

I mean, it's been a whole day! laugh
Posted By: Michel889 Re: Save Game Editor - 29/10/15 10:31 AM
I hope there will be one for enhanced edition too
Posted By: SpondzKozak Re: Save Game Editor - 29/10/15 12:40 PM
it be cool to have editor for divinity EE
Posted By: phoenixspam Re: Save Game Editor - 29/10/15 05:50 PM
I too would appreciate any time and work spent on updating for the EE.
Posted By: RexSol Re: Save Game Editor - 29/10/15 09:59 PM
Any plans on updating the editor for enhanced edition?
Posted By: Pequenovitor Re: Save Game Editor - 30/10/15 11:10 AM
Yes, please, please, please a version for EE!!! Do you have a prediction on that? We're all waiting! Thank you so much.
Posted By: Alweth Re: Save Game Editor - 30/10/15 11:24 AM
[quote=Dairymoose]I've been considering releasing the source for MooseEdit. Is this something that anyone would be interested in?[/quote]

I suppose this is probably the wrong time to say, "Yes, please!"
Posted By: puffington Re: Save Game Editor - 30/10/15 11:41 AM
I would also be very grateful if there was an update.
Posted By: Suba Re: Save Game Editor - 30/10/15 02:42 PM
Hey, it s my first run with a friend and i failed so hard in my spec.
I would love to respec with an update of Dairymoose's editor :)
Thanks
Posted By: mordeith Re: Save Game Editor - 31/10/15 03:28 AM
wow,so many have asked,but ill ask again...any way to tinker with it for ee ?..please
Posted By: Xephael Re: Save Game Editor - 31/10/15 06:47 PM
I'd just like to add my voice to the want for an EE version.
Posted By: Kaim123 Re: Save Game Editor - 31/10/15 10:07 PM
I'm also one of these people that want the editor that can modift the EE version, but we should give DairyMoose sometime. He's likely busy. Probably. Would be awesome if he added the source code as well so some of us can muck around with it.
Posted By: Waltc Re: Save Game Editor - 01/11/15 04:25 PM
MooseEdit, oh, MooseEdit...where art thou, MooseEdit?

In my chair

do I rest my derriere

With my screen open to the EE Divine O' Sin

...and wondering where, oh, where have you been?

This game just isn't the same...;)




Posted By: Dairymoose Re: Save Game Editor - 02/11/15 05:26 PM
I don't really have time to address this right now but I can publish the source code.
I don't know how similar the save format is but I can't imagine it is all that different.

It is probably either a change to some of the file paths in the pak files, or they added a new data type.
Posted By: Tezzi Re: Save Game Editor - 02/11/15 05:45 PM
Guys, i find character editor for EE version.
Its here https://www.reddit.com/r/DivinityOriginalSin/comments/3qvdth/character_editor_table_out_now_cheat_engine/
Its realy work, instruction realy easy. Just dont forget save\load after editing.
Enjoy.
Posted By: puffington Re: Save Game Editor - 02/11/15 05:52 PM
That would be great.
Posted By: Foodchain Re: Save Game Editor - 02/11/15 06:57 PM
Originally Posted by Dairymoose
I don't really have time to address this right now but I can publish the source code.
I don't know how similar the save format is but I can't imagine it is all that different.

It is probably either a change to some of the file paths in the pak files, or they added a new data type.


I think it would benefit the community as a whole to have this program go open source.
Posted By: Kaim123 Re: Save Game Editor - 02/11/15 07:43 PM
Originally Posted by Foodchain
Originally Posted by Dairymoose
I don't really have time to address this right now but I can publish the source code.
I don't know how similar the save format is but I can't imagine it is all that different.

It is probably either a change to some of the file paths in the pak files, or they added a new data type.


I think it would benefit the community as a whole to have this program go open source.


I'm in an agreement, as it will help, and at same time, you could leave the work to updating the moosedit to someone else for the enhanced edition? You've realy done so much for us by making that MooseEdit. laugh. For that, I thank you ^_^.

On that side, when I pointed MooseEdit torwards D:OS EE's game directory and save locations, I was able to get my saves, but I was unable to edit them due to two missing files like .lsb in them. I think it won't take much to make an Enhanced Edition version of Moose Edition.
Posted By: Dairymoose Re: Save Game Editor - 03/11/15 12:35 AM
Well I did it. I put the source online.
To anyone who actually wants to try to make sense of it, I would suggest getting Qt Creator (IDE) and opening the MooseEdit.pro project file. That will greatly simplify getting it to work.

Anyway here is some basic info:
LsbReader/LsbWriter is for reading/writing lsb files.
LsbObject is the in-memory representation of an lsb file's "tree node"
SanityHash is for sanity.lsb generation
PakCompressor handles PAK compression
PakReader/PakWriter is for reading/writing PAK files
CharacterLoader is for loading character data from the LSB and making the character tabs on the UI
GamePakData has all the hardcoded filenames from the PAK files, you might have to modify this
AppearanceEditorFrame is a gigantic file that has all of the openGL 3d rendering code
mainwindow contains most of the UI functionality

A lot of the code is unrefined and ugly and should probably be rewritten. But it should mostly be error free.

https://www.mediafire.com/folder/xggb2364417f4/MooseEdit

Source is under: Source/MooseEdit-src.zip

and since I am open sourcing it here is the formula used to calculate weapon damage:
Code
double ItemLabel::calculateDamage(long damageStat, long itemLevel, long damageBoost) {
	return (itemLevel+1)*((50.0l*(exp(((damageStat+1)*0.1) - 0.1) - 1.067999958992004l) + 10))* 0.25 * (1 + damageBoost/100.0l);
}
Posted By: Arhu Re: Save Game Editor - 03/11/15 07:43 AM
Originally Posted by Dairymoose
Well I did it. I put the source online.


Here's to you. *bows in respect*
Posted By: Kaim123 Re: Save Game Editor - 03/11/15 09:49 AM
Originally Posted by Dairymoose
Well I did it. I put the source online. [/code]


Man, they need to put a moose with your name on it in D:OS2 as the God of Mooses!
Posted By: Aenra Re: Save Game Editor - 04/11/15 10:55 AM
Thanks for releasing it Moose!

Now, is there anyone that can turn the code into a lovely, nub-friendly program? UI included? smile
Posted By: KLUSTENATOR Re: Save Game Editor - 04/11/15 04:27 PM
Lol, I'm reminded of the end of "Finding Nemo", where the other fish make it out of the dentist's office in little plastic bags half-filled with water, roll across the street, and plop into the nearby harbor. Then after much cheering from everyone, silence settles in and all the fish still half-afloat in their bags look at each other and the puffer voiced by the guy who does Robert Barone in "Everybody Loves Raymond" goes: "...now what?..."
Posted By: mrjane Re: Save Game Editor - 06/11/15 06:17 PM
I'm sorry, but I just can't find info anywhere on how to use this. Is there a guide somewhere or can someone provide the basic instructions on how to get it working?

I specificed the Game Data Folder (/common/Divinity Original Sin Enhanced Edition/Data) and it was already set up for the Player Profiles. The problem is that I select the save and it just says "Could not locate save game file (missing LSB and LSV).

What am I missing?

EDIT: It also says "Could not find meta information file" when I highlight a Save File.
Posted By: Foodchain Re: Save Game Editor - 06/11/15 08:52 PM
Originally Posted by mrjane
I'm sorry, but I just can't find info anywhere on how to use this. Is there a guide somewhere or can someone provide the basic instructions on how to get it working?

I specificed the Game Data Folder (/common/Divinity Original Sin Enhanced Edition/Data) and it was already set up for the Player Profiles. The problem is that I select the save and it just says "Could not locate save game file (missing LSB and LSV).

What am I missing?

EDIT: It also says "Could not find meta information file" when I highlight a Save File.


The same editor is only compatible with the original version of the game.

The author has released the source code but has not made any updates to make the save editor compatible with the enhanced edition.
Posted By: Pequenovitor Re: Save Game Editor - 16/11/15 06:11 PM
I swear to God I'll cry if Dairy doesn't come back for the EE version. We're thankful, but also spoilt and unreasonable. Will picket somewhere until we have MooseEdit for EE.
Posted By: Kaim123 Re: Save Game Editor - 16/11/15 08:49 PM
Originally Posted by Pequenovitor
I swear to God I'll cry if Dairy doesn't come back for the EE version. We're thankful, but also spoilt and unreasonable. Will picket somewhere until we have MooseEdit for EE.


DairyMoose may be quite busy and not able to update his MooseEdit.. We need someone else to update that MooseEdit to work with EE! He released the source to us, so someone else with more free time on their hands could update!
Posted By: cahalith Re: Save Game Editor - 23/11/15 01:03 PM
Hear our pleas o'lords of modding. The game doesn't feel the same without ME
Posted By: KLUSTENATOR Re: Save Game Editor - 24/11/15 01:38 PM
I don't think the lords of modding will grace us with their presence anytime soon. They're probably all playing fallout.
Posted By: Trequs Re: Save Game Editor - 18/12/15 05:19 PM
Is anyone working on this? Just curious.
Posted By: Zachb34 Re: Save Game Editor - 21/12/15 04:47 PM
I also would greatly appreciate an update to this.

Thanks!
Posted By: MikeyWinz Re: Save Game Editor - 25/12/15 08:47 PM
Hello! Okay- I'm going to start working on updating this to work with the EE version of the game. Also, I'm Mike. Anywho- I haven't touched C++ in a long long time, so no promises. But I've been waiting for someone to update Dairy's program since EE came out, and have finally realized that it prolly won't happen. So- here I am. Hello again. Hopefully I don't lose track of this thread so I can release it here. I'll be posting it on my GitHub when it's completed. Add me on Skype to keep up with the progress.
Skype: Michael.Baldwin9
Also- Stressing that I haven't used C++ in a long long time. Actually, I haven't used an OOP language in general in a long long time. So no promises, but I'll dedicate my Christmas to getting this up for you all. Happy Christmas, sorry for the bumb if this is an old post. Didn't look at dates. Hello again, I'm Mike. Nice to meet you all.
Posted By: KLUSTENATOR Re: Save Game Editor - 27/12/15 08:16 AM
Many thanks, Mike. Hope you can figure out a way to get it working.
Posted By: SniperHF Re: Save Game Editor - 27/12/15 09:15 AM
Yep, good luck to you. It's definitely a popular request.
Posted By: Luckmann Re: Save Game Editor - 28/12/15 12:53 PM
Originally Posted by MikeyWinz
Hello! Okay- I'm going to start working on updating this to work with the EE version of the game. Also, I'm Mike. Anywho- I haven't touched C++ in a long long time, so no promises. But I've been waiting for someone to update Dairy's program since EE came out, and have finally realized that it prolly won't happen. So- here I am. Hello again. Hopefully I don't lose track of this thread so I can release it here. I'll be posting it on my GitHub when it's completed. Add me on Skype to keep up with the progress.
Skype: Michael.Baldwin9
Also- Stressing that I haven't used C++ in a long long time. Actually, I haven't used an OOP language in general in a long long time. So no promises, but I'll dedicate my Christmas to getting this up for you all. Happy Christmas, sorry for the bumb if this is an old post. Didn't look at dates. Hello again, I'm Mike. Nice to meet you all.


Hello, Mike, and welcome to the forum. Ten cheers for taking a crack at the moose. laugh
Posted By: Butcher Re: Save Game Editor - 28/12/15 09:08 PM
Cheers Mike,
I was wondering, how does one create such programs in C++? I have a steady knowledge in C, but even though I can write programs with structures and pointers and multiple functions it was all for my physics classes (phy undergrad),and it was on a basic level. Do you use already defined headers and functions or do you have to write it all by yourself (which seems bloody hard). Thanks again for getting into the fight with that source code.
Posted By: cahalith Re: Save Game Editor - 30/12/15 01:06 PM
You are an angel walking among us mortals.
Posted By: Aenra Re: Save Game Editor - 30/12/15 04:55 PM
My thanks just for trying this out Mike, much appreciated! laugh
Posted By: cspctec Re: Save Game Editor - 31/12/15 02:49 AM
How did you determine the structure of the LSB files? Did you just use trial and error, or does Larian have the structure of the files posted somewhere?

At work, when I wrote a program to parse PDUs, I used an online reference that showed me which byte contain a certain data (string, integer, etc...). Anything like that for the LSB files?
Posted By: Norbyte Re: Save Game Editor - 31/12/15 09:56 AM
Originally Posted by cspctec
How did you determine the structure of the LSB files? Did you just use trial and error, or does Larian have the structure of the files posted somewhere?


They're undocumented, so it's mostly guesswork by looking at the hex dump of the file itself or occasionally some disassembly if you're stuck.
Knowing roughly what structure to expect (in this case, having the corresponding .lsx file) helps a lot though.

My LSF and LSB parsers are here:
https://github.com/Norbyte/lslib/blob/master/LSLib/LS/LSFReader.cs
https://github.com/Norbyte/lslib/blob/master/LSLib/LS/LSBReader.cs
Posted By: Aenra Re: Save Game Editor - 02/01/16 05:05 PM
Don't be a stranger Mike! lol
Posted By: MikeyWinz Re: Save Game Editor - 04/01/16 11:42 PM
Updating you all- So, it seems that I've screwed up a bit. I'm not very good with guesswork I suppose. Every time I edit the lsv files (ex. AutoSave_0.lsv) it ends in a corruption of the data. I'm going to push this project aside for a second and try something else. Sorry for the long wait and the letdown, friends. I'm still learning though, so hopefully I'll get some sort of product out to you guys.

-Also, I should let you all know. I took the New Years weekend off from this because I had a surprise visit from some family (family comes first, hope you all agree :P) and I left my laptop on which had the Qt project open. The pc powered down and it seems I lost some progress also. Anyone know about Qt crash recovery? Or if it exists? For some reason I haven't been able to open the project since then in Qt. I tried to delete the QtCreator files for the project and create a VS project importing the code structure (I'm much more familiar with VS and thought I may be able to fix the problem that way. Two birds with one stone). The problem I have now is that I can't open it in either. Does anyone have experience with swapping IDEs mid-project? While I wait for a reply here, I'll start on the new program :P
-Mike
Posted By: Aenra Re: Save Game Editor - 05/01/16 12:35 AM
Am sure one of the 'resident' modders here will come up with a reply (i can only speak English so that won't be me, lol), but far as i'm concerned?
Thanks for dropping by to let us know, i remain hopeful in that this was just a setback smile
Posted By: Butcher Re: Save Game Editor - 05/01/16 11:44 AM
You can always ask on MODDB and GameDebate. Lots of people that can mod are there. Maybe ask the Almighty Moose for tips. Also, there has to be someone here that knows how to handle those files. Also EnigmaGroup has helped me many times with C programming and the logics behind it. There are probably some other sites with modders resources.
Good luck.
Posted By: Aenra Re: Save Game Editor - 08/01/16 01:16 AM
@Raze if this violates your TOS (i assumed it doesn't considering how you allow a save game editor thread), my sincere apologies. Please feel free to delete my post.

I never found a need to use Moose's save editor in the vanilla game, so i am unaware of what it offered. But barring an actual update on this (hope dies last, lol), i thought maybe someone could use this in its stead:

http://forum.cheatengine.org/viewtopic.php?p=5625478&sid=2342a9d528a447ef91fa8dca729ec311

This allows you to modify pretty much any of your character's values, without however offering any item editing. That you will not find available smile
This is NOT a trainer. No unlimited health and all that. To use it, you need first install Cheat Engine, found here:

http://www.cheatengine.org/

I will vouch for two things alone:
1) It is safe to install it, IF, major IF, you take care NOT to allow the extra 'offers' (they are actually trojans..fucking kids these days) to be installed as well. Just untick them. Alternatively (this is how i go about it), merely disconnect from the web before running the installer. Nothing 'extra' will be "offered" to you that way.
2) The above works. If it doesn't, read spoiler below.

- install CE (remember my warnings) from the second link
- go to the forum page linked above, you will see the download link up top. Do not click it, instead /r click and select 'save as..'. When your explorer window opens up, delete the .xml extension and instead type .ct
- once downloaded, do nothing
- run D:OS EE, load save of your choice, once ingame, alt tab to windows. Yes, i know, just force it to
- now double click your newly downloaded script table (that's your .ct file)
- new UI popped up. Click up and to the left, new process. Scroll down, select EoCApp.exe (that's the DOS EE) and press open. You will be asked if you wish to keep the current table, select 'yes'. Do nothing more here
- pop back to the game, don't do anything more, and then re-force an alt tabbing. This is necessary for the CE to read the game's values
- no back to the CE's UI, look at the section below scripts, highlight the single entry there, and press enter. In the new pop up, simply select 'OK'
- pop back to the game (i know, but this is the way), open your inventory page, do nothing else, force alt-tabbing for one last time
- back to the CE, left click once said highlighted script entry you used before. You should now see a tree structure similar to that your explorer uses. Left click once to select player, again to select a subcategory of your choice
- any entry you wish to edit, all you have to do is press enter while it is highlighted. NOT /double clicking, enter. You will see its value field becoming editable
- when done, don't close anything. Pop back in game. You will see no visible changes despite the above. That's ok; Once you exit and reload, the game's engine will correctly read your 'new' values. So for now just save your session. (this is important, skipping a save means nothing's changed). Exit D:OS entirely
- Now close the CE, you're done. If you also wish to uninstall it, you can. Assuming you saved your game as stated above
Posted By: Waltc Re: Save Game Editor - 10/01/16 12:30 AM
Originally Posted by Aenra
@Raze if this violates your TOS (i assumed it doesn't considering how you allow a save game editor thread), my sincere apologies. Please feel free to delete my post.

I never found a need to use Moose's save editor in the vanilla game, so i am unaware of what it offered. But barring an actual update on this (hope dies last, lol), i thought maybe someone could use this in its stead:

http://forum.cheatengine.org/viewtopic.php?p=5625478&sid=2342a9d528a447ef91fa8dca729ec311

This allows you to modify pretty much any of your character's values, without however offering any item editing. That you will not find available smile
This is NOT a trainer. No unlimited health and all that. To use it, you need first install Cheat Engine, found here:

http://www.cheatengine.org/

I will vouch for two things alone:
1) It is safe to install it, IF, major IF, you take care NOT to allow the extra 'offers' (they are actually trojans..fucking kids these days) to be installed as well. Just untick them. Alternatively (this is how i go about it), merely disconnect from the web before running the installer. Nothing 'extra' will be "offered" to you that way.
2) The above works. If it doesn't, read spoiler below.

- install CE (remember my warnings) from the second link
- go to the forum page linked above, you will see the download link up top. Do not click it, instead /r click and select 'save as..'. When your explorer window opens up, delete the .xml extension and instead type .ct
- once downloaded, do nothing
- run D:OS EE, load save of your choice, once ingame, alt tab to windows. Yes, i know, just force it to
- now double click your newly downloaded script table (that's your .ct file)
- new UI popped up. Click up and to the left, new process. Scroll down, select EoCApp.exe (that's the DOS EE) and press open. You will be asked if you wish to keep the current table, select 'yes'. Do nothing more here
- pop back to the game, don't do anything more, and then re-force an alt tabbing. This is necessary for the CE to read the game's values
- no back to the CE's UI, look at the section below scripts, highlight the single entry there, and press enter. In the new pop up, simply select 'OK'
- pop back to the game (i know, but this is the way), open your inventory page, do nothing else, force alt-tabbing for one last time
- back to the CE, left click once said highlighted script entry you used before. You should now see a tree structure similar to that your explorer uses. Left click once to select player, again to select a subcategory of your choice
- any entry you wish to edit, all you have to do is press enter while it is highlighted. NOT /double clicking, enter. You will see its value field becoming editable
- when done, don't close anything. Pop back in game. You will see no visible changes despite the above. That's ok; Once you exit and reload, the game's engine will correctly read your 'new' values. So for now just save your session. (this is important, skipping a save means nothing's changed). Exit D:OS entirely
- Now close the CE, you're done. If you also wish to uninstall it, you can. Assuming you saved your game as stated above


Works as advertised...;)
Posted By: Aenra Re: Save Game Editor - 10/01/16 05:42 AM
Glad i could help smile
Posted By: Waltc Re: Save Game Editor - 10/01/16 04:34 PM
Originally Posted by Aenra
Glad i could help smile


It was funny, actually, because I tried this very fix earlier, but not very diligently--because I did not have your step-by-step instructions--and because for some reason Win10 kept wanting to assign the .ct extension to Adobe Acrobat...;) So after I changed the default association for .ct to the CE, and after I followed your instructions, I got it to work, at last. So, thanks again for bringing it up here as I would not have looked at it again if you hadn't.

I like these things because I can buff up my characters a bit at the beginning so as to make the game much less of a slow-plodding grind to begin with. I do just enough so as to make character advancement still a major part of the game--just not quite as tedious in the beginning. Thanks again!

Posted By: cahalith Re: Save Game Editor - 15/01/16 09:20 PM
So... in there any update on the save editor ???
Posted By: Aenra Re: Save Game Editor - 15/01/16 11:12 PM
Did Moose's editor allow for item editing by the way? That's the one thing i'm personally interested in smile

(in before someone says 'no', ie i've been asking for nothing all this time, lol)

Posted By: Raze Re: Save Game Editor - 15/01/16 11:29 PM

Yes, you can add items in D:OS with MooseEdit, change equipment properties and add bonuses, etc. Some quest item templates wouldn't be recognized by the game as the quest item, and IIRC there are some idiosyncrasies with how the game uses boosts on equipment.
Posted By: Aenra Re: Save Game Editor - 16/01/16 12:53 PM
Thanks Raze!

Funny part is, i don't want 'boosts'.. on the contrary, i'd have used it to remove properties in one occasion, switch looks in some others.
edit: not what you meant, i know

Same with sweetfx, most people use it to amp their visuals, i so as to dampen them. In D:OS too, just too damn bright and 'glossy' for my taste ^^

Anyway, thanks again for replying smile
..now where's Moose damn it..
Posted By: Raivshard Re: Save Game Editor - 16/01/16 08:52 PM
Someone used that table and updated it with a few extras:
http://forum.cheatengine.org/viewtopic.php?t=585220&postdays=0&postorder=asc&start=0

Edit:
- The main utility of this one compared to the previous version posted is that the Hero Pointers section is, in my opinion, much better organized and easier to use.
- This version also contains "Unlimited" type options, which can do strange things to your game. There is also a very basic item editor (use at your own risk) with very limited functionality.
Posted By: Aenra Re: Save Game Editor - 17/01/16 11:51 AM
Actually, no.
That just allows for all the crap i'm (personally) entirely against of, such as unlimited health, unlimited mana, no cooldowns, etc. Which is precisely why it was not linked here.

And for the record, what you link is neither an upgrade nor a continuation of the table i listed, i'm against "trainers"

edit: Please be careful with linking scripts, especially when warnings are required. The one you mentioned is not without its consequences, as it makes certain mob types' health become unlimited. Along with yours.
Posted By: Raivshard Re: Save Game Editor - 17/01/16 10:07 PM
Originally Posted by Aenra
Actually, no.
That just allows for all the crap i'm (personally) entirely against of, such as unlimited health, unlimited mana, no cooldowns, etc. Which is precisely why it was not linked here.

And for the record, what you link is neither an upgrade nor a continuation of the table i listed, i'm against "trainers"


I take it you glanced at the list in the .CT file without looking at the Hero Pointers. I edited my initial post for clarity, as you did make a good point in that it needed some explanation. The reason for my post was that the Hero editors in the one which you posted have been cleaned up and clarified in the one which I posted, which you would have noticed if you had bothered to check it instead of firing off a knee-jerk response. So, for the record, yeah it actually is an upgrade. Furthermore, it's easy enough to delete any unwanted entries; there's a button for that. I used that button myself.

Also, Anything which allows you to edit your character into a demi-god is essentially a trainer. This idea you have that it's only true when "unlimited" type options are available seems to me to be rather shortsighted.

You can be personally against whatever you want. What's not okay is attempting to force your views on everyone else or censoring information just because you don't agree with it.

The Devs, on the other hand, can do whatever they want because it's their game. If a dev or mod states that anything in my post is a violation, then I am perfectly happy to modify it, and/or the file, such that it becomes acceptable.

For the record, I went searching for this after arriving at
King Boreas' treasure room.
I looked around at all the gold, but there was no option to take any, which didn't make much sense to me, so I added a bunch of gold to my inventory with the "last item moved" pointer. I didn't particularly need it, you understand, but it made for a more realistic role-play, as my characters would totally fill their bags with everything they could carry. Maybe the next time I play a new game they'll be more heroic.
Posted By: Aenra Re: Save Game Editor - 19/01/16 09:03 AM
What is it with people today and this internet trend of never admitting your error? Or merely letting it go at that..?..

Dude my issue with scripts such as the one you link is that they can break someone's game, a fact you failed to mention. It is honestly as simple as that. You didn't warn anyone, i did. You didn't explain, i did (trainers can break games, your fault for perceiving that as a 'personal' preference).

If my way of expressing myself annoys you, next time link scripts (of all things) in a more responsible manner. Simple. All things in life are simple. We tend to overcomplicate (long posts?) for lack of qualities we have only ourselves to blame.
Posted By: Xephael Re: Save Game Editor - 19/01/16 07:30 PM
I think I should probably point out that trainers are actually much less likely to break your save file then save game editors... And neither of them modify the game itself at all. Save game editors directly modify the game's save file, which of course can break it if you don't know what you're doing. Trainers on the other hand do not modify any files. They modify the game's memory. So if you mess a game up using a trainer all you have to do is restart the game (maybe without saving if you messed something up in the save information) and the game will return to the way it was before using the trainer.

I do want to make it clear that modifying the game in either way can mess things up if you don't know what you're doing. But neither of them will break the game files.
Posted By: Aenra Re: Save Game Editor - 22/01/16 03:19 PM
I usually ignore stubbornness based on lack of intellect, but as these are public forums and many people get to read them, i will reiterate for one final time:

The unlimited health and so on script Raivshard links here DOES break the game. English.
It does so by making entire effing categories of mobs get unlimited health; ie unkillable. Irreversibly.

Just as i stated, twice, already. English. Best i can do smile
Posted By: Xephael Re: Save Game Editor - 22/01/16 08:05 PM
It's a little unclear what you mean by irreversibly. If you mean in that save file, then yes, like I said if you don't know what you are doing with either a save file editor or a memory editor (trainer), then you can break your save file.

However if you mean irreversibly as in even starting a new game entirely or reloading a previous save from before the modifications, then no. That's actually impossible for either save editing or memory editing to effect because they don't touch any other files.

(Save editing obviously touches the save file that it is editing while memory editing actually doesn't touch any files at all. Memory editing hooks into the memory of a running application and modifies it but the instant the application is restarted memory gets completely reset.)
Posted By: Raivshard Re: Save Game Editor - 23/01/16 10:42 PM
Looking forward to the EE save editor. Many thanks to everyone who works on it.

(Off Topic for Aenra)
Originally Posted by Aenra
What is it with people today and this internet trend of never admitting your error? Or merely letting it go at that..?..
Fun fact: That's actually a human trend derived from social and cultural conditioning; the rise of the internet and mass communication merely makes it more notable to less attentive types.

Right and wrong, correct and incorrect, knowledge and ignorance. Accusation, recrimination, and responsibility. All very interesting concepts. Equally interesting is how much each person understands and addresses them.

Originally Posted by Aenra
Dude my issue with scripts such as the one you link is that they can break someone's game, a fact you failed to mention. It is honestly as simple as that. You didn't warn anyone, i did. You didn't explain, i did (trainers can break games, your fault for perceiving that as a 'personal' preference).
Looking at the rest of the posts thus far, seems like other folks have addressed your arguments.

Ooh! Also: 'fault' and denial of identity! Defining oneself by what one is not; fun times.

Originally Posted by Aenra
If my way of expressing myself annoys you, next time link scripts (of all things) in a more responsible manner. Simple. All things in life are simple. We tend to overcomplicate (long posts?) for lack of qualities we have only ourselves to blame.
Hit a nerve, did I? Have fun with projecting motivations and emotions onto other people and assuming that people who disagree with you or simply have a different point of view are wrong, stubborn and/or lacking in intellectual capacity.

Cheers
Posted By: MikeyWinz Re: Save Game Editor - 02/02/16 07:30 AM
Hey, all. Many apologies. I pretty much just pushed the project into a dark corner and forgot about it for a month. And, for the life of me, I can't figure out where I saved it. Qt doesn't have it in the recent projects section, and my VS can't find it either (Probably because I never actually got it working in VS). Anywho- Excuses aside, I wasn't able to complete it like I had intended. Sorry, friends!
Best of luck,
Mike
Posted By: Fonzosh Re: Save Game Editor - 14/02/16 09:03 PM
So, is the Save game editor still dead in the water? Im a bit stuck in the game because of some poor choices. Would really like to respec my two main characters but I really dont want to replay the "running around the village" part (way too much of that in the beginning according to me). Right now Im playing AoW III and just having my hopes up that some day somebody will fix a good save game editor for EE
Posted By: Aenra Re: Save Game Editor - 14/02/16 09:32 PM
If you just want to shuffle some points around, you can look my post up, it's in this thread; it also includes intructions should you so need them.
If you just came here to see whether a 'one-click-nao' solution has magically come to be..too bad smile

Hopefully Moose will come back someday..after all this time and pretty much zero actual interest, i doubt anyone else is ever going to come forward.
Posted By: Fonzosh Re: Save Game Editor - 17/02/16 10:46 PM
Originally Posted by Aenra
If you just want to shuffle some points around, you can look my post up, it's in this thread; it also includes intructions should you so need them.
If you just came here to see whether a 'one-click-nao' solution has magically come to be..too bad smile

Hopefully Moose will come back someday..after all this time and pretty much zero actual interest, i doubt anyone else is ever going to come forward.


So it really is safe? Im very nervous when it paranoid when it comes to downloading strange files on my comp.
Posted By: Aenra Re: Save Game Editor - 18/02/16 12:27 PM
I don't know why repeating myself should make a difference, but yes..as stated in my original post, it is safe. I not only tried it, i in fact have kept CE 'installed' in my PC ever since. Perfectly safe, ---IF--- you follow the instructions.

Read first, ask later smile
Posted By: Waltc Re: Save Game Editor - 19/02/16 06:32 PM
Originally Posted by Fonzosh
Originally Posted by Aenra
If you just want to shuffle some points around, you can look my post up, it's in this thread; it also includes intructions should you so need them.
If you just came here to see whether a 'one-click-nao' solution has magically come to be..too bad smile

Hopefully Moose will come back someday..after all this time and pretty much zero actual interest, i doubt anyone else is ever going to come forward.


So it really is safe? Im very nervous when it paranoid when it comes to downloading strange files on my comp.


It's fine...I'm using it and have used it multiple times, actually. Just follow the directions--they are 100% accurate, and don't omit any steps. If you do omit something, nothing untoward will happen to your files/games except that you might not get the results you are looking for. If it makes you feel better then back-up the save you want to use before running the little utility. I've had no trouble with it. Once you've used it a couple of times you can then use it from memory if you find you want to use it a few more times to fine tune the results you prefer. The operation is very simple, but as with all things "computerese" pay attention to the details if you would like it to provide you with the results you're after.
Posted By: Aenra Re: Save Game Editor - 02/03/16 04:55 AM
Moose if you're reading this, know that spirits are very angry. Very angry. If curse of impotence not take hold, much worse follows. Give save editor, save self from much agony.
Posted By: shaggy08251993 Re: Save Game Editor - 05/03/16 02:53 AM
I made an account just so that I could comment on this thread. I only just discovered Divinity Original Sin 2 or 3 weeks ago, but have fallen in love with this game. There are some things I would like to tweak however, and I fully encourage DairyMoose or anyone else to make a save game editor for the Enhanced Edition! Please! I've even downloaded both extraction tools for EE to make a mod for myself, but can't make much sense of the layout in the .txt's.
Posted By: Fonzosh Re: Save Game Editor - 15/03/16 06:42 PM
Well, I tried Aenras way of doing it, but Im sorry to say without result. Doing it step by step, there is still something going wrong and I cant get to the editoring. Oh, Moose, my moose, where are thou?????
Posted By: Takamaru Re: Save Game Editor - 16/03/16 10:44 AM
Hi all,

I'm curious if it's possible to save and load single characters as files to trade characters between different savegames. There was this option in Baldurs Gate II where your friend could send you his characters and you was able to use them on your own savegame.

Thx in advance.
Posted By: Aenra Re: Save Game Editor - 18/03/16 08:31 AM
Because someone has been PMing me asking why the CE isn't working, "i've done all you said!"..
Only to (in the third subsequent PM) tell me that "i don't need to alt tab! But i did everything else!"..

F.O.L.L.O.W.I.N.G. T.H.E. I.N.S.T.R.U.C.T.I.O.N.S. is really a must. When we don't know, we start by listening. Often in life, this leads to wonderful things!

That aside, shameless /bump
Moose where art thou smile
Posted By: EinTroll Re: Save Game Editor - 19/03/16 03:55 PM
Originally Posted by Aenra
When we don't know, we start by listening.


I'd argue that when we don't know, we start by posing questions.


Aside from that, I'm part of the "still waiting for dairymoose to perform a miracle return" crowd.
Posted By: Aenra Re: Save Game Editor - 19/03/16 06:42 PM
Except when the answers have already been provided, in full perhaps smile
Posted By: Fonzosh Re: Save Game Editor - 31/03/16 05:30 PM
Originally Posted by Aenra
Because someone has been PMing me asking why the CE isn't working, "i've done all you said!"..
Only to (in the third subsequent PM) tell me that "i don't need to alt tab! But i did everything else!"..

F.O.L.L.O.W.I.N.G. T.H.E. I.N.S.T.R.U.C.T.I.O.N.S. is really a must. When we don't know, we start by listening. Often in life, this leads to wonderful things!

That aside, shameless /bump
Moose where art thou smile


Well, I tried the alt tab first of course, but it didnt work smile. But now Ive found a way to make this work the easy way and with a lot more choices (but most of them like unlimited health and so on are a no go at least for me). If you, as I had a problem with this, try out this script instead.
http://forum.cheatengine.org/viewto...amp;sid=dc08204e4dea210308664d58ec60f569
Works a lot better, at least for me (still cheat engine though, so follow Aenras instruction when installing the engine, otherwise just use my link and start hacking away). For me this table was straight forward
1. Install cheat engine
2. Fire up the game. Escape the game by using the windows button
3. Press the .ct table (automatically starts cheat engine)
4. Select process to open
5. Press First scan
6. Hack away.
7. Save the game.
Posted By: Fonzosh Re: Save Game Editor - 01/04/16 05:27 PM
Originally Posted by Fonzosh
Originally Posted by Aenra
Because someone has been PMing me asking why the CE isn't working, "i've done all you said!"..
Only to (in the third subsequent PM) tell me that "i don't need to alt tab! But i did everything else!"..

F.O.L.L.O.W.I.N.G. T.H.E. I.N.S.T.R.U.C.T.I.O.N.S. is really a must. When we don't know, we start by listening. Often in life, this leads to wonderful things!

That aside, shameless /bump
Moose where art thou smile


Well, I tried the alt tab first of course, but it didnt work smile. But now Ive found a way to make this work the easy way and with a lot more choices (but most of them like unlimited health and so on are a no go at least for me). If you, as I had a problem with this, try out this script instead.
http://forum.cheatengine.org/viewto...amp;sid=dc08204e4dea210308664d58ec60f569
Works a lot better, at least for me (still cheat engine though, so follow Aenras instruction when installing the engine, otherwise just use my link and start hacking away). For me this table was straight forward
1. Install cheat engine
2. Fire up the game. Escape the game by using the windows button
3. Press the .ct table (automatically starts cheat engine)
4. Select process to open
5. Press First scan
6. Hack away.
7. Save the game.


BTW, be sure to check outthe hidden file that cheat engine creates. Ive noticed that this becomes quite big every time you scan the game (mine was over 45 GB). The program creates a hidden file under C:/users/(user name)/appdata so be sure to remove it.
Posted By: tobi1449 Re: Save Game Editor - 01/05/16 01:23 PM
Has anyone of you had any luck with the latest GoG version?
I haven't found any way to edit my characters that actually works :(
Posted By: Aenra Re: Save Game Editor - 02/05/16 08:48 AM
@tobi1449
the last time i told someone they were doing it wrong, we had an SJW intervening to their rescue. So let me merely ask if by 'latest' you mean the 2.5.0.12 (last patch the game got) or the update from a day before adding nothing but GoG Galaxy support.

CE works as a charm for me in 2.5.0.12. I don't do "galaxy", i don't do "steam" and "achievementzzz", so if that's what giving you issues, i'm afraid i cannot be of help.
A good day to you.
Posted By: Thom Re: Save Game Editor - 13/06/16 08:01 PM
I just purchased D:OS and have played it for several days. I would like to tinker with some stats just for fun. My version is 1.0.252. Is athere a version of Moosedit that works with this version. I read all of the posts and downloaded vers #34 but can not seem to get it to work properly.

Thanks in advance for any help.
Tom
Posted By: Raze Re: Save Game Editor - 13/06/16 10:17 PM

That version of MooseEdit (the latest) should work with the latest version of D:OS Classic.
What are you having a problem with, installation, startup / configuration or editing saves?
Posted By: Thom Re: Save Game Editor - 14/06/16 01:06 PM
The Moose edit opens and I put this path in the player profiles folder C:\Users\Tom\Documents\Larian Studios\Divinity Original Sin\PlayerProfiles\

In the data folder I Used C:/Program Files (x86)/Steam/steamapps/common/Divinity - Original Sin/Data
On the left side I see my game saves and if I click on one the preview shows the picture, date, time and Main. That's as far as I get. I'm running win 10. I can open the main.pak using the pak option.

Thanks for your reply and help
Tom
Posted By: Raze Re: Save Game Editor - 14/06/16 06:06 PM

After you select a save and it shows the preview screenshot and info, you need to click on the Load button at the bottom of the save list. That will add tabs for each of the characters, and let you edit their stats, equipment, skills, etc.
Posted By: Thom Re: Save Game Editor - 14/06/16 07:47 PM
Thank you very much. I had the taskbar locked to the bottom of the screen and the Load button was hidden under it. It seems to be working now.

Thanks again
Tom
Posted By: adecoy95 Re: Save Game Editor - 25/06/16 08:25 PM
will there ever be a version of this for enhanced edition?
Posted By: adecoy95 Re: Save Game Editor - 01/07/16 11:23 AM
i just cant get the cheat engine to work, all i want to to is respec a few points on my chars.....

there is nothing related to characters when i right click the drop down box after hitting enter on the script or w/e yes i have alt tabbed

really hoping divinity 2 has a respeccer that is not unlocked at 15 or w/e crazy level it is atm
Posted By: Pequenovitor Re: Save Game Editor - 28/07/16 03:23 AM
Is DaityMoose still following this thread? Is anyone in touch with him? Did this just become an instruction thread for CE? Can anyone explain to him that all of our lives have stopped, and we haven't done anything else all these months but wait for an update on MooseEdit?!
Posted By: Delicieuxz Re: Save Game Editor - 12/09/17 08:24 AM
I'm looking for a way to edit the voice and personality of my D:OS EE characters. Is the save game editor in the OP able to do this? If not, is there another way to do this?


Edit: MooseEdit seems to not load EE saves. I set up the PlayerProfiles folder and also the Game Data folder, and pressed Load, though nothing happened.
Posted By: inkspawn Re: Save Game Editor - 13/09/17 05:23 AM
I'm in the same boat. Have ruined ability to get Leandra's spell because the mirror back to get it is cracked, despite the tips available online (must be an EE thing) smirk

If someone can update save editor for EE saves, that would be amazing. I want to finish this game (death knight free) before buying Original Sin 2.

Many thank.
Posted By: FrauBlake Re: Save Game Editor - 14/09/17 06:12 PM
You might have read the whole thread and found out that the editor does not work with the EE and that there is no alternative for it.

You might google for some 'Cheat Engine' scripts for the Enhanced Edition that can be used to modify some things while the game is running.
Since I never used Cheat Engine myself, I cannot give you any info on how to use it and what can be changed with them. You'd have to find out yourselves. Nor can I say if the Death Knight Bane spell can be applied with them.

It's really weird though that the mirror would break before Leandra's spell has been acquired.
If I remember correctly, I left the mines once before getting the spell and could enter there again. But then, my memory might fool me ...

Posted By: Shisaye Re: Save Game Editor - 18/09/17 03:11 AM
in case someone still cares/doesn't know:
since i'm not a fan of cheat engine i came up with a way to edit saves in the enhanced edition (without corruption error messages).
(if this method or something better was already posted here then sorry but the last posts didn't seem to indicate that)

what you need to do is pretty similar to other approaches mentioned here.
get the converterapp (gr2 converter(lslib)) and use it to extract the save from .lsv to several .lsf and convert the globals.lsf to globals.lsx (just to make it more pleasant to edit) in the globals.lsx (you can just open it with notepad++ or something) you will find all things concerning your player characters.

for example if you search for
attribute id="Name" value="*name of character*" you get sent to something like this:

<node id="PlayerCustomData">
<attribute id="Initialized" value="True" type="19" />
<attribute id="Name" value="" type="29" />
<attribute id="ClassType" value="Cleric" type="22" />
<attribute id="SkinColor" value="4293311640" type="5" />
<attribute id="HairColor" value="4292916844" type="5" />
<attribute id="ClothColor1" value="4286513152" type="5" />
<attribute id="ClothColor2" value="4286513152" type="5" />
<attribute id="ClothColor3" value="4286513152" type="5" />
<attribute id="IsMale" value="False" type="19" />
<attribute id="Race" value="Human" type="28" handle="h49d469beg94d4g42f5g9aa2g63d099c60abf" />

which should be fairly easy to understand and edit (skills abilitys and stuff are always above that entry)
if you for example just want to give your chars more points search for this (above the entry you searched prior): <node id="PlayerUpgrade">
<attribute id="AttributePoints" value="0" type="4" />
<attribute id="AbilityPoints" value="2" type="4" />
<attribute id="TalentPoints" value="1" type="4" />

it's really not that tough to find stuff.
once you are done you save the changes convert the lsx back to lsf and then you move everything into the savefolder (remove the original save but keep the picture)
you do not need to repack anything just make sure in the save folder is:

a folder named levelcache
a png
a globals.lsf (the one you changed)
and a meta.lsf

then start the game and load the save. you will get a checksum error message (because the checksum mds is wrong) just click okay and make a new save.

the new save will have a newly generated correct checksum but is flagged as corrupted.
what you need to do is extract that new save (again from lsv to a bunch of lsf) and this time convert the meta.lsf to meta.lsx and open that.
find the line:
<attribute id="Sanity" value="False" type="19" />
and change that to
<attribute id="Sanity" value="True" type="19" />
convert it back to lsf.
stuff everything in the new save folder like we did with the original save and you should be able to load that save normally with your changes made and without an error message.

editing quests is a bit of a pain but the whole manual save editing deal really sounds like a lot more work and thinking than it is. just take your time and only change things you can immediately test in-game so you don't break anything.

i hope that helps someone ^-^
Posted By: Norbyte Re: Save Game Editor - 18/09/17 04:03 PM
Originally Posted by Shisaye

you do not need to repack anything just make sure in the save folder is:

a folder named levelcache
a png
a globals.lsf (the one you changed)
and a meta.lsf

then start the game and load the save. you will get a checksum error message (because the checksum mds is wrong) just click okay and make a new save.

the new save will have a newly generated correct checksum but is flagged as corrupted.
what you need to do is extract that new save (again from lsv to a bunch of lsf) and this time convert the meta.lsf to meta.lsx and open that.
find the line:
<attribute id="Sanity" value="False" type="19" />
and change that to
<attribute id="Sanity" value="True" type="19" />
convert it back to lsf.
stuff everything in the new save folder like we did with the original save and you should be able to load that save normally with your changes made and without an error message.


You could simply repack the savegame into an .LSV instead of running the game, saving, reextracting, editing meta.lsx and repacking the LSV.
Also, D:OS 2 also hashes/verifies meta.lsf, so the savegame corruption warning would still trigger after manually editing the Sanity flag.
Posted By: Shisaye Re: Save Game Editor - 21/09/17 10:08 PM
Originally Posted by Norbyte

You could simply repack the savegame into an .LSV instead of running the game, saving, reextracting, editing meta.lsx and repacking the LSV.
Also, D:OS 2 also hashes/verifies meta.lsf, so the savegame corruption warning would still trigger after manually editing the Sanity flag.


weird... repacking the save never fixed the error message for me. but if that works for others great! makes the process even easier. smile

about the corruption warning still showing after editing the sanity flag: i don't have D:OS 2 yet and i have no idea, this was only meant for D:OS1EE.
Posted By: Lonya Re: Save Game Editor - 02/10/17 12:25 PM
Originally Posted by Norbyte
Originally Posted by Shisaye

you do not need to repack anything just make sure in the save folder is:

a folder named levelcache
a png
a globals.lsf (the one you changed)
and a meta.lsf

then start the game and load the save. you will get a checksum error message (because the checksum mds is wrong) just click okay and make a new save.

the new save will have a newly generated correct checksum but is flagged as corrupted.
what you need to do is extract that new save (again from lsv to a bunch of lsf) and this time convert the meta.lsf to meta.lsx and open that.
find the line:
<attribute id="Sanity" value="False" type="19" />
and change that to
<attribute id="Sanity" value="True" type="19" />
convert it back to lsf.
stuff everything in the new save folder like we did with the original save and you should be able to load that save normally with your changes made and without an error message.


You could simply repack the savegame into an .LSV instead of running the game, saving, reextracting, editing meta.lsx and repacking the LSV.
Also, D:OS 2 also hashes/verifies meta.lsf, so the savegame corruption warning would still trigger after manually editing the Sanity flag.


Can you guys pls tell me step by step how to change skillpoints in DOSEE ? Btw i dont got the global.lsf and meta.lsf in the gamefolder (my documents)

And also it seems that i cannot use the Pak/LSV Tool in LSLIB v1.8.6

/e Internal error!
System.ArgumentOutofRangeException: Nicht negative Zahl erforderlich.
Parametername: count
bei System.IO. BinaryReader.ReadBytes(Int32 count)
bei LSLib.LS PackageWriter.WriteV13(FileStream
mainStream)
bei LSLib.LS PackageWriter.Write()
bei LSLib.LS. Packager. CreaterPackage(String packagePath, String inputPath, UInt32 version, CompressionMethod compression, Boolean fastCompression)
bei ConverterApp.PackagePane. createPackageBtn_Click(Object sender, EventArgs e)
Posted By: warbaque Re: Save Game Editor - 04/03/18 06:58 PM
How can I swap 1st and 2nd player data by editing global.lsx or with memory editor?
I tried to just swap character nodes, but after that they couldn't use their equipment because they were using wrong attributes (not shown in UI nor mem edit)
Posted By: Aminoacow Re: Save Game Editor - 02/04/18 03:23 AM
Each item has
Code
attribute id="owner" 
and
Code
 attribute id="inventory" 
attributes. The former determines the ownership of the item, and the latter determines which the inventory the item is in. You have to find out the owner Id and inventory id, and swap them.
Posted By: ffffffffffffk Re: Save Game Editor - 24/04/18 08:10 PM
hey is there a tool to change/add stats/skills points? my d os ee version is 2.0 and something more, ty


so stresing looking for a way to cheat four like 2 days
Posted By: Raze Re: Save Game Editor - 25/04/18 11:22 AM

Other than the EE save editor, you can use CheatEngine (as mentioned above) to add/change skill and talent points, etc.

For the install you would either need to uncheck some extra 'offers', or install it while offline. There is also a no-install rar file on the downloads page. If you don't already have an archive manager that can handle rar files, try the freeware 7-Zip.

Here is a CheatEngine table I downloaded from this topic (broken link) when it was still available. It wasn't updated for the latest version of the game, but works for what I've tried with it (adjusting abilities and talents), in CheatEngine version 6.6 (haven't updated to 6.7 yet).

Start the game and load a save, open the table (I just extracted it into the CheatEngine install folder), click the 'Select a process to open' button at the top left (highlighted with a flashing box cycling between red and green), select EoCApp.exe (preceded by a hex number, ie 00001FD0-EoCApp.exe) and click the Open button and then Yes. In the bottom list, select Hero Pointers, then go through Hero 1 to 4 to identify the right character. There is an 'Upgrade Points' section where you can add attribute, ability and talent points, and sections for each of those where you can remove/adjust values. Double click the value to change, and when you are done, switch back to the game to save/load (some things take effect immediately, character changes require a save/load to get them to show up in-game).

If you can not select the boxes at the bottom in CheatEngine, exit the program and the game and start over. That happened to me a couple times. There may be an easier fix, but I haven't used CheatEngine enough to bother trying anything else.
Posted By: ffffffffffffk Re: Save Game Editor - 25/04/18 05:40 PM
Originally Posted by Raze

Other than the EE save editor, you can use CheatEngine (as mentioned above) to add/change skill and talent points, etc.

For the install you would either need to uncheck some extra 'offers', or install it while offline. There is also a no-install rar file on the downloads page. If you don't already have an archive manager that can handle rar files, try the freeware 7-Zip.

Here is a CheatEngine table I downloaded from this topic (broken link) when it was still available. It wasn't updated for the latest version of the game, but works for what I've tried with it (adjusting abilities and talents), in CheatEngine version 6.6 (haven't updated to 6.7 yet).

Start the game and load a save, open the table (I just extracted it into the CheatEngine install folder), click the 'Select a process to open' button at the top left (highlighted with a flashing box cycling between red and green), select EoCApp.exe (preceded by a hex number, ie 00001FD0-EoCApp.exe) and click the Open button and then Yes. In the bottom list, select Hero Pointers, then go through Hero 1 to 4 to identify the right character. There is an 'Upgrade Points' section where you can add attribute, ability and talent points, and sections for each of those where you can remove/adjust values. Double click the value to change, and when you are done, switch back to the game to save/load (some things take effect immediately, character changes require a save/load to get them to show up in-game).

If you can not select the boxes at the bottom in CheatEngine, exit the program and the game and start over. That happened to me a couple times. There may be an easier fix, but I haven't used CheatEngine enough to bother trying anything else.

hi and ty, but i cant, i did all you said but when i click upgrade points > base adress and then any of them (attribute, ability, talents) windows make a sound and dont let me mark/click them and i cant change the value
and the value is set ?? and if i tru to change it is set in red and when i accept is back to ??

sorry for my english
Posted By: The-Almighty-Zug Re: Save Game Editor - 25/06/18 05:13 AM
I can't for the life of me get this to work. I launch the editor and put the paths to the files but when I click load nothing happens. Any idea on how to fix this? I just want to respec instead of starting over.
Posted By: Raze Re: Save Game Editor - 27/06/18 05:54 AM

You're playing D:OS Classic?
After running MooseEdit and entering the paths, do you get a list of saves in the box just below that? (should list the profile name and save name for each entry)
You need to select a specific save in the list (which should show the screenshot preview and information to the right) before clicking on the Load button on the bottom.
Posted By: vants Re: Save Game Editor - 09/11/18 03:22 AM
divinity ee version editor plz
Posted By: SamAmco Re: Save Game Editor - 29/05/19 05:15 PM
Hi, I'm a big fan of the game and would like to say thanks for supporting Linux!

I don't know if this thread is still alive but I'm currently trying to write a basic level editor for DOS-EE Linux.

I'm getting stuck on Crc32 errors, making me think maybe the linux version of the game uses a different Crc32 implementation?

I started by trying to port: https://github.com/tmxkn1/D-OS-Save-Editor

which relies on: https://github.com/Norbyte/lslib

Instead of porting lslib I simply ripped out the bits needed to support D-OS-Save-Editor for now. Some of the C++ is windows specific, specifically crc32.cpp so I re-wrote it in C#. You can see my port here: https://gist.github.com/SamAmco/5b1f319f0ff9f58875b27707550c4220

My C++ skills aren't amazing so I suppose it's possible I got something slightly wrong but right now I'm getting the following error:


[i]Unhandled Exception:
System.AggregateException: One or more errors occurred. (CRC check failed on file 'Globals.lsf', archive is possibly corrupted. Expected F657840E, got CDE7075C) ---> System.IO.InvalidDataException: CRC check failed on file 'Globals.lsf', archive is possibly corrupted. Expected F657840E, got CDE7075C
at LSLib.LS.PackagedFileInfo.MakeStream () [0x000f6] in <227448a98e43416eb2ab52cf6538eb7e>:0
at LSLib.LS.Packager.UncompressPackage (System.String packagePath, System.String outputPath) [0x000f6] in <227448a98e43416eb2ab52cf6538eb7e>:0
at D_OS_Save_Editor.Savegame.UnpackSavegameAsync (System.IProgress`1[T] progress, System.Boolean metaOnly) [0x000b2] in <d2cd6ce312a0468782052565a30df527>:0
--- End of inner exception stack trace ---
at System.Threading.Tasks.Task.Wait (System.Int32 millisecondsTimeout, System.Threading.CancellationToken cancellationToken) <0x7fc51a233b60 + 0x000bc> in <e5dad02f71314095bddb65a504a4b77d>:0
at System.Threading.Tasks.Task.Wait () <0x7fc51a233ab0 + 0x0000c> in <e5dad02f71314095bddb65a504a4b77d>:0
at DivinityLinuxSaveEditor.MainClass.Main (System.String[] args) [0x00026] in <d2cd6ce312a0468782052565a30df527>:0
---> (Inner Exception #0) System.IO.InvalidDataException: CRC check failed on file 'Globals.lsf', archive is possibly corrupted. Expected F657840E, got CDE7075C
at LSLib.LS.PackagedFileInfo.MakeStream () [0x000f6] in <227448a98e43416eb2ab52cf6538eb7e>:0
at LSLib.LS.Packager.UncompressPackage (System.String packagePath, System.String outputPath) [0x000f6] in <227448a98e43416eb2ab52cf6538eb7e>:0
at D_OS_Save_Editor.Savegame.UnpackSavegameAsync (System.IProgress`1[T] progress, System.Boolean metaOnly) [0x000b2] in <d2cd6ce312a0468782052565a30df527>:0 <---[/i]


Can anyone provide me any insight on this? I would skip the CRC altogether but presumably I'll need to be able to create a valid CRC to convert back to LSF/LSV again after editing the LSX?

Perhaps I'm on the wrong lines completely? I could try porting MooseEdit instead? I don't know if the source is up to date and works for EE though?
Posted By: Norbyte Re: Save Game Editor - 29/05/19 05:25 PM
Hi,

Working with binaries this way in C# is tricky because of the runtime's tendency to treat literals as int32 (among others) and the different casting/type promotion rules in C++ and C#, so it's better to just use an existing library that's known to work rather than directly convert C++ bit-magic to C#. The CRC implementation is standard CRC-32 with standard polynomials, so any existing CRC32 lib will work. The reason my version is hand-rolled C++ is because all of the pure-C# CRC implementations I've tested were significantly slower, and the checksum calculation sometimes took ~40% of the total unpacking time.

This one would be a safe pure-C# choice:
https://github.com/damieng/DamienGK...G.Library/Security/Cryptography/Crc32.cs

The .LSB/.LSF files don't contain checksums, but the package itself (.PAK/.LSV) does.
Posted By: SamAmco Re: Save Game Editor - 29/05/19 07:03 PM
Thanks for the quick reply Norbyte. Super useful, thanks. I tried this before but I just realised I was using 0 as a seed. It works with the default seed. Whoops.

I will continue with my porting and update here when i have something working.
Posted By: SamAmco Re: Save Game Editor - 01/06/19 01:09 PM
Hi Norbyte,

I noticed you're using a native library for framed lz4 and a .net implementation for non-framed. I'm guessing that's because you're using this .NET implemenation: https://github.com/MiloszKrajewski/lz4net

at the bottom it talks about how it's not compatible with original lz4..? is that why you have native code for this? I had a go and I couldn't get the .NET implementation working in place of your compiled code.

I can compile the lz4 library fine, but marshalling/unmarshalling byte arrays of variable length between C# and C++ without C++/CLI i'm finding confusing and difficult.

Any suggestions here?
Posted By: SamAmco Re: Save Game Editor - 02/06/19 08:45 PM
You know what actually I think I managed to get it working with the k4os lz4 nuget package. The trouble I'm having now is that when I call PackageWriter.Write it opens a stream to the lsv file and then iterates all the files in the directory (including the lsv file) and throws an error because it can't open a stream to the lsv when one is already open (at info.MakeStream() in WriteFile. Perhaps I'm trying to package the wrong sub-directory?
Posted By: Norbyte Re: Save Game Editor - 03/06/19 03:46 AM
Hi,

1) Yeah, you can use any LZ4 library as long as it is compatible with LZ4F (many of the .NET libs uses its own framing that is not compatible with LZ4F). At that time lz4net was the first one I found that actually worked properly, so I went with it.

2) Well, don't repack the dir itself, I should probably add a warning about that :P
Just create a subfolder or another folder somewhere else and extract the package into that. Otherwise, you'll be recursively repacking the same file.
Most compressors simply create a temp package file and use that as destination path for the compression, then rename the temp to the final path after it was finished to avoid overwriting the original file if something goes wrong.
Posted By: SamAmco Re: Save Game Editor - 05/06/19 01:23 PM
Excellent, thanks for the advice. I managed to get lsv's decompressing and re-compressing on linux now smile .. The whole reason I got into this is because I wanted to fix my save game which i screwed up. I've mostly done that now, although I found I could change the number of points I had in anything but I had trouble changing the number of talents my character has (I wanted to remove one that I got in error.) It seems like there's more than one variable keeping track of the number of talents each character has perhaps? Idk. I will upload my code to github soon and post a link here though (it's very basic, command line, no UI). Thanks for all your help.
Posted By: Norbyte Re: Save Game Editor - 05/06/19 01:40 PM
Hi,

The talents are packed into a bitstring which is split into 3 32-bit integer values.

i.e. if you have talent nodes with values 1048584, 8650752 and 0:
You should convert these values into binary first to see which talent indices are set. In binary the node values are:
1048584 = 0000 0000 0001 0000 0000 0000 0000 1000
8650752 = 0000 0000 1000 0100 0000 0000 0000 0000
0 = 0000 0000 0000 0000 0000 0000 0000 0000

Now you have to count bits from the right to the left and write down the position of each bit that has a "1" in it.
In the first row, the 4th and 21st bits are 1; in the second row, the 19th and 24th bits are 1; in the third row, there are only "0" bits.
Now, add 32 to the position of each "1" value in the second row, and add 64 to the position of each "1" value in the third row.
The final values we have are:
4 (first row rightmost)
21 (first row left)
19+32=51 (second row right)
24+32=56 (second row left)

I'm not sure if my talent table is correct for D:OS 2, but 4 is "AttackOfOpportunity", 21 is "ResistDead", 51 is "WhatARush" and 56 is "Bully". (Note that the internal names for talents are different from the ones in the game UI, so there isn't always a 1:1 name match).

If you'd like to modify them, then do the same process in reverse, i.e. first look up the index of the talent you want to set/unset. Then find which row contains your talent index. Indices 1 to 32 are in the first row, 33-64 in the second, 65+ in the third. Then subtract 0/32/64 (first/second/third row) from the index, and start counting bits from the left. When you got to your talent index, set the corresponding bit to "1", then convert the binary value to decimal and overwrite the talent nodes in the LSX.

Regards,
N
Posted By: SamAmco Re: Save Game Editor - 05/06/19 02:32 PM
I see, that makes a lot more sense. It just so happened my character had 3 talents so I assumed each integer was an ID for a specific talent. I assume you must work for Larian Studios? I don't know how anyone could possibly infer all of this information.
Posted By: Norbyte Re: Save Game Editor - 06/06/19 05:55 PM
No, I'm not working at Larian, and apparently it is possible to infer all this smile
Posted By: LordGarfield Re: Save Game Editor - 04/08/19 01:26 PM
Originally Posted by SamAmco
I will upload my code to github soon and post a link here though (it's very basic, command line, no UI). Thanks for all your help.

I'm very interesting in your code, and a command line sound perfect.
Do you have a link to share yet? ;-)
Posted By: mandor1784 Re: Save Game Editor - 27/02/22 02:45 PM
I also am having the issue with MooseEdit where after putting in the correct paths for both Game Data and Player Profiles, nothing appears for me to load.

I know the PP path is correct because it shows fine in DOS Editor.

Any help?
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