Last Epoch Save Editor

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Ash06
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Last Epoch Save Editor

Post by Ash06 »

Last Epoch Save Editor : :!: Outdated, use Last Epoch Mods (see below)

Image

This app edit your local files, starting the game, update your cloud files if you have cloud save enable for this game.

:!: LastEpochSaveEditor_5.3 for LasteEpoch V1.0+ [Link]
:!: LastEpochSaveEditor_5.2 for LastEpoch beta: [Link]
All files post by me are protected by the same password "Ash" (without quote)
Ash06 wrote:
Sun Oct 29, 2023 10:10 pm
Latest Save Editor Build in this post (for Last Epoch 0.9.2J+)
Ash06 wrote:
Wed Dec 06, 2023 10:49 am
Extracted database 06/12/2023 in this post
Ash06 wrote:
Fri Dec 15, 2023 3:51 am
Fix if you have more than 9 characters in this post
Install Instructions
Spoiler
- Download and Extract (Use a tool like Winzip, Winrar, 7zip, ...)
Image
- Launch "LastEpochSaveEditor.exe"
Update Database
Spoiler
You can use this mod for extracting Game Data, install is the same as LastEpochMods
F4 : Generate Database (you must be in game)
DatabaseGeneratorMod : [Link]
If you don't use UnityExplorer : get patched UniverseLib here :
UniverseLib.IL2CPP.Unhollower.rar
(2.62 MiB) Downloaded 1823 times
How to Use
Spoiler
Ash06 wrote:
Thu Jan 19, 2023 12:22 pm
Process is quite simple :
- Close your game
- Open your character or bank
- Edit what you want
- Save your character or bank
- Play and Enjoy

The only difference is when you edit an item, because you have to save your item (button at the bottom), then save your character or bank
Know Bugs :
Spoiler
- Don't Edit Solo character bank, filenames are not the same (STASH_SlotId_CharacterId), and code isn't up to this.
- Don't add or edit item in Bank --> Infos --> Tab (i missed hide this part)
- Skills are not up to date
- When you change item Type, select Base_id then save your item, if you want to edit more you have to reselect your item or you will get an error (should be fix soon)
Options
Spoiler
character :
Spoiler
Infos :
Load and Save Character File, edit character options.
Right click Inventory or Equipment_Slot --> Add item (make sure your bottom left inventory is free)

Inventory :
Show, Edit, Duplicate, Delete equiped, inventory and idols items.
Add/Remove All blessing founds

Skills :
Show and Edit skill tree and skill bars.
Add new skill : Add skill to slot (slot limit = 512).
Button Max Xp : Level 20 this skill.
Button Get All Nodes : Add all nodes to this skill, and set all points to 20.
Button Reset : Same as Respec button in game, but without lost of level.

Timelines :
Show and Edit Timelines (completion, difficulty unlock and Blessings).

Monoliths :
Show and Edit Monoliths

Dungeons :
Show and Edit Dungeon (difficulty unlock)
Bank :
Spoiler
Infos :
Load and Save Bank(s).
Show, Create and Edit categories, tabs, items, shards and materials

Stashs :
Show and Edit items from tabs

Materials :
Show and Edit Materials
Value = 0 to 4294967295 (FFFF FFFF)
0 = Delete material
Create Materials if you don't have it

Shards :
Show and edit shards
You can't craft idol_affix, so skip idol when GetAllShards for better performance
Options :
Spoiler
Some App and Debug Options
Changes :
Spoiler
v5.3
- Update for LastEpoch V1.0

v5.2
- Fix (character structure, remove all null refs) and Reorder (rename file, change slot) Character Save
Reorder : if you don't have "1CHARACTERSLOT_BETA_0" in your save folder
Fix : when saving a character (if you can't load a character in game, load in SaveEditor then save)

v5.1
- Updated ExtractorMod for Classes, skills, nodes, ...
- Updated Database (contain all skills)
- Updated Ui to match new database

v5.0
- Add a Mod for Extracting data from the game and generate Database (see Update Database spoiler)
- Updated UI to match the extracted data

v4.5
- Update Database (add all new items)

v4.4
- Done All Affixs
- Fix crash (icon size outside table) when changing item type
- Updated to match Extracted game data ([Link])
- Add Config

v4.3
- Fix Legendary Potential
- Unlock Legendary from Set item
- Update Item Infos
- Unlock Base item description for affixs, runes, glyphs and keys
- Unlock Affixs range

v4.2
- Fix Save Files
- Fix Bank Stash
- Fix Bank Lost

v4.1 Beta
- Add Tabs Support for stashs

v4.0 Beta
- Fix Character Structure.
- Add all new items.
- New Affix list : blue = idol affix
- Fix Stashs Structure, you can see all your bank, edit materials and gold
- Fix Tabs Structure (I don't have time to implement tabs in the app this night, so you can't see your stashs in bank).

v3.3 Beta
- Done all affixs
- Add filter for affixs
- Update Item Infos

v3.2
- Unlock right click Menu in Character (you can add, copy, paste an item)

v3.1.2
- Done all Database Items
- Unlock Dungeons

v3.01
- Update Database (now, generate database from [Link])
- Update Items Infos (show prefix and unique stats)
- Fix Cloud

v3.0 beta
- New Ui
- Add Containers ans Tabs Edit
- Add Timelines, Monoliths and Blessings Options
(you can't add the 3 last blessing because i don't have id for this)
- Add All Items Option
(create a container named Database with all items)
Spoiler
Image
- Update Inventory and Bank stash
This is a beta, lot of functions are untested

v2.1
- Update Character load/save.
- Update Item load/save depending on type item and quality.
- Update Item Infos.
- Update Menu for matching Files (character and global data).
- Fix all CheckBox in character.
- Fix Affix value save.
- Fix Idols, Keys, Blessings save.
- Fix Werebear ability clear after save.
- Fix Spriggan form ability clear after save.
- Fix Dungeon completion clear after save.
- Add Activate/Deactivate seal option in item infos.
- Add Seal shard for basic to rare item (exclude keys, idols, blessings).
- Add Blessing Json and icons in Database.
- Add all Character options.
- Add option Get/Remove all Blessings.
- Add option Get/Remove all Materials.
- Add option Duplicate your character.
- Unlock Left/Right Buttons in fearlessrevolution (you can see all your categories and tab stashs).

v2.0.1
- Fixed modifier for Unique
- Fixed affix tier
- Unlock select skills (you can level up all skill)
- Add ability bar (you can play with all skill)
Image

v2.0 beta
- External Database (Affix, All Items, Skills)
- Fixed all Affix
- Add all Skills (select skills in next release)
- Fixed Unique Modifiers

v 1.6.4
- Fixed missing Uniques (all Uniques found except "Morditas Reach", type = Spear)
- Update Base Icons

v1.6.3
- Add Herald of the scurry
- Add all New Materials

v1.6.2
- Fixed Quality
- Add Uniques and set (ty to eyez)

v1.6.1
- Add Legendary Potential for unique
- Add Legendary Quality
- Add Legendary Structure
- Update Ui

v1.6
- Instability = Forge potencial
Load your character with the new patch then save it before modify with the app.

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).
Last Epoch Mods :

Image

Src : [Link]
LastEpochMod.v2.6.3.rar
(2.7 MiB) Downloaded 17611 times
LastEpochModv2.6.1.rar
(2.69 MiB) Downloaded 8217 times
LastEpochModsV2.6.rar
(2.69 MiB) Downloaded 4092 times
LastEpochModsV2.5.1.rar
(2.69 MiB) Downloaded 2923 times
All files post by me are protected by the same password "Ash" (without quote)

:!: Updated Mod for LastEpoch V1.0 can be found on Github
:!: 2.6.3 contain fix for LastEpoch 0.9.2.18 = 0.9.2Q
:!: 2.6 is ONLY for LastEpoch 0.9.2+
:!: 2.5+ is for Older Game Version
Ash06 wrote:
Mon Jan 22, 2024 11:17 pm
Latest build in this post for current game version
Install Instructions
Spoiler
- Install Melon Loader 5.7 [Link]
Image
Make sure to unckeck "Latest" and select 0.5.7
- Launch your game once (MelonLoader need this to generate all files).
- Check your Game version.
Image
You can see your game version on top of MelonLoader Console, in console, and in game menu
- Download and Extract Mod archive in YourGameFolder\
Image
- Launch your game.
- F1 to show Menu.
When you get an Mod update :
Spoiler
- You can copy only UnityLastEpochMods.dll in "YourGameFolder/Mods/"
- Make sure to Delete "config.json" in "YourGameFolder/Mods/LastEpochMods/" when an option was added to Menu (see changelog)
When you get an Game Update :
Spoiler
Ash06 wrote:
Fri Sep 08, 2023 4:32 am
If you have errors with update :
- Remove MelonLoader : Use MelonLoader Installer and uninstall MelonLoader
- Remove mods files in "YourGame\Mods" and "YourGame\UserLibs".
- ReInstall MelonLoader 5.7
- Start once without any mods
- Close your game, install Mods
- Play
Options
Spoiler
F1 Show/Hide Menu
F2 Show/Hide HeadHunter Buffs
F3 Complete All your Tracked Quests

ItemDrop :
- Gold Multiplier
- Items multiplier
- Experience Multiplier
- Rarity (Basic = 0, Magic = 1-2, Rare = 3-4, Unique = 7, Set = 8, Legendary = 9) //Legendary was remove for the moment, because we can't set affixs number
- Implicits
- Forgin Potencial
- Affixes Values
- Affixes Tiers
- Unique Mods
- Legendary Potencial
- Weaver Will
- Drop Bonuses
- Pickup item in range
- Force Drop all game items (you can use others mod to change tier, rolls, ...)
Spoiler
Image
Autoloot :
- Gold
- Keys
- Unique & Set
- Xp Tome
- Materials
- AutoStore Materials
- Hide Notifications

Character :
- Attack rate
- Cast Rate (not show in tooltip)
- Leach rate
- God Mode
- Level Up Button
- Choose/Reset Mastery (DevMode Don't allow reset mastery)
- Lock character movement (i use it for debug)

Skills : All Skills need to be launch one for activating mods
- Unlock slots
- Skills points
- Remove mana cost
- Remove channel cost
- Remove cooldown
- Mana Regen while Channeling
- Don't stop ability when out of mana
- Remove Node Requirement
- Skills Remove Health Cost for Transplant, Marrow Shards and Reaper Form
- Movement Skills : No target Need
- Movement Skills : Immune during movement
- Movement Skills : Disable Simple Path

Tree :
- Passive points
- Remove Node Requirement

Companions :
- Override maximum companion
- Wolf : SummonMax (you can summon wolves up to the maximum without item)
- Wolf : Override limit
- Scorpion : Override baby limit

Minions :
Skeleton :
- Additional from Passives
- Additional from Skill
- Additional per Cast
- Chance to Resummon
- Force Archer
- Force Brawler
- Force Rogue
- Force Warrior
Mage :
- Additional from Items
- Additional from Passives
- Additional from Skill
- Additional per Cast
- Chance for 2 Extra Projectiles
- Disable Single Summon
- Force Cryomancer
- Force Deathknight
- Force Pyromancer
Wraith :
- Additional Max Wraiths
- Delayed Wraith (like summon per cast)
- Disable Limit to 2 Wraiths
- No Decay
- Increased Cast Speed
Bone Golem :
- Added Golem per 4 Skeletons (use this to summon more than one)
- Self Resurrect Chance
- Increased Fire Aura
- Increased Move Speed
- Twin
- Unlock Slam Attack (use if you don't already have it)
- Increased Armor Aura
- Increased Move Speed Aura
Volatile Zombie :
- Cast Chance on Minion Death
- Chance for Infernal Shade on Death
- chance for Marrow Shards on Death

Scene :
- Density Multiplier
- Experience Multiplier
- Waypoint Unlock
- Shop rarity

Dungeons :
- Objective Reveal
- Enter Without Key

Monoliths :
- Override max stability
- Density Modifier
- Objective Reveal
- Set ennemies defeat count on start
- Complete Objective (Quest and Boss) on start
- Unlock all 5 Blessings in Rewards (value can be edit with Drop -> Item Data -> Base -> Implicit)
- No lost when die (untested)

Remove Prerequisites :
- Remove Level
- Remove Class
- Remove subclass
- Remove Set (all buffs from set with only one item)

Items :
- Add Heahunter Item with random buffs (edit LastEpochMods/hh_buffs.json)
Spoiler
Image
Default Headhunter Random Buffs :
Spoiler
- increased Damage
- increased AttackSpeed
- increased CastSpeed
- increased CriticalChance
- increased CriticalMultiplier
- increased Health
- increased Mana
- increased Movespeed
- increased Armour
- increased HealthRegen
- increased ManaRegen
Craft :
- Remove Forging potencial cost

Developer Mode :
- Unlock in menu and click "Dev mode : off" (bottom right) to enable
Spoiler
Image
Cosmetic : work in progress (we can't equip cosmetic item now)
- Unlock cosmetic tab in Inventory
- Unlock Mtx Shop
Changes :
Spoiler
v2.6.3 :
- Fix Character Refs
- Fix God Mode (character damageable to false and canDie to false)

V2.6.1 :
- Fix Headhunter base_id, unique_id and icon (ForceDrop a new one if you use it)
- Fix Monolith Density
- Monolith : Complete Objective Option now complete all Quests and Boss when entering an Echo if enable
- Monolith : Unlock all 5 Blessings in Blessing Reward (You can use Drop -> Item Data -> Base -> Implicit Option to edit value)
- Hit F3 to Complete all your Tracked Quests

v2.6.3 :
- Fix Character ref in LastEpoch 0.9.2.18 = 0.9.2Q
v2.6 :
- Fix Game Update 0.9.2 beta
- Monolith density can't be set

v2.5.1 :
- Fix Items Requirements (should be launch before Scene, so previous update break it)
- Fix Skill : Minions : Mage : Single Mage (Disable summon ArchMage limit^^)

v2.5 :
- Add Config File for Headhunter Buffs
- Fix UniverseLib
- Remove UnityExplorer

v2.4.2 :
- Add UnityExplorer (game crash without it)

v2.4.1 :
- Fix BottomScreenMenu : OnEnable

v2.4 :
- Add Headhunter Item

v2.3 :
- Add God Mode

v2.2 :
- Add Level Up Button
- Add Choose/Reset Mastery (DevMode Don't allow reset mastery)
- Skills Remove Health Cost for Transplant, Marrow Shards and Reaper Form
- Movement Skills : No target Need
- Movement Skills : Immune during movement
- Movement Skills : Disable Simple Path
- Attack Rate Modified to Attack/Cast Rate

v2.1.2 :
- Fix Set Tooltip

v2.1.1 :
- Fix Summon Skeleton Force Warrior don't disable others Force Mods

v2.1 :
- Force Drop no longer uses the same options as ItemData
- Add Seal in Force Drop
- Allow Force Seal on item drop
- Remove Set Req
- Add Minions Options
Skeleton :
- Additional from Passives
- Additional from Skill
- Additional per Cast
- Chance to Resummon
- Force Archer
- Force Brawler
- Force Rogue
- Force Warrior
Mage :
- Additional from Items
- Additional from Passives
- Additional from Skill
- Additional per Cast
- Chance for 2 Extra Projectiles
- Disable Only One Mage
- Force Cryomancer
- Force Deathknight
- Force Pyromancer
Wraith :
- Additional Max Wraiths
- Delayed Wraith (like summon per cast)
- Disable Limit to 2 Wraiths
- No Decay
- Increased Cast Speed
Bone Golem :
- Added Golem per 4 Skeletons (use this to summon more than one)
- Self Resurrect Chance
- Increased Fire Aura
- Increased Move Speed
- Twin
- Unlock Slam Attack (use if you don't already have it)
- Increased Armor Aura
- Increased Move Speed Aura
Volatile Zombie :
- Cast Chance on Minion Death
- Chance for Infernal Shade on Death
- chance for Marrow Shards on Death

v2.0 :
- Add Force Drop Seal
- Add force Drop Affixs Rolls for legendary items

v1.9 :
- Remove Force Drop Affixs
- Remove Force Drop Unique and Set
- Add Force Drop all game items (you can use others mod to change tier, rolls, ...)
- Unlock MTX Shop

v1.8 :
- Remove Shop Rarity
- Remove Affix Multiplier
- Add Force Drop Affixs
- Add Force Drop Unique and Set

v1.7 :
- Drop : Pickup item in range
- AutoPickup : Hide Notifications
- Character: Lock character movement
- Monolith : Density Modifier
- Items : Remove Forging potencial cost when craft
- Items : Shop rarity

v1.6 :
-Fix Forging Potencial

v1.5 :
Skills and Tree : Remove node requirement
Companion :
- Override maximum companion
- Wolf : SummonMax (you can summon wolves up to the maximum without item)
- Wolf : Override limit
- Scorpion : Override baby limit
Cosmetics :
- Unlock Panel
- Unlock Shop Panel
- Need to write functions for add all cosmetics to player and equip

v1.4 :
- Unlock Developer Mode

v1.3 :
- Add Load/Save for all options
- Remove UnityExplorer req
Last edited by Ash06 on Thu Jul 11, 2024 9:01 am, edited 116 times in total.

sirraiukoren
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Re: Last Epoch Save Editor

Post by sirraiukoren »

This is great! Thanks for sharing the tool.

sirraiukoren
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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!

Owna
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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.

User avatar
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..

Nevermindy
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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 2911 times

User avatar
Ash06
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Posts: 260
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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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Posts: 21
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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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Posts: 260
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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.

Fibior
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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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Ash06
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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.

Image

List of Uniques
Spoiler
Image
List od Sets
Spoiler
Image
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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