Rebelicious wrote: ↑Sat Jun 05, 2021 9:32 am
tfigment wrote: ↑Sat Jun 05, 2021 2:37 am
Here is a hacked version of the save editor using dnSpy. The problem with the algorithm was that it hardcoded the headers to 11 values. The new saves have 13. I changed it to validate the string and not have hard coded list. Seems to work. There are hardcoded lists in the editor so new things in DLC could be an issue.
There was source code floating around before the save editor that someone posted with just the save export and it had the same issue.
This is totally unsupported, unofficial hack. Since the author has not been around for 8 months and not sure of its lineage. I take no responsibility if it breaks the save.
Edit: Just realized there were 3 versions. Updated the x64 version (not sure what was different).
Absolutely stellar my man, I'll check it out and we'll see if it sets fire to anything.
Just checking back on this, sorry for the double-post but it feels appropriate.
I just wanted to say that the fix seems to be working fine. I loaded a game up in the save editor, messed around, saved, and it loaded just fine. I then created a new game (Test 1), messed around with it, saved, created another (Test 2), I then used the save editor to unpack both Test 1 and Test 2, opened both in Notepad++, copied/replaced an entire player character and the hostinventory from Test 1 to Test 2, packed Test 2, and it still loaded up just fine.
Of course, there's always the risk that something breaks, I've only tried this in the beginning of the game, but it's not crashing or anything like that. Kudos!