Last Epoch Save Editor

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Ash06
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Last Epoch Save Editor

Post by Ash06 »

Hello, I looked for a save editor, not having found any, so i am going to share with you a code that I wrote at the release of the game.
Why now, because I'm amazed that the editor left the files as is.

Image

How to:
File password is Ash
Need local save

Implicits : max value = 255 = 100%
Instability : max value = 255 = fracture

Basic / Magic / Rare :
Id : Not all shards are in the list for the moment, but you can found it by crafting in game then see the result in the app.
Tier : 1 - 7
In this exemple affix_tier is the value of Prefix/Suffix Tier in the app.
Ash06 wrote:
Thu Sep 30, 2021 11:37 am
tier = (affix_tier / 16) + 1
X = affix_tier - ((tier - 1) * 16))
affix_tier = ((tier_wanted - 1) * 16) + X
Prefix/Suffix value : max value 255 = 100%

Unique / Set :
If you want a specific unique/set, get an item with the good item_type (ex : boots), then modify the quality and select the unique you want (the game don't care if you have an unique without the good base_item).
Modifiers : max value 255 = 100%
Spoiler
Image


Skills : the 5 skills you choose to level up
Button Max Xp : Level 20 this skill.
Button Max Points : Set all the nodes you have in this Skill to 5.
Button Get All Nodes : Add all nodes to this skill, and set all points to 5.
Button Reset : Same as Respec button in game, but without lost of level.
Spoiler
Image
In game result
Spoiler
Image
Changes :
v1.5.1 Ui (this is only the ui, work with v1.5 lib)
- Unlock Masteries Textbox (should be 0 to 2).

v1.5
- Update Ui for better performance.
- Added Skills Support.
- Clean Malicious flag for some antivirus.

v1.4
- Add affix_id on ComboBox because debug all affix will take a long time.
- Materials and shards quantity max set to 65535 (FFFF).

Todo List
Load / Save :
- Activate solo challenge Checkbox (Need a function CreateBank)
- Add all Blessings

Items :
- Get all runes Id, Name
- Get all idoles Id, Name, Icon
- Get all Blessings Id, Name

Item Infos :
- Show only the numbers of impicit the Base Item have

Containers (Inventory, idoles, stashs) :
- Move Item
- Resize Items

Materials/Shards :
- Add a SearchBox

Bank :
- Add buttons to show all stashs
Attachments
LastEpochSaveEditorv1.5.1Ui.rar
(1.11 MiB) Downloaded 11 times
LastEpochSaveEditorv1.5.part5.rar
(2.09 MiB) Downloaded 46 times
LastEpochSaveEditorv1.5.part4.rar
(5 MiB) Downloaded 36 times
LastEpochSaveEditorv1.5.part3.rar
(5 MiB) Downloaded 37 times
LastEpochSaveEditorv1.5.part2.rar
(5 MiB) Downloaded 37 times
LastEpochSaveEditorv1.5.part1.rar
(5 MiB) Downloaded 36 times
LastEpochSaveEditorv1.4.part5.rar
(9.79 KiB) Downloaded 228 times
LastEpochSaveEditorv1.4.part4.rar
(5 MiB) Downloaded 225 times
LastEpochSaveEditorv1.4.part3.rar
(5 MiB) Downloaded 219 times
LastEpochSaveEditorv1.4.part2.rar
(5 MiB) Downloaded 196 times
LastEpochSaveEditorv1.4.part1.rar
(5 MiB) Downloaded 233 times
Last edited by Ash06 on Sun Oct 24, 2021 6:44 pm, edited 14 times in total.

sirraiukoren
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Re: Last Epoch Save Editor

Post by sirraiukoren »

This is great! Thanks for sharing the tool.

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Re: Last Epoch Save Editor

Post by sirraiukoren »

As per your request, I'll add here a few small adjustments I'd like to see.

A dropdown menu of prefix/suffix names in item modification, so I don't have to memorize all the prefix/suffix id numbers.

Check to see if shard numbers are not saving correctly - seems unlikely, since the reported numbers are accurate when the materials tab is opened, but changing the numbers and then saving the bank does not save the new numbers.

Thanks again!

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Re: Last Epoch Save Editor

Post by Owna »

It would be nice if there was an option to add all runes to your char/acc with x amount?
Also, it would be nice if we could compile a list of the rarer unique like oiran's eye that have super low drop chance so you can add them to your char as well. It would be nice to have options for the tiers in a dropdown menu as well.

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Ash06
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Re: Last Epoch Save Editor

Post by Ash06 »

sirraiukoren wrote:
Sat Sep 04, 2021 8:37 am
As per your request, I'll add here a few small adjustments I'd like to see.

A dropdown menu of prefix/suffix names in item modification, so I don't have to memorize all the prefix/suffix id numbers.

Check to see if shard numbers are not saving correctly - seems unlikely, since the reported numbers are accurate when the materials tab is opened, but changing the numbers and then saving the bank does not save the new numbers.

Thanks again!
I can't remove the textbox and make a dropdown, because i have only 50/250+ Rune Id .
Save should work now
Shards in the app don't have the same order with the game.
Owna wrote:
Mon Sep 06, 2021 1:01 am
It would be nice if there was an option to add all runes to your char/acc with x amount?
Also, it would be nice if we could compile a list of the rarer unique like oiran's eye that have super low drop chance so you can add them to your char as well. It would be nice to have options for the tiers in a dropdown menu as well.
All runes should be easy to do if i know how many runes i have to add.
Last rune know is Vitality Id = 249 so i can check if you don't have the runes in you save and add it, but i don't know if 250 is the max ^^.

At this time, i'm only working on base item.
If you want some unique, get it with the ct table, and modify it with this app.
Unique can have Tier > 7 with my math, but we have to try if we can get this on a rare item ^^.

cobra012
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Re: Last Epoch Save Editor

Post by cobra012 »

what's the pass for archives ?

unomatt05
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Re: Last Epoch Save Editor

Post by unomatt05 »

how can i save my edited save. i cant save it when i open my game nothing change.


ok i already done save my game.. i cant see the save button so i used tab button to find where the save is.. hahaha.. can u plz make it more smaller or make a scroll to see the save button..

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Re: Last Epoch Save Editor

Post by Nevermindy »

Tried to change the amount of Runes i have . Saved the changes in editor and nothing changed in game sadly.
Tried multiple times.

What am i doing wrong? Or save option doesn't work ?

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Ash06
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Re: Last Epoch Save Editor

Post by Ash06 »

unomatt05 wrote:
Mon Sep 20, 2021 4:10 am
how can i save my edited save. i cant save it when i open my game nothing change.
ok i already done save my game.. i cant see the save button so i used tab button to find where the save is.. hahaha.. can u plz make it more smaller or make a scroll to see the save button..
Image

or

Image

and you can see all the app.
Nevermindy wrote:
Mon Sep 20, 2021 8:35 am
Tried to change the amount of Runes i have . Saved the changes in editor and nothing changed in game sadly.
Tried multiple times.

What am i doing wrong? Or save option doesn't work ?
I think you try to save your character not you bank.

character contain
Spoiler

Code: Select all

using LastEpochLib.Items;
using Newtonsoft.Json;
using System.Collections.Generic;

namespace LastEpochLib.Characters
{
    public class Character
    {
        [JsonProperty("characterName")]
        public string CharacterName { get; set; }

        [JsonProperty("level")]
        public int Level { get; set; }

        [JsonProperty("slot")]
        public int Slot { get; set; }

        [JsonProperty("currentExp")]
        public int CurrentExp { get; set; }

        [JsonProperty("hardcore")]
        public bool Hardcore { get; set; }

        [JsonProperty("died")]
        public bool Died { get; set; }

        [JsonProperty("deaths")]
        public int Deaths { get; set; }

        [JsonProperty("masochist")]
        public bool Masochist { get; set; }

        [JsonProperty("closedSkillsTooltip")]
        public bool ClosedSkillsTooltip { get; set; }

        [JsonProperty("closedPassivesTooltip")]
        public bool ClosedPassivesTooltip { get; set; }

        [JsonProperty("closedMonolithTooltip")]
        public bool ClosedMonolithTooltip { get; set; }

        [JsonProperty("closedIdolsTooltip")]
        public bool ClosedIdolsTooltip { get; set; }

        [JsonProperty("closedMinSkillLevelTutorial")]
        public bool ClosedMinSkillLevelTutorial { get; set; }

        [JsonProperty("characterClass")]
        public int CharacterClass { get; set; }

        [JsonProperty("savedItems")]
        public List<SavedItem> SavedItems { get; set; }

        [JsonProperty("savedCharacterTree")]
        public SavedCharacterTree SavedCharacterTree { get; set; }

        [JsonProperty("savedSkillTrees")]
        public List<SavedSkillTree> SavedSkillTrees { get; set; }

        [JsonProperty("characterTreeNodeProgression")]
        public List<object> CharacterTreeNodeProgression { get; set; }

        [JsonProperty("unlockedWaypointScenes")]
        public List<string> UnlockedWaypointScenes { get; set; }

        [JsonProperty("abilityBar")]
        public List<string> AbilityBar { get; set; }

        [JsonProperty("moveButtonBehaviour")]
        public int MoveButtonBehaviour { get; set; }

        [JsonProperty("portalUnlocked")]
        public bool PortalUnlocked { get; set; }

        [JsonProperty("reachedTown")]
        public bool ReachedTown { get; set; }

        [JsonProperty("soloChallenge")]
        public bool SoloChallenge { get; set; }

        [JsonProperty("respecs")]
        public int Respecs { get; set; }

        [JsonProperty("uniquesPickedUp")]
        public int UniquesPickedUp { get; set; }

        [JsonProperty("savedQuests")]
        public List<SavedQuest> SavedQuests { get; set; }

        [JsonProperty("savedMonolithQuests")]
        public List<object> SavedMonolithQuests { get; set; }

        [JsonProperty("maxWave")]
        public int MaxWave { get; set; }

        [JsonProperty("competitiveCharacterVersion")]
        public int CompetitiveCharacterVersion { get; set; }

        [JsonProperty("oneTimeEvents")]
        public List<string> OneTimeEvents { get; set; }

        [JsonProperty("focusedQuest")]
        public int FocusedQuest { get; set; }

        [JsonProperty("sceneProgresses")]
        public List<SceneProgress> SceneProgresses { get; set; }

        [JsonProperty("monolithRuns")]
        public List<MonolithRun> MonolithRuns { get; set; }

        [JsonProperty("timelineCompletion")]
        public List<TimelineCompletion> TimelineCompletion { get; set; }

        [JsonProperty("timelineDifficultyCompletion")]
        public List<TimelineDifficultyCompletion> TimelineDifficultyCompletion { get; set; }

        [JsonProperty("timelineDifficultyUnlocks")]
        public List<TimelineDifficultyUnlock> TimelineDifficultyUnlocks { get; set; }

        [JsonProperty("currentMonolithRunTimelineID")]
        public int CurrentMonolithRunTimelineID { get; set; }

        [JsonProperty("currentMonolithRunDifficultyIndex")]
        public int CurrentMonolithRunDifficultyIndex { get; set; }

        [JsonProperty("currentMonolithRunToSetBack")]
        public int CurrentMonolithRunToSetBack { get; set; }

        [JsonProperty("currentMonolithRunToSetBackDifficultyIndex")]
        public int CurrentMonolithRunToSetBackDifficultyIndex { get; set; }

        [JsonProperty("previousMonolithEchoTimelineID")]
        public int PreviousMonolithEchoTimelineID { get; set; }

        [JsonProperty("previousMonolithEchoDifficultyIndex")]
        public int PreviousMonolithEchoDifficultyIndex { get; set; }

        [JsonProperty("monolithEchoesConquered")]
        public int MonolithEchoesConquered { get; set; }

        [JsonProperty("monolithTimelinesConquered")]
        public int MonolithTimelinesConquered { get; set; }

        [JsonProperty("monolithOptions")]
        public List<object> MonolithOptions { get; set; }

        [JsonProperty("activeMonolithMods")]
        public List<object> ActiveMonolithMods { get; set; }

        [JsonProperty("monolithDepth")]
        public int MonolithDepth { get; set; }

        [JsonProperty("hasRerolledMonolithOptions")]
        public bool HasRerolledMonolithOptions { get; set; }

        [JsonProperty("chosenMastery")]
        public int ChosenMastery { get; set; }

        [JsonProperty("clickedUnlockMasteriesButton")]
        public bool ClickedUnlockMasteriesButton { get; set; }

        [JsonProperty("currentArenaRunWaves")]
        public int CurrentArenaRunWaves { get; set; }

        [JsonProperty("blessingsDiscovered")]
        public List<object> BlessingsDiscovered { get; set; }                
    }
}

bank contain
Spoiler

Code: Select all

using Newtonsoft.Json;
using System.Collections.Generic;

namespace LastEpochLib.GlobalData
{
    public class Global
    {
        [JsonProperty("stashList")]
        public List<StashList> StashList { get; set; }               
    }
}

Code: Select all

using LastEpochLib.Items;
using Newtonsoft.Json;
using System.Collections.Generic;

namespace LastEpochLib.GlobalData
{
    public class StashList
    {
        [JsonProperty("stashType")]
        public int StashType { get; set; }

        [JsonProperty("soloChallengeStashName")]
        public string SoloChallengeStashName { get; set; }

        [JsonProperty("savedShards")]
        public List<SavedShard> SavedShards { get; set; }

        [JsonProperty("savedStashItems")]
        public List<SavedStashItem> SavedStashItems { get; set; }

        [JsonProperty("gold")]
        public int Gold { get; set; }

        [JsonProperty("affixesCleanupDone")]
        public bool AffixesCleanupDone { get; set; }

        [JsonProperty("stashTabsCreated")]
        public bool StashTabsCreated { get; set; }

        [JsonProperty("materialsList")]
        public List<MaterialsList> MaterialsList { get; set; }

        [JsonProperty("categories")]
        public List<Category> Categories { get; set; }

        [JsonProperty("tabs")]
        public List<Tab> Tabs { get; set; }
    }
}
So, if you want to save your shards, save your bank ^^

I will update sunday morning, i have to clean the code before, because some antivirus detect "hacking tools".
i've done "all shards" button, so we can get all shards.
I can do the same for blessing but i need a savegame with all blessing to verify if its good.
I'm working for unique and set, but same as blessing, i need a savegame with all unique and set, because id of this items are in the NbAffixes?? TextBox, unique and set it's ItemTypeId ItemBaseId and UniqueOrSetId.
I remove Textbox for Type, Name, Shards Id and Calculated Tier, now we have to select in the list.
If you check in the Character or Bank spoiler, you can see what we can add to this app.

exemple of a set item
Spoiler
Image

Nevermindy
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Re: Last Epoch Save Editor

Post by Nevermindy »

Ash06 wrote:
Mon Sep 20, 2021 5:39 pm
unomatt05 wrote:
Mon Sep 20, 2021 4:10 am
how can i save my edited save. i cant save it when i open my game nothing change.
ok i already done save my game.. i cant see the save button so i used tab button to find where the save is.. hahaha.. can u plz make it more smaller or make a scroll to see the save button..
Image

or

Image

and you can see all the app.
Nevermindy wrote:
Mon Sep 20, 2021 8:35 am
Tried to change the amount of Runes i have . Saved the changes in editor and nothing changed in game sadly.
Tried multiple times.

What am i doing wrong? Or save option doesn't work ?
I think you try to save your character not you bank.

character contain
Spoiler

Code: Select all

using LastEpochLib.Items;
using Newtonsoft.Json;
using System.Collections.Generic;

namespace LastEpochLib.Characters
{
    public class Character
    {
        [JsonProperty("characterName")]
        public string CharacterName { get; set; }

        [JsonProperty("level")]
        public int Level { get; set; }

        [JsonProperty("slot")]
        public int Slot { get; set; }

        [JsonProperty("currentExp")]
        public int CurrentExp { get; set; }

        [JsonProperty("hardcore")]
        public bool Hardcore { get; set; }

        [JsonProperty("died")]
        public bool Died { get; set; }

        [JsonProperty("deaths")]
        public int Deaths { get; set; }

        [JsonProperty("masochist")]
        public bool Masochist { get; set; }

        [JsonProperty("closedSkillsTooltip")]
        public bool ClosedSkillsTooltip { get; set; }

        [JsonProperty("closedPassivesTooltip")]
        public bool ClosedPassivesTooltip { get; set; }

        [JsonProperty("closedMonolithTooltip")]
        public bool ClosedMonolithTooltip { get; set; }

        [JsonProperty("closedIdolsTooltip")]
        public bool ClosedIdolsTooltip { get; set; }

        [JsonProperty("closedMinSkillLevelTutorial")]
        public bool ClosedMinSkillLevelTutorial { get; set; }

        [JsonProperty("characterClass")]
        public int CharacterClass { get; set; }

        [JsonProperty("savedItems")]
        public List<SavedItem> SavedItems { get; set; }

        [JsonProperty("savedCharacterTree")]
        public SavedCharacterTree SavedCharacterTree { get; set; }

        [JsonProperty("savedSkillTrees")]
        public List<SavedSkillTree> SavedSkillTrees { get; set; }

        [JsonProperty("characterTreeNodeProgression")]
        public List<object> CharacterTreeNodeProgression { get; set; }

        [JsonProperty("unlockedWaypointScenes")]
        public List<string> UnlockedWaypointScenes { get; set; }

        [JsonProperty("abilityBar")]
        public List<string> AbilityBar { get; set; }

        [JsonProperty("moveButtonBehaviour")]
        public int MoveButtonBehaviour { get; set; }

        [JsonProperty("portalUnlocked")]
        public bool PortalUnlocked { get; set; }

        [JsonProperty("reachedTown")]
        public bool ReachedTown { get; set; }

        [JsonProperty("soloChallenge")]
        public bool SoloChallenge { get; set; }

        [JsonProperty("respecs")]
        public int Respecs { get; set; }

        [JsonProperty("uniquesPickedUp")]
        public int UniquesPickedUp { get; set; }

        [JsonProperty("savedQuests")]
        public List<SavedQuest> SavedQuests { get; set; }

        [JsonProperty("savedMonolithQuests")]
        public List<object> SavedMonolithQuests { get; set; }

        [JsonProperty("maxWave")]
        public int MaxWave { get; set; }

        [JsonProperty("competitiveCharacterVersion")]
        public int CompetitiveCharacterVersion { get; set; }

        [JsonProperty("oneTimeEvents")]
        public List<string> OneTimeEvents { get; set; }

        [JsonProperty("focusedQuest")]
        public int FocusedQuest { get; set; }

        [JsonProperty("sceneProgresses")]
        public List<SceneProgress> SceneProgresses { get; set; }

        [JsonProperty("monolithRuns")]
        public List<MonolithRun> MonolithRuns { get; set; }

        [JsonProperty("timelineCompletion")]
        public List<TimelineCompletion> TimelineCompletion { get; set; }

        [JsonProperty("timelineDifficultyCompletion")]
        public List<TimelineDifficultyCompletion> TimelineDifficultyCompletion { get; set; }

        [JsonProperty("timelineDifficultyUnlocks")]
        public List<TimelineDifficultyUnlock> TimelineDifficultyUnlocks { get; set; }

        [JsonProperty("currentMonolithRunTimelineID")]
        public int CurrentMonolithRunTimelineID { get; set; }

        [JsonProperty("currentMonolithRunDifficultyIndex")]
        public int CurrentMonolithRunDifficultyIndex { get; set; }

        [JsonProperty("currentMonolithRunToSetBack")]
        public int CurrentMonolithRunToSetBack { get; set; }

        [JsonProperty("currentMonolithRunToSetBackDifficultyIndex")]
        public int CurrentMonolithRunToSetBackDifficultyIndex { get; set; }

        [JsonProperty("previousMonolithEchoTimelineID")]
        public int PreviousMonolithEchoTimelineID { get; set; }

        [JsonProperty("previousMonolithEchoDifficultyIndex")]
        public int PreviousMonolithEchoDifficultyIndex { get; set; }

        [JsonProperty("monolithEchoesConquered")]
        public int MonolithEchoesConquered { get; set; }

        [JsonProperty("monolithTimelinesConquered")]
        public int MonolithTimelinesConquered { get; set; }

        [JsonProperty("monolithOptions")]
        public List<object> MonolithOptions { get; set; }

        [JsonProperty("activeMonolithMods")]
        public List<object> ActiveMonolithMods { get; set; }

        [JsonProperty("monolithDepth")]
        public int MonolithDepth { get; set; }

        [JsonProperty("hasRerolledMonolithOptions")]
        public bool HasRerolledMonolithOptions { get; set; }

        [JsonProperty("chosenMastery")]
        public int ChosenMastery { get; set; }

        [JsonProperty("clickedUnlockMasteriesButton")]
        public bool ClickedUnlockMasteriesButton { get; set; }

        [JsonProperty("currentArenaRunWaves")]
        public int CurrentArenaRunWaves { get; set; }

        [JsonProperty("blessingsDiscovered")]
        public List<object> BlessingsDiscovered { get; set; }                
    }
}

bank contain
Spoiler

Code: Select all

using Newtonsoft.Json;
using System.Collections.Generic;

namespace LastEpochLib.GlobalData
{
    public class Global
    {
        [JsonProperty("stashList")]
        public List<StashList> StashList { get; set; }               
    }
}

Code: Select all

using LastEpochLib.Items;
using Newtonsoft.Json;
using System.Collections.Generic;

namespace LastEpochLib.GlobalData
{
    public class StashList
    {
        [JsonProperty("stashType")]
        public int StashType { get; set; }

        [JsonProperty("soloChallengeStashName")]
        public string SoloChallengeStashName { get; set; }

        [JsonProperty("savedShards")]
        public List<SavedShard> SavedShards { get; set; }

        [JsonProperty("savedStashItems")]
        public List<SavedStashItem> SavedStashItems { get; set; }

        [JsonProperty("gold")]
        public int Gold { get; set; }

        [JsonProperty("affixesCleanupDone")]
        public bool AffixesCleanupDone { get; set; }

        [JsonProperty("stashTabsCreated")]
        public bool StashTabsCreated { get; set; }

        [JsonProperty("materialsList")]
        public List<MaterialsList> MaterialsList { get; set; }

        [JsonProperty("categories")]
        public List<Category> Categories { get; set; }

        [JsonProperty("tabs")]
        public List<Tab> Tabs { get; set; }
    }
}
So, if you want to save your shards, save your bank ^^

I will update sunday morning, i have to clean the code before, because some antivirus detect "hacking tools".
i've done "all shards" button, so we can get all shards.
I can do the same for blessing but i need a savegame with all blessing to verify if its good.
I'm working for unique and set, but same as blessing, i need a savegame with all unique and set, because id of this items are in the NbAffixes?? TextBox, unique and set it's ItemTypeId ItemBaseId and UniqueOrSetId.
I remove Textbox for Type, Name, Shards Id and Calculated Tier, now we have to select in the list.
If you check in the Character or Bank spoiler, you can see what we can add to this app.

exemple of a set item
Spoiler
Image
Yeah , i was saving the character. My bad.
After saving the bank the amount of runes is changing now. Very cool. Thanks for this tool ! :wub:

Also attaching the stash Save with All Uniques and Set items up to patch 0.8.3 from greengreen props to him for collecting it.
The stash save location should be C:\Users\(USER_NAME)\AppData\LocalLow\Eleventh Hour Games\Last Epoch\Saves
Make sure to backup your own stash!

Hope it would help :)

Archive password is "c123"
Attachments
Greenie's Save File.7z
(35.69 KiB) Downloaded 135 times

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Ash06
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Re: Last Epoch Save Editor

Post by Ash06 »

Nevermindy wrote:
Tue Sep 21, 2021 7:28 am

Also attaching the stash Save with All Uniques and Set items up to patch 0.8.3 from greengreen props to him for collecting it.

Hope it would help :)
Ty for the save, now we can make unique and set (12 uniques are missing but i will check later).

Toxxysko
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Re: Last Epoch Save Editor

Post by Toxxysko »

Hello! The "Get All Shards" button does not do anything. Please advise!

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Ash06
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Re: Last Epoch Save Editor

Post by Ash06 »

Toxxysko wrote:
Tue Sep 28, 2021 2:36 am
Hello! The "Get All Shards" button does not do anything. Please advise!
This update, i only work on the library, so ui don't update, but you get the shards, make sure to save your bank, then launch your game or reload the character in the app to see the shards.

You get only the shards you don't have with The "Get All Shards" button, that's why there is a "Delete All Shards" button.

I checked the GetAllShards button and we don't have all shards, in the db ([Link]) there are 379 shards, but if i setup with 379 max shards we don't have all the shards.
Actually the button give you shards id < 999, but we have a lot of shards not working in game and loading the character become to slow, so i wrote an app for extracting all the id and i have all the shards and all the names, total = 470

Next update will be for ui and update shards name.

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Re: Last Epoch Save Editor

Post by Fibior »

Hi, how to craft Anchor of Oblivion? not see him in params.

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Re: Last Epoch Save Editor

Post by Ash06 »

Fibior wrote:
Fri Oct 01, 2021 2:50 pm
Hi, how to craft Anchor of Oblivion? not see him in params.
sorry, you ask for one I don't have, i will check the save if i found this item

Ok, you need a relic Type, then with rarity = 7 and nbaffixe?? = 152, this item have only 3 affixes, so if you want to max, set the 3 textbox in prefix1 to 255.

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List od Sets
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If you don't know how to do, wait sunday morning, i will update the ui and you'll be able to search the unique you want in list

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