I've been going threw the save file and found the names for all 61 perks for the daily module modifiers which I use to spite pregame RNG. What else can be done in the save file? Is it possible to had attachments choices to every class like for the Heavy Gunner?
You can put in perks in item slots or items in perk slots, use class exclusive pistols, items or perks in other classes, mess around with item or weapon drop chances, up-arrow red rarity items/weapons for drops or sometimes show up in shops. That's what I found so far.
May you give directions or a general idea on how to do all that? I've a vague idea of what to do but appreciate if you cleared up any speculation. Also here's the perk names for each class in alphabetical order.
Spoiler
Against The Odds healthy
Backstab backstab
Blood Borne stealback
DMR Conversion specialized
Die Hard diehard
Discipline discipline
Evasive Maneuvers dodgeboost
Freeze! standstill
Head Hunter headshotammo
Keeping Cool reactivereload
Keeping Distance longrange
Perfection perfection
Power Tuning powertuning
Shadow Dance dance
Switch Position ejectsurge
Charge powerstep
Drill drill
Drone Mod drone1
Field Rations fieldration
Hold Breath holdbreath
Killer killer
Madness combo
On The Edge edge
Pack A Punch wepupgrade
Press The Attack reloadsurge
Routine reloadstack
Scarred scarred
Specialized Ammo specializedammo
Take Cover cover
Weapon Drop classweapon
Calculated heatcontrol
Chromatic Alloy hframe
Elemental Power elementalpower
Focus focus
Force Unleashed force
Forged By Fire heatup
Grenadier grenadier
Inner Fire selfrepair
Multiply ammoregen
Over Drive heatrecharge
Status Extender statusextender
Sun Rising sunrise
Transmutate transmutate
Unceasing dodgeheat
Weapons Deal pistolextender
Well Oiled itemcdvariant
perkslot9class31="obj_weapon_HON_34" - starter pistol (you can't put in a non pistol I think but it can be any class)
perkslot8class31="obj_perk_none" - slot for any perk or starter item
perkslot7class31="obj_perk_none" - slot for any perk or starter item
perkslot6class31="obj_perk_holdbreath" - this is the "overdrive" perk slot that gets a 25% power bonus and is also given to coop partner
perkslot5class31="obj_item8_injection" - slot for any perk or starter item
perkslot4class31="obj_item37_grenade_plasma" - slot for any perk or starter item(search obj_item or obj_perk and you'll scroll through all of them right here in the save, I like to start with no items and instead a bunch of perks)
perkslot3class31="obj_item124_gunner" - this is the fixed class specific item, I like to put in the targeting laser almost regardless of the class I'm playing
perkslot2class31="obj_perk_none" - leave empty
perkslot1class31="obj_perk_none" - leave empty
perkslot0class31="obj_perk_assaultgunner" - this is the subclass you're looking at (in this example the heavy gunner)
For weapon/item drops and pips let's look at a random item:
idropchange 118="-6.000000" - you can edit this to 99.000000 to make it likely to drop during your run or -99.000000 so that it doesn't at all, resets when you pick the item up ingame
imastery 118="34.000000" - mastery level, only relevant for weapons
unl1 118="3.000000"
ibonus 118="0.000000" - this is the power pip
iminus 118="0.000000" - this is the down-arrow
iplus 118="0.000000" - this is the up-arrow(item is sometimes guaranteed in shop)
inew 118="0.000000"
iintel2 118="0"
iintel 118="0.000000"
tpoints_obj_perk_itemcdvariant="2.000000" - this is the perk power that gets randomized each day, I don't like going above 2 since that's the max the game will roll, but you can cheat it much higher if you want.
tactive_obj_perk_itemcdvariant="1.000000"
tunlock_obj_perk_itemcdvariant="1.000000"
Here are a couple of lists with internal names scraped from the exe to help figure out what is what(doesn't have the very latest additions since I'm still on an old version where cheat table worked): [Link] for items [Link] for weapons